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PJetski

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Everything posted by PJetski

  1. Unlike the weak baby elf wizard nerds, Sigmar would be a single model the size of Nagash.
  2. I think theyre 2x1mm? Not sure, bought them a long time ago and I dont have any calipers handy
  3. Stormcast Lord-Commander Lightning Cannon Unique units for Stormhosts besides Hammers of Sigmar Seraphon Plastic versions of all the resin kits (Slann, Cham Skinks, Kroxigors, Salamanders, Razordons) Revamp of existing Saurus (Warriors, Knights, Guard, foot heroes) New Saurus heavy cavalry - riding smaller carnosaurs (or some other aggressive thick dinosaur) A monster-sized Terradon Denmother with skink crew Fyreslayers Magma cannon Priest riding an animated construct
  4. Ballistae are not cost effective if you only use their single shot, especially when you add in the cost of the Ordinator. You still only average 3.5 shots for 1 damage each per ballistae with no chance at mortal wounds - there's no doubt that Raptors are vastly superior at sniping support heroes. You are looking at the game as a spreadsheet on an empty battlefield and ignoring too many other factors. Ballistae are effectively immobile so you won't be changing their line of fire significantly after deployment. Unless you are playing on an open battlefield with little terrain this is a huge weakness that your enemy can exploit. Since Ballistae are max unit size 1 it is not very useful to teleport them. Raptors also enable Aetherwings, which are arguably the most important unit in the Stormcast book. Ballistae are good at exactly one thing: dropping into play behind a fast melee list. They combo very well with cavalry that can push ahead to tie down the enemy (Dracolines, Dracoths) or deep strike charge units. You will commonly see ballistae used in Gavriel turn 1 charge lists to clear out screens or in Astral Templars lists along with the aforementioned cavalry. If Tauralons weren't a waste of points you would probably see Ballistae used more often because they combo very well together, but it's an inefficient combo compared to Longstrikes or Judicators double tapping in Anvils.
  5. Vanguard-Raptors with Longstrike Crossbows are very good at killing support heroes because they hit on 2+ and cause mortal wounds on hit6. Celestar Ballistae are not great snipers because they hit on 5+ and the bonus +1 hit from the Lord-Ordinator is cancelled out by -1 hit from Look Out Sir.
  6. They are not the best at sniping heroes because of Look Out Sir reducing their hit rolls If you use Ballistae you might as well use 4 + Ordinator... I've never understood why people use 3.
  7. They can only fight first if a nearby hero uses a command ability. If you kill their nearby heroes like I said then they won't be able to fight first.
  8. Same way you deal with everything... Tie down the melee units with aetherwings, shoot the heroes, then shoot the hearthguard blob, then charge in with Evocators to finish them off.
  9. GW is including a printed booklet with updated points for ALL 40k units in the next white dwarf. I don't follow 40k that closely - is this a new book or a reprint of another book? How would you feel about getting point updates for AOS through white dwarf instead of the current update system of posting them online twice a year?
  10. Anvilstrike is still the strongest overall list. The vanguard chamber list has too many hard checks.
  11. Why run the Vanguard Wing? You could spend points on some kind of melee hammer unit instead and contest objectives through charge/combat instead of relying on your double tab judicators. If you're running a double tap shooting unit you definitely want a Priest for Translocation.
  12. We don't know this for certain, nothing has been confirmed yet. The third book could be Belakor while the fourth could be Alarielle.
  13. 10/10 model, and it can just be a regular lord celestant too
  14. Dont forget: 5 wounds Same command ability as a regular lord celestant but it only works on HALLOWED KNIGHT units and he can only use it if he is the general
  15. I hope thats Gardus and not another Hammers of Sigmar character.
  16. Models have to end a pile in move as close or closer to the nearest enemy model. If a model is base-to-base with an enemy model it can still make a pile-in move as long as it ends the move in base contact with that model.
  17. Slaanesh book seems underwhelming at first glance, while the DOK book seems like (almost) a strict upgrade over their previous one. I genuinely hope every new AOS battletome is toned down like the new Slaanesh book - the game needs to take a step back and breathe after the insane power creep in 2.0.
  18. First impressions: Slaanesh is underwhelming. They are still paper thin so theyll die quick to shooting but now they cant make enemies fight last so theyll crumble to melee armies. Their only saving grace is summoning but I don't think their new depravity point generation will work out well enough for them in a game where units get wiped out so easily. DOK looks great. I think it's dumb that you can still have 5+ rerollable ignore with blood shield (and now you can add a -1 damage aura to that combo) but I guess that's never going away.
  19. I am okay with less mortal wounds in the game, but I'll wait for proper reviews of the book to be released tomorrow.
  20. Shoot the heroes. Hearthguard lose their 4+ ignore if they dont have a hero nearby, and you need a hero wholly within 12" of their unit to activate the command ability to fight first. If you can kill the heroes from the Lords of the Lodge battalion (Runefather, Runemaster, Battlesmith) then they can't use their double fight ability. You dont necessarily have to kill all of them, just the ones wholly within 12" of the unit. You should also try to kill their general if you can because he has the -1 wound aura. Waste their time by putting screens of liberators and aetherwings up front, then counterattack with your shooting (Longstrikes) and big melee units (Evocators, Dracoths)
  21. Stormcast Lord-Commander Preferably not Hammers of Sigmar
  22. It is not a charge. It is a 2d6" move in any direction with no restrictions on where you can finish your move relative to enemy units.
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