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PJetski

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Everything posted by PJetski

  1. I always hear Stormcast are a "bad" faction but after I win all my opponents tell me they are overpowered and will be nerfed badly
  2. I prefer Stegadon + Bastiladon. Rerolling saves on the Bastiladon is really important, and the Stegadon has a lot of utility with the skink alpha d6 move ability.
  3. Cogs are great for rerolling saves, but the Incantor is not a reliable caster. I would bring in something like an Enchantress to reroll the 7+ cast. Purple Sun will backfire every time if you are playing with a lot of melee units.
  4. No, they're a really good unit for their cost.
  5. Nerfs to Mollog are good for the overall health of game, he is too disruptive to the meta, even if he is not necessarily overpowered.
  6. Battleline units can hold objectives in Duality of Death, and it has a really funky deployment. This makes a block of sequitors a little bit more worthwhile.
  7. Regarding Fyreslayers, I think HGB are just slightly too cost effective and Vulkites are a little underwhelming. I would like to see the former go up to 130/660 and the latter at 140. Doomseekers and Runefather on Magmadroth should probably come down 20 points, too.
  8. That's probably for the best, it was seriously unfair to armies without easy access to WIZARDs.
  9. I think the best way to nerf FEC is to limit their summoning to 1 unit per turn, regardless of how many summons they have available.
  10. I think that it is certainly plausible It is very strange that Bonesplitterz and Gutbusters received zero changes, but if they were supposed to get new battletomes before the GHB then we would have seen new units, spells, terrain, battalions, etc. in the GHB. The only explanation is that they were supposed to release very shortly after the GHB.
  11. My $0.02: Hearthguard going up 10-20 and/or losing their regiment bonus Vulkites going down 10-20 Doomseekers should go down 10-20 Runefather on Magmadroth down 20
  12. What about a Grand Convocation with a Tauralon? 830 Grand Convocation (+20 for Aventis) 580 Ballista + Ordinator 300 Battleline Liberators 110 Geminids, Purple Sun, Pendulum 180 points left. Can take either the Comet or an Azyros, though I suspect the comet will be more valuable. Could also go with Cogs + Ethereal Amulet on the Tauralon to make it really durable (with a 6+ ignore trait on top) With Astral Templars you're looking at hitting MONSTER on 2+ if you pass over them and everything else on 3+ (rerolling 1s with Azyros). The downside of those lists is that Nagash can only cast 1 endless spell per turn so his options are limited. One of the strengths of a Grand Convocation trying the same thing is that there are 4+ wizards in the list that can all cast endless spells at +1, or +2 with a Stardrake. I think 80 points for a WIZARD with 8" move and a good spell is not a bad deal.
  13. 460 Drakesworn Templar 690 Grand Convocation (LA) 260 Comet, Pendulum, Geminids, Purple Sun 1410/2000 Gives you 590 points for battleline and some kind of secondary threat unit (Concussors?) This is a stupid list but I want to try it
  14. Lord-Arcanum at 160 is interesting. For only 20 points more than an Incantor you get: +1 wounds +Cycle of the Storm +D3/D6 mortal wound Arcane Bolt +Thunderclap spell +Situational command ability You lose the dispel scroll so I think one Incantor is better than an Arcanum, but if you already have one Incantor then an Arcanum could be an interesting choice. You can stack Thunderclap with the Skink Starpriest spell to give a unit -2 to hit rolls. Maybe there's a Grand Convocation with Stardrake, Purple Sun, and Pendulum? 690 Convocation 680 Stardrake + Castellant 100 Purple Sun + Pendulum 100 Comet 1570, 430 left for battleline and some other non-hero unit (more spells?)
  15. It's only as useful as the spells you are casting and the extra artefact/CP you gain from it. None of the stormcast spells do more than d3 damage and none of the stormcast heroes are particularly good at combat. The first thing that comes to mind is using the LA command ability to push a Purple Sun around. Maybe a LADrac with a dracoline squad and Sword of Judgment with +1 hit from Pride Leader? Or bring a LCOS with Smoldering Helm to act as an anvil while your wizards spam endless spells? What about a Hammerstrike Force with Lauchon to push 15 Retributors forward?
  16. Staff of Focus doesn't increase the damage of endless spells.
  17. Skinks can still retreat during the combat phase, which is a very useful ability. I didn't think they were worth 60 points in a SCE list, definitely not worth 70
  18. Is it worth giving up a spell cast, though? I think I would always rather have the swords.
  19. It doesn't seem to be gothic enough to be from 40k
  20. 12" range on Crossbows and only getting bonus shots if you don't move makes this impractical. You would have to drop them into play, which means you wont have them on the table in the hero phase for buffing. Celestial Blades only works on melee attacks. Maybe not the most useful thing in a Stormcast army since we have multiple ways to teleporting around, but I could see it being used as an Ally in armies that lack fast wizards and need a dispel scroll (Fyreslayers?)
  21. If you're running CV then you should just use Dracolines instead. What are you using the extra command point on? Take Geminids instead. I wouldnt waste points on Sequitors in squads of 5. You could shave 60 points off this list if you swap them for Liberators, and another 100 if drop one of those squads altogether (you don't need a 4th battleline). I'm not sold on using 8, seems like it's too many points invested in a single unit that will struggle to get all the models into range. I like adding a Drakesworn and Astral Templars because it adds a secondary threat while also increasing the average damage output of the Desolator unit. Lists with single threats don't tend to do well because it's easy to shut down one unit at a time.
  22. I don't see anything that would suggest it is specifically focused on Wizards
  23. If both players know what they're doing it could take about 90 minutes If players are unfamiliar with the rules or taking their time to be careful (like in a tournament setting) then it takes around 2.5 hours Game setup, deployment, and the first 2 rounds take up about 80% of the game time - once the posturing is finished and you start taking models off the table it starts to go really quick If you want to keep game time under 90 minutes I suggest either reducing the game size to 1000 points or trying to get some of the game set finished before you begin. Know which battleplan you are going to play, set up the terrain beforehand, get any rules questions out of the way, etc.
  24. Prosecutors are surprisingly efficient now, at least in small squads where the Prime can get the Trident. They're not as good as Hurricane Raptors, slightly better than Crossbow Judicators, but they are much faster, easier to use, and a little bit more durable in terms of points/wound and reroll save1. Maybe there's a potential list here with 20x Judicators and 3x3 Prosecutors in a Vanguard Wing? You could go Anvils to double tap the Judicators
  25. I think GW applies a tax to special characters, because most of them are overpriced for what they actually do.
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