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PJetski

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Everything posted by PJetski

  1. It's... okay I guess? Seems to be very forgettable and unnecessary. I don't hate it or regret my purchase but It seems like a rushed and/or half-baked product. There are endless spells... but only 4... one of them is literally a piece of scenery from Underworlds duplicated. Mercenaries are a cool system but there are only 2 companies? Seems like the kind of thing that could have been added through the GHB or its own supplement. The Lethisian Defenders allegiance is really underwhelming. I don't think anyone will ever use the Penumbral Engine outside of Narrative Play; it could have been more useful if it cost 0 points and replaced faction scenery. The campaign with 8 battleplans is my favourite part of the whole book. The battleplans are great and I could see myself using some of the pitched battleplans for tournaments, but I doubt many people will buy FP so the battleplans will probably fade into obscurity unless they get reprinted in the GHB... and that will further reduce the purpose of this box.
  2. Compared to Skullcrushers at 180 per 3 and Dracolines at 300 per 3 (which I think are fair costs for those units) I think Dracoths should be costed like this: Concussors: 260 -> 220 Fulminators; 220 Desolators: 220 ->200 Tempestors: 220 -> 180 Lord-Celestant on Dracoth: 220 -> 200 Drakesworn Templar: 460 -> 400 Lord-Celestant on Stardrake: 560 -> 480 Instead of lowering their costs they could reduce Dracoth min size to 1, greatly reduced the cost of their battalions (their battalions really suck), and/or add some way to make them battleline (like if your general is EXTREMIS).
  3. I would care about WarCry if I knew literally anything about the rules.
  4. Whatever they put on the Ironjawz cover you can be 99% certain it will have their signature yellow armour.
  5. Why do you need Translocation in this list? Seems like the Relictor isn't worth his points here - you are already fast enough to get anywhere you wants to be, and the ballista want to drop into play together as a cluster. Are the spellweavers there because they are cheap wizards with a guaranteed unbind? If you are willing to take allies then I would consider an Enchantress for two spells/unbinds at 160pt and a rerollable cast on the cogs.
  6. I prefer being able to use the teleport multiple times over the course of the game, even on a 3+, than a guaranteed once per game ability. I never rely on Translocation; I treat it as an option. I'll plan my turn ahead of time and roll for Translocation early in the hero phase so I know what options are available to me, but I always have a plan for when it fails. If there's nothing worth shooting in range and my Translocation fails then I'll either shoot some chaff to reduce body counts for objectives, or I'll bank the command point for a future turn where I can activate both Evocators and Longstrikes in the same phase. I have Speed of Lightning to reroll charges.
  7. I would agree, but being able to "buy" command points it removes much of the opportunity cost that command points should have. It was a lesser problem at first because command points were less impactful (along the lines of +1 hit) but now they are crazy force multipliers.
  8. A few reasons. I have a lot of drops and almost never get to choose the first round turn order so I like having a predatory spell active to act as an insurance policy in case my opponents gets a double turn. Geminids cast on a 7 which is like a coin flip, so having a second predatory endless spell helps ensure something is flying around the battlefield doing damage. I like the QSS specifically because it helps push more damage against small heroes - the 6" range is good for hitting heroes behind the frontlines like Hags and Battlesmiths. It's not usually enough to kill, but sometimes you activate twice and do the 5 mortal wounds you need to kill a small hero. It helps a lot versus the popular Slaanesh, Nurgle, Khorne, and Skaven armies. You can push damage on the greater daemons or even snipe smaller heroes like a Bombadier. If you ever get a game in Chamon against Chaos you will feel very good about taking QSS. When I have both spells out I push my geminids very far into the enemy and plan my movement so they can never come back to harm me, but also make sure they end in a position that they can do a lot of damage to my enemy if I get to move them. In that situation my opponents usually move the Geminids to minimize their impact so I usually get to move the QSS safely. In the very rare case they DO come back to harm me (like if I want to move the Geminids first) it's only 12 dice doing mw on a 6 - a very low risk of any meaningful damage. I have tried a lot of different spells and found these two are my favourite combination.
  9. Auric Hearthguard with the Lofnir lodge command ability are arguably the best unit in the battletome, and probably the best shooting unit in the game.
  10. PJetski

    Dreadfane

    There is no release date for Dreadfane yet. They haven't said anything about it since the reveal announcement. Season 3 will likely follow the format laid out by season 1 and 2 - core box in September, 2 warbands in October, 2 warbands in January, and 2 warbands in April.
  11. My list is Anvilstrike: Stormhost: Anvils of the Heldenhammer Azyros (artifact) Veritant (Teleport prayer) Incantor Incantor Heraldor 3x5 Liberators 1x9 Longstrikes 2x3 Aetherwings 1x10 Evocators Geminids Quicksilver Swords
  12. Are there any Stormcast units that really want to move in the hero phase? You could use Lauchon to teleport heroes forward before casting spells and toss endless spells point-blank, then move backwards... or teleport backwards with the Soulscream Bridge?
  13. Looking at the way these abilities are worded I can't see any reason why Cycle would not stop the model being slain by Lauchon.
  14. Assuming you have a Lord-Arcanum, and you make the 6+ cast (72% before modifiers and unbinding), and you have the perfect undisturbed deployment, then you can fit ~18 models max on 40mm bases in Lauchons boat so the biggest unit we can take is 15. Slamming 15 Evocators into your opponent turn 1 after buffing in the hero phase is quite interesting... but it can already be done with Astral Templars and Hammers of Sigmar - is there potential for a different Stormhost (or Staunch?) to utilize this? Maybe after GHB sees Paladin drop in points I could see the Hammerstrike Force being a thing with Lauchon - buff up in the hero phase, then turn 1 charge a bunch of Paladins. Seems a lot cheaper than the Gavriel bomb, which means you can still add a lot of shooting and stay flexible instead of going all-in. With a Lord-Arcanum you can avoid paying the toll and transport single model units. Is there a hero with a base that can fit that really wants to take advantage of that kind of mobility?
  15. If you plan ahead you can position your important models out of range of the second pile in (usually >4" from the front line). They'll hit the screen, kill it, then stop.
  16. Yes, if you want to include it in your list you must pay 100pt All faction scenery (so far) costs 0pt.
  17. It's very possible that many of these items are just being repackaged. Citadel Colour seems to be a huge new branding, I wouldn't be surprised if they redid the packaging for all their paints.
  18. I'm #1 in my country and top 10 ITC world (on track to be #1) with a 15-0 record playing only Stormcast this year. Is that sufficient evidence? It's not the army, it's the players. Stormcast are not an easy army to play well in this meta, but they can definitely crush the other top armies if you do it right.
  19. "Fight twice" abilities are really powerful. Not only are they a crazy force multiplier but they usually also let you do it immediately and break the combat order, and they usually allow you to pile in again which is an incredibly powerful positioning tool. The melee combat arms race is in full swing - the losers are any army that can't fight first and/or fight twice, but the winner will be the armies that avoid combat altogether (ie: shooting armies). That said, I don't think it is a good idea to compare anything released after 2018 to a book released before the first GHB. Ironjawz are in a really sorry state right now. Like the Fyreslayers, their rules were written in a totally different paradigm and they don't hold up to modern standards. When IJ get a new book I expect a huge amount of rule changes, like making Gore Gruntas actually do some meaningful damage and some kunnin combat tricks.
  20. You've got the core of the list right there, seems like you're on the right track.
  21. I have heard this from some tournament players. Oddly enough it's always the players running the "meta" armies and claim that Stormcast aren't good enough to reach the top tables. When their terrorgheists, witch aelves, and eels get shot off the table they suddenly know somebody working at GW that claims Longstrikes are too expensive and will be nerfed... Funny how that works 🤣
  22. The Mollog matchup is so terrible for Ylthari that I have abandoned playing them. It's not impossible to win by any means, but I don't like the idea of a game where both players flip coins until somebody wins.
  23. This is correct. It doesnt matter how fast or strong your opponent is if you can get one little bird within 3" before they get to declare a charge
  24. I think the Dracoline list is good enough to be considered alongside Anvilstrike, but it has some problems. Armies that fight first (Gristlegore, Hermdar, Khorne?, Idoneth) are a problem for it, especially if they have something like a Gristlegore general with Ethereal Amulet. Ballistas should be shooting at big targets with the rapid fire and foot heroes with the single shot to increase accuracy. Running Astral Templars instead of Celestial Vindicators is a viable alternative - the ballista drop gets really nasty, but you lose that sweet command ability for bonus attacks. Astral Templar Dracoths is also a good choice against Gristlegore. A bunch of breath attacks on 3+rr1 can really mess up the terrorgheist, freeing you up to fight something else in the combat phase.
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