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Synidus

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Everything posted by Synidus

  1. I used to use 3 hunters as battleline, but I'm swapping them for liberators because hunters like the holding power and even lethality. Even the mobility they have and the shots they put out really didn't make much difference to my games. I might keep 1 unit, possibly to hurricane them across the board to capture a far off objective. I'm really hoping the liberators and their special weapons will do some work. Someone pointed out that if I can actually charge something with my evocators and heraldor, either i'm really lucky or my opponent made a mistake, because you can always calculate the evocators' threat range. I'll try this out first. But if not, i'll swap the comet for a heraldor. As for using 2 units of 3 Palladors, I can tell you they're really disappointing. When there's only 3, you can really feel the lack of punch they put out, and they also feel more fragile. Perhaps i just don't know how to play disruption 😅
  2. I think it's a matter of where you place them. It helps if you have units that can clear/hold a drop zone for them, especially on an objective. I've found myself more disappointed with two ballistas than the current 3 & LO which i'm running.
  3. Here's a tweaked list that i made:: Allegiance: Stormcast Eternals- Stormhost: Tempest LordsMortal Realm: HyshLeadersLord-Aquilor (200)- General- Trait: Bonds of Noble Duty - Artefact: Patrician's Helm - Mount Trait: Aethereal StalkerLord-Ordinator (140)Knight-Incantor (140)Battleline5 x Liberators (100)- Warblade & Shield- 1x Grandblades5 x Liberators (100)- Warblade & Shield- 1x Grandblades5 x Liberators (100)- Warblade & Shield- 1x GrandbladesUnits6 x Vanguard-Palladors (400)- Boltstorm Pistols and Starstrike Javelins10 x Evocators (400)- 5x Grandstaves- Lore of Invigoration: Speed of LightningWar MachinesCelestar Ballista (100)Celestar Ballista (100)Celestar Ballista (100)Endless SpellsEverblaze Comet (100)Total: 1980 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 128 I know the point about having only one spellcaster to cast Everblaze, but unless i have a stardrake or tauralon (both of which i don't have) there's not much else i can do to increase my casting chances. The ordinator, ballistas & evos will be deepstriking. While the Aquilor will be roaming and flanking with the palladors. What do you guys think? Thanks in advance
  4. Actually you're right. That was a brain ****** moment. That could be quite interesting actually. So he can support your entire frontline with his command ability. Nice
  5. It's a difficult thing to do i think, because the ballistas need to be wholly within.
  6. Hey guys, Just wanted to get your thoughts: Here's my list: Allegiance: Stormcast Eternals- Stormhost: Tempest LordsMortal Realm: HyshLeadersLord-Aquilor (200)- General- Trait: Bonds of Noble Duty - Artefact: Patrician's Helm - Mount Trait: Aethereal StalkerLord-Ordinator (140)Knight-Heraldor (100)Battleline5 x Vanguard-Hunters (120)- Boltstorm Pistols and Storm Sabres5 x Vanguard-Hunters (120)- Boltstorm Pistols and Shock Handaxes5 x Vanguard-Hunters (120)- Boltstorm Pistols and Shock HandaxesUnits6 x Vanguard-Palladors (400)- Boltstorm Pistols and Shock Handaxes10 x Evocators (400)- 5x Grandstaves- Lore of Invigoration: Speed of LightningWar MachinesCelestar Ballista (100)Celestar Ballista (100)Celestar Ballista (100)Total: 1900 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 128 What i'm thinking of doing is splitting the Palladors to 2 groups of 3. Since I can use the Aquilor's ability multiple times, this should give me more flexibility. On one hand, the single big squad can take more hits, and only requires one CP. However, if i split them into 2 squads, I'll need to use more CPs to move them around, but i also gain more flexibility to capture objectives with one unit, while also going into combat with another unit. What do you guys?
  7. So i just watched aquaman...and now i'm here. I'd love to build a cavalry list - here's what i've drafted so far: Allegiance: Idoneth Deepkin- Enclave: Dhom-HainMortal Realm: GhyranLeadersAkhelian King (240)- General- Trait: Nightmare Legacy - Artefact: Ghyrstrike Eidolon of Mathlann, Aspect of the Storm (400)Battleline6 x Akhelian Morrsarr Guard(320)3 x Akhelian Morrsarr Guard(160)6 x Akhelian Ishlaen Guard(280)3 x Akhelian Ishlaen Guard(140)BehemothsAkhelian Leviadon (380)Total: 1920 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 107 What do you guys think??
  8. That is immensely helpful. i can't bring myself to remove the palladors - they're the reason i bought into the vanguard chambers. I could possibly swap the azyros for a castellant, though i'm going to experiment first. also i just realised my list's reserves plan is whacked now. Because i usually drop the evos, heraldor and ballistas. maybe swap the azyros for gryphhounds. One can drop with the ballistas i do like the ballistas and ordinator, that seems wickedly effective. Here's the list: Allegiance: Stormcast Eternals- Stormhost: Tempest LordsLeadersLord-Aquilor (200)- General- Trait: Bonds of Noble Duty - Artefact: Patrician's Helm - Mount Trait: Aethereal StalkerKnight-Azyros (100)Knight-Heraldor (100)Lord-Ordinator (140)Battleline5 x Vanguard-Hunters (120)- Boltstorm Pistols and Storm Sabres5 x Vanguard-Hunters (120)- Boltstorm Pistols and Shock Handaxes5 x Vanguard-Hunters (120)- Boltstorm Pistols and Shock HandaxesUnits6 x Vanguard-Palladors (400)- Boltstorm Pistols and Starstrike Javelins10 x Evocators (400)- 5x Grandstaves- Lore of Invigoration: Celestial BladesWar MachinesCelestar Ballista (100)Celestar Ballista (100)Celestar Ballista (100)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 133
  9. This is inspiring. I've painted them up in my own blue colour scheme, but what really gets me about the Tempest Lords is their fluff. I've tried with the celestial vindicators and I love how much more punchy my army feels as a result. The drawback is that i don't have as many CPs to play with to do azyrite hurricane and also pop the command ability. I might give Tempest Lords another try. Here's the army list i'm working with: Allegiance: Stormcast Eternals- Stormhost: Tempest LordsMortal Realm: HyshLeadersLord-Aquilor (200)- General- Trait: Bonds of Noble Duty - Artefact: Patrician's Helm - Mount Trait: Aethereal StalkerKnight-Incantor (140)Knight-Heraldor (100)Knight-Azyros (100)Battleline5 x Vanguard-Hunters (120)- Boltstorm Pistols and Storm Sabres5 x Vanguard-Hunters (120)- Boltstorm Pistols and Shock Handaxes5 x Vanguard-Hunters (120)- Boltstorm Pistols and Shock HandaxesUnits6 x Vanguard-Palladors (400)- Boltstorm Pistols and Starstrike Javelins10 x Evocators (400)- 5x Grandstaves- Lore of Invigoration: Celestial BladesWar MachinesCelestar Ballista (100)Celestar Ballista (100)Endless SpellsEverblaze Comet (100)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 126 I know what you mean. For now i'm going to give the stormhosts another try. I've seen this, and it sounds like it could be a lot of fun. But it'll take too much money for me to change to a full sacrosanct army (which is what Vince recommends).
  10. Hey guys, so i've been playing tempest lords vanguard chambers with some sacrosanct support mainly because of fluff. Had a couple of games where i've rolled so badly i've not been able to get any extra cps. This just makes me think - is there any point playing the tempest lords? Should i just go back to staunch defender and mirrorshield or something like that? i like the vanguard chamber and how mobile it is with azyrite hurricane. It plays unlike anything else and that's something i'd like to keep. So what do you guys think?
  11. I've only had one game of AoS 2.0, and i've found them to be quite mobile. Especially now that the lord aquilor can use his command ability more than once in the same turn. I'm adding raptors with hurricane crossbows to my army so that they can also be repositioned over the course of the battle. Hunters are kinda meh, but Palladors are awesome! IMO, the Aquilor's repositioning ability is what makes the vanguard chamber feel like the vanguard chamber.
  12. Thanks, that's quite an interesting idea. I might just give that a try.
  13. Guys, I'm split over two options and I'd really appreciate your help. This is my current list. 2000 Points Tempest Lords Lord-Aquilor - Relic(Patrician's Helm) - 200 Knight-Incantor - 140 Knight-Heraldor - 100 Evocators - 10 man - Celestial Blades - 5 Grandstaves - 400 Vanguard Hunters - 5 man - Axes -120 Vanguard Hunters - 5 man - Axes -120 Vanguard Hunters - 5 man - Sabres -120 Vanguard Palladors - 6 man - Javelins - 400 Vanguard Raptors - 6 man - Hurricane Crossbows - 280 Endless Spells: Everblaze Comet - 100 Shackles - 20 Total: 2000 The question is simply this: Should i replace the Hurricane Crossbow Raptors with 2 Knight-Venators? The Raptors provide a large number of shots (54 to be exact) and a -1" charge debuff. BUT at 4+ to hit & to wound, with no rend, they won't exactly be doing THAT much damage. Also, their mobility is limited to the Aquilor - if i don't have the extra CP for that turn, they aren't going anywhere. So they may not be as useful for capture objectives. But they still have a huge number of shots. How i plan to use these guys is to support the Palladors & Evocators as they strike a flank. On the other hand - 2 knight-venators on the other hand, have less shots (basically 24 shots between the two of them), which are of better quality, at a much better range, on a naturally more mobile platform. So their role is primarily objective grabbing so that I don't really need to split up my main force. This would also give me 40 extra points to perhaps get another endless spell or something like that. What do you guys think? Stick with raptors or go double venator?
  14. So to summarize this: The Ballista's best output is within 18"? Would it be better to have 2 ballistas without ordinator or 1 ballista with an ordinator?
  15. Thanks for the feedback man. I've decided against Longstrikes because they are too expensive for my tastes. Also, hurricanes have that added -1 to charge range that'll help keep enemy reinforcements at bay. Likewise with the shackles. So I'm hoping that i can disperse the enemy with the comet and then lay down shackles in the middle so that it'll hinder enemy reinforcements so i can wipe out one flank and then move on to the next. As for the Incantor's extra spell, i'm not sure. Possibly Chain Lightning or stormcaller. As for the big blobs, yeah i'm abit concerned with that as well. But i'm hoping with the combined efforts of the evocators and palladors they can eat a big unit per turn. I don't know if i should have another spell caster or a priest of some sort to buff units.
  16. Hey stormbros, I need some advice on a list i'm planning to bring to a local tourney in a couple of weeks. ______________________________________________________________________________________________________________- 2000 Points Tempest Lords Lord-Aquilor - Relic(Patrician's Helm) - 200 Knight-Incantor - 140 Knight-Heraldor - 100 Evocators - 10 man - Celestial Blades - 5 Grandstaves - 400 Vanguard Hunters - 5 man - Axes -120 Vanguard Hunters - 5 man - Axes -120 Vanguard Hunters - 5 man - Sabres -120 Vanguard Palladors - 6 man - Javelins - 400 Vanguard Raptors - 6 man - Hurricane Crossbows - 280 Endless Spells: Everblaze Comet - 100 Shackles - 20 Total: 2000 ___________________________________________________________________________________________________________________ Deployment: Evocators, Heraldor and 2 of the Hunter squads will be in reserve, while the rest will be deployed on the board. The idea is to use the comet and objectives to draw the enemy forces forward and apart. Then, using the Aquilor to come in with the palladors and evocators dropping in with the heraldor to hit one flank of the enemy force and gain local superiority. I've done it a couple of times and while successful, I felt like I needed a bigger punch. Hence the 10 man Evos. The Heraldor is there mainly to keep the evocators mobile by allowing them to run and charge. So after wiping out one unit, they can move on to the next. The Knight-Incantor is there for spells. I've chosen Tempest Lords because of the fluff and also because I realised that to stay mobile I need lots of CPs. So far, I've not had trouble with CPs. Also, i've gone for vanguard chambers/themed list because I generally like the fluff and the mobile playstyle compared to more conventional SCE armies. The realm on the other hand is something i'm not sold on just yet. Would appreciate your wisdom regarding these questions and any other thoughts you guys could share.
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