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Posts posted by Kadanga
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1 minute ago, Erdemo86 said:
Can you drop Gavriel with Scions and acitvate his command ability? If yes i think he will be an auto pick.
Yes, it is triggered in the charge phase.
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I am quite happy with the changes. Our already big toolbox became even bigger. Stormcast is not "pop-up in your face"-powerful and I think it will be more important to build with multiple synergies in mind in order for SCE to really shine.
I am looking forward to running a Justicar Conclave paired with a Knight-Incantor holding the Staff of Focus, riding on a balewind vortex.
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6 minutes ago, silentdeathz said:
Does stormcaller specify unit?
I hope this isn't another evocators style unclear wording. Even when the intent is somewhat obvious.
Yes it is indeed enemy unit, I edited it now.
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I compiled the spell lores for easy reading.
I got my eyes on Stormcaller, Azyrite Halo and Celestial blades for sure.Lore of the Storm
(Evocators cannot take these)Lightning Blast, casting value of 5
The closest visible enemy unit takes D3 mortal wounds.Starfall, casting value of 5
Pick a point on the battlefield within 12" that is visible to the caster, roll a dice for each enemy unit within 3" of that point, for each roll of 4+ they suffer a mortal wound.Thundershock, casting value of 6
Roll a dice for each visible enemy unit within 6" of the caster, on a 4+ they take a mortal wound and must subtract 1 from all hit rolls until your next hero phase.Azyrite Halo, casting value of 5
Pick a friendly visible STORMCAST ETERNALS unit wholly within 12", each unmodified save roll of 6 causes a mortal wound to the attacker.Chain Lightning, casting value of 7
Pick an visible enemy unit within 24", that unit suffers D3 mortal wounds and roll a dice for each enemy unit within 3" of that unit, on a 4+ they take a mortal wound.Stormcaller, casting value of 7
Roll a dice for each enemy unit on the battlefield, on a 6+ they take D3 mortal wounds.Lore of Invigoration
(Evocators can take these)Terrifying Aspect, casting value of 5
Pick a visible friendly STORMCAST ETERNALS unit wholly within 18", until your next hero phase enemy units within 3" of that unit must subtract 1 from their bravery.Celestial Blades, casting value of 5
Pick a visible friendly STORMCAST ETERNALS unit wholly within 18", add 1 to the wound roll for that units weapons until your next hero phase.Speed of Lightning, casting value of 5
Pick a visible friendly STORMCAST ETERNALS unit wholly within 9", you can reroll charge rolls for that unit until your next hero phase.- 2
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12 minutes ago, DanielFM said:
One-use ítem only for Arcanums and Incantors (AFAIR) can shut a wizard for a whole turn.
If it has a decent range it could be huge vs Nagash or similar casters.
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14 minutes ago, Bellfree said:
Not really. The most any unit is taking from his spell is D3 damage and the types of units he's going to be able to get consistent damage off against aren't going to care about d3 mortal wounds and are likely going to be in fairly large units so it's unlikely he's hitting very many things at once. Putting him on a balewind is just chasing bad money with good.
Even if you are just grabbing another caster for endless spells or spell lores, taking additional Incantors is always going to be superior to the Lord Exorcist UNLESS the lord exorcist gets either some special bonus from the battletome OR access to an extremely strong lore spell that the Incantor DOESN'T get. If neither of those conditions are met than the Incantor is simply the superior option.
I couldn't see your reasoning until I remembered that the Incantor brings a dispell scroll aswell; Fair enough.
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Here are all the stormhosts that will get background, Abilities, Command Abilities, Command Traits and Artefacts of Power according to the battletome description:
8 in total
Hammers of Sigmar
Hallowed Knights
Celestial Vindicators
Anvils of the Heldenhammer
Knights Excelsior
Celestial Warbringers
Tempest Lords
Astral Templars- 1
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2 hours ago, DanielFM said:
Making the Prime decent for his cost instead of lowering points sounds like the right thing to do. Staunch sounds more limited (one unit in range at most?) but at least we keep it. New LC sounds great!
The Incantor is so much better for the same points. He won't be seeing any tables except in Narrative games, in anti Nighthaunt tailored lists.
If the goal is another caster for endless spells or spell lores I would use the exorcist alongside the incantor, they are our cheapest casters. His spell isn't great on the face of it but I think it has its uses. Paired with a balewind and a mirror his spell becomes quite lethal vs low bravery armies.
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44 minutes ago, Requizen said:
Nah man, the sauce (imo) is Anvils + Longstrikes. Stack up multiple Command Points (maybe a Battalion), burn 3 in a turn, shoot 9xLongstrikes 3 times in your Hero Phase, once in Shooting phase. That's Aetherstrike but stronger.
Or heck, Anvils + Retributors. Charge in, get a double turn, blow a bunch of Points to attack again in your Hero Phase. That'll remove any unit in the game.
The wording says you can pile in (with no limitation to being within 3" of an enemy) so you could potenially use it to dance in to new targets after you obliterate the first one!
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1 minute ago, PJetski said:
It will also be interesting to see what Stormhosts do, and if there have been any other warscroll changes.
Has anyone noticed that Gryph Hounds have changed? Their Warning Cry only works on STORMCAST units within 6" (not 2d6), they gain +2 attacks near a Castellant or Veritant, and they make a 6" retreat move after attacking (instead of d6 move).
Where are you finding the new Gryph-hound warscroll?
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1 minute ago, PJetski said:
I think Ordinator can't use his ability on the same Ballista because it says 'can shoot twice' so multiple uses won't do anything.
However, he can use it on multiple ballista.
Ah, right you are. The first rule of wargaming: "If something seems to good to be true, it probably is"
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6 minutes ago, PJetski said:
The Ordinator easily outvalues bringing more ballistas when you use his command ability more than once per turn
1 minute ago, PJetski said:I have the GHB in front of me right now and there is no rule of one, or any kind of matched play restriction about using the same command ability more than once.
They might errata it later but given how many erratas they put out for some potentially broken stackable abilities, I think it's fair to assume the intent is what is written.
That really suprises me. So instead of bringing more ballistas, we might consider buying extra command points to fire just one ballista over and over again (that we have buffed with +1 to wound, rerolls, blessed weapons etc.
Sure, if you bring 3 ballistas they will produce more rounds of shooting over the course of the game (without the ordinator) but for a really meaty early game shooting round I think Lord-Ordinator CA spam is viable.
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1 minute ago, PJetski said:
The Ordinator easily outvalues bringing more ballistas when you use his command ability more than once per turn
IF we can do that, definetly. I kind of expect a rule of one on using a command ability twice on the same hero tho.
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2 minutes ago, Requizen said:
This is true. While they're not invincible, there's going to be a lot less things like Skyfires just killing all Heroes by T2 and ending a lot of armies immediately. Shooting units are still good, though, because there are other priority targets that aren't Heroes.
This is where I think the Lord-Ordinator outshines bringing more ballistas. I don't know what the math says, but being able to pick at heroes from 36" at +3/+3/-2 is not to scoff at.
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6 minutes ago, Turragor said:
Also confirmed using non-matching colours is considered proxying?
No TO is going to enforce colors in any way.
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20 minutes ago, mystycalchemy said:
So one question that i've just had come up, if I purchase and endless spell (or if i'm playing in a realm, using realm spells, etc) can evocators cast those other spells?
Evocators can only cast Empower as per their warscroll.
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Paired up with a balewind that's a serious threat-range.
And it goes off on a 6? That's extremely low for something that good.
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I think that the Cycle will get better as the game progresses, units die, and the damage output is lower; making it easier for you to trigger the cycle. Especially if you are stacking 2-3 of the ability.
I think have 3 won't be uncommon.
1 from LAoFoot (for spells)
1 from LAoMount (for CA)
1 from LAoSpaceGoat (for the lulz) -
I just noticed that Soulbrights command ability affects units wholly within 12” as compared to LAoGC which only affects units within 6”.
Edit: Her spell might be the worst spell in the game but she only has one cast anyway and I am 99% certain we will get SCE spell lores in the new battletome.
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19 minutes ago, The Wanderer said:
First eyes on Dracoline rules too!
3 attacks 3+/3+/-1/1
D3 damage on the charge and -1 from enemy bravery within 3".
12" move.
So sort of a mid-point between Palladors and Dracoths.
It also looks like they can re-roll their charge.
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Event Title: Games of Westeroes
Event Author: Kadanga
Calendar: Events Sweden
Event Date: 03/10/2018 09:00 AM to 03/11/2018 04:00 PM
2000pts matched play i Västerås!
Eventets facebook: https://www.facebook.com/events/167712010663920/?active_tab=about
Vi kommer hålla till i Rudbeckianska skolans ljushall, centralt beläget mitt i Västerås.
Vi bjuder på frukost både lördag och söndag, gratis kaffe kommer även finnas att tillgå under hela turneringen.
Det är gratis parkering på skolgården hela helgen.
När: Lördag 10 - Söndag 11 Mars
Var: Rudbeckianska gymnasiet i Västerås
Antal platser: 20
Upplägg: Matched play
Poäng: 2000
Format: Matched play regler med allies.
Missions: Följande missions från GHB2017
Duality of Death
Knife to the heart
Battle for the pass
Scorched Earth
Starstrike
Stopp för nya Battletomes och FAQ's: 4 Mars
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Kostnad: 200kr. Swisha 123 084 55 29, kommer med PG snart. Märk betalning med AOS och ditt namn. Du är inte anmäld innan du har betalat.
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Schema:
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Lördag
09:15 Samling
10:00 Match 1
13:00 Lunch
14:30 Match 2
17:45 Match 3
20:45 ****** dag 1
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Games of Westeroes
AoS 2 - Stormcast Eternals Discussion
in Stormcast Eternals
Posted
I think I recall from my Ork days that a 9" charge is around ~80% success if you have rerolls.
A quick guess for a 6" charge should be around ~53%
Why do we have a standard that gives rerolls to run and charge when Vexiliors give rerolls to charge innate?