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Synidus

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Posts posted by Synidus

  1. 18 hours ago, Kevin K said:

    I've been running a very similar list for awhile.  I really like the Pallador and Lord-Aquilor models and am trying to make a list where I can use the.  The list is supr fun to play but my win/loss record is not great.  Lots of close games against good players though.  I use the same blocks of 10 Evocators and 6 Palladors with a Lord-Aquilor mostly there to move the Palladors around.  I go back and forth between Celestial Vindicators and Astral Templars.  With the Templars I've used 3-4 Ballista with an ordinator, I typically have 2 Ballista.  I've never used the Comet, but I'd like to try it.  Some thoughts on how the parts work:

    Six Palladors hit really hard as Cellestial Vindicators when buffed (reroll ones to hit on charge and extra attack from command ability).  Without the command ability and reroll, they are usually disappointing.  Still good for getting a medium hitting unit in the backfield or at least forcing them to prepare for it.  I've been thinking of changing to two units of 3 when running as Astral Templars and just using them for disruption.

    Dropping in Evocators doesn't really work if you don't have some way to buff the charge.  Even with Cogs (which I use sometimes) it still isn't really a great chance.  I've been using them with a Heraldor.  They work much better given a run and charge.  They do great work but tend to draw all the fire and die pretty quick.  It makes them tricky to use well because if you don't get the attack off on something useful, you end up wasting a lot of points.

    I usually use two units of Hunter as battleline.  They aren't great but the shooting and coming it at 7 inches is good for disruption.  They're only 20 points more than liberators and otherwise serve the same function.

    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. On 2/22/2019 at 10:03 PM, Marzillius said:

    I played 3 Ballistas and an Ordinator in a tournament last weekend. They were a continual disappointment. I deep striked them along with the Ordinator within 18" of a priority target and usually took it out or heavily damaged it (they do hit really hard). But then they usually get charged by some chaff and have to shoot at them for the following 2-3 turns. Or they just get killed if they are outside of cover. Then they are soooooo slow and clunky. Only 3" move and each unit counts as only one model, so once they're deployed they aren't going anywhere, and they can't hold objectives very well. I found them to be a complete liability not worth 440 points. Use maybe one or two Ballistas as fire-support, but don't use an entire Ordinator battery. Not worth it.

    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 Lords
    Mortal Realm: Hysh

    Leaders
    Lord-Aquilor (200)
    - General
    - Trait: Bonds of Noble Duty 
    - Artefact: Patrician's Helm 
    - Mount Trait: Aethereal Stalker
    Lord-Ordinator (140)
    Knight-Incantor (140)

    Battleline
    5 x Liberators (100)
    - Warblade & Shield
    - 1x Grandblades
    5 x Liberators (100)
    - Warblade & Shield
    - 1x Grandblades
    5 x Liberators (100)
    - Warblade & Shield
    - 1x Grandblades

    Units
    6 x Vanguard-Palladors (400)
    - Boltstorm Pistols and Starstrike Javelins
    10 x Evocators (400)
    - 5x Grandstaves
    - Lore of Invigoration: Speed of Lightning

    War Machines
    Celestar Ballista (100)
    Celestar Ballista (100)
    Celestar Ballista (100)

    Endless Spells
    Everblaze Comet (100)

    Total: 1980 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 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. 33 minutes ago, Nos said:

    Shooting Phase occurs before charge phase, so not really.

    Scion in

    Shooting Phase

    Charge Phase

    Assuming LO makes charge you then have 3” move with Ballista which will usually cover wholly within, then shooting phase again. If he didn’t make it last time he only moves 5” before attempting to charge on the second turn so again is comfortably wholly within anyway.

     

    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. 7 hours ago, Nos said:

    It’s a Command trait not an ability so no command points needed. And I deepstrike Ordinator and a Ballista in pretty frequently to clear out objectives or heroes who are camping, if tactically appropriate. The 9” for Scions means you can charge in with LO in most instances without sacrificing his buff for the Ballista.

    I doubt I’ll make him general in those instances but was just thinking about the ramifications of 8 attacks re-rolling 1’s on which rolling 6’s had various applications. Glad you got a laugh out of it though. Easily amused I guess. 

    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 Lords
    Mortal Realm: Hysh

    Leaders
    Lord-Aquilor (200)
    - General
    - Trait: Bonds of Noble Duty 
    - Artefact: Patrician's Helm 
    - Mount Trait: Aethereal Stalker
    Lord-Ordinator (140)
    Knight-Heraldor (100)

    Battleline
    5 x Vanguard-Hunters (120)
    - Boltstorm Pistols and Storm Sabres
    5 x Vanguard-Hunters (120)
    - Boltstorm Pistols and Shock Handaxes
    5 x Vanguard-Hunters (120)
    - Boltstorm Pistols and Shock Handaxes

    Units
    6 x Vanguard-Palladors (400)
    - Boltstorm Pistols and Shock Handaxes
    10 x Evocators (400)
    - 5x Grandstaves
    - Lore of Invigoration: Speed of Lightning

    War Machines
    Celestar Ballista (100)
    Celestar Ballista (100)
    Celestar Ballista (100)

    Total: 1900 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 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-Hain
    Mortal Realm: Ghyran

    Leaders
    Akhelian King (240)
    - General
    - Trait: Nightmare Legacy  
    - Artefact: Ghyrstrike 
    Eidolon of Mathlann, Aspect of the Storm (400)

    Battleline
    6 x Akhelian Morrsarr Guard(320)
    3 x Akhelian Morrsarr Guard(160)
    6 x Akhelian Ishlaen Guard(280)
    3 x Akhelian Ishlaen Guard(140)

    Behemoths
    Akhelian Leviadon (380)

    Total: 1920 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 107
     

    What do you guys think??

     

  8. 23 hours ago, ShepHammer said:

    I'm happy to provide some constructive criticism on this list, and I will make sure to maintain a narrative perspective.  And I won't suggest that you dump almost everything for the sacrosanct army.  I'll suggest some stuff for you to start thinking about spending your Christmas money on though. :)

    As I mentioned before, the lord-arcanum on dracoline is a good thing to think about in the future, but the lord-aquilor does hit just as hard, his mount is just a little less of a bruiser, and you trade the impressive flasks for an unimpressive gun.  But I get it, you are running a vanguard force that is supported by a sacrosanct chamber, not the other way around.  I like your choice of mount trait since you will be fighting when it is wise to do so. 

    The knight-incantor and the comet are a big risk, even in narrative games. With no bonuses to cast, and only a single 5-wound model that is eligible to cast the comet, you might spend three turns trying to cast it, then lose your wizard before it ever goes off. I would highly suggest cutting the comet for a third ballista and changing the knight-incantor into a lord-ordinator. That cluster of units has been incredibly effective for me and many other players at all levels of competition. For the purposes of fluff, you can imagine that your lord-aquilor has arranged for the ordinator and his equipment to arrive on his signal, once the target has been located.

    The battleline looks fine to me, go get objectives and murder the enemy objective holders.

    Regarding the vanguard-palladors: In the context of this list, I'd love to see something that hits a lot harder.  I like what they offer in a vacuum, but you've got so much shooting and hyper-maneuverability with scions of the storm and astral compasses, I think they just provide more of the high-cost, high-speed, low-output that you are full of already. This might be why you feel like you are missing some punch.

    Speaking of punch, I love this 10-strong unit of evocators.  I'm sure it is your MVP in nearly every game you play.  The heraldor helps to deliver them and also pluck them out of combats they don't want to be in. Love it!

    I think you'll see more success if you replaced the palladors with either a couple units of sequitors or more evocators.  Imagine that your lord-aquilor has been encountering stiff resistance, and has requested more hard-hitting support for his hunting mission. Lastly, I really want to strongly recommend a lord-castellant in place of your knight-azyros.  Your 400 point evocator unit is the most crucial unit in your whole force.  It could do with some more support.  The lord-castellant can deploy on the table with them, and with the lord and his hound, the evocators, and the heraldor, that will allow the ordinator and his toys to deploy in the sky. The lord aquilor and palladors (or whatever you replace them with) can start on the table when you want to compass your hunters.

    With the castellant/heraldor/evocator block, you have a good outlet for your CP (and bonus Tempest Lords CP).  You'll really want to have 1 CP on-hand at all times for inspiring presence, you'll actually want 'at the double' since you can chain runs into charges, and rerolling charges with 'forward to victory' will come up a lot. If you don't manage to cast empower, you may even feel that 'rousing oratory' is worth using on the evocators.

    Once you invest in more melee punch from sequitors and evocators, you'll immediately feel an improvement. You don't have to run out and buy 50 sequitors and Gavriel, but a gradual inclusion of more of those units will ramp up your punch while preserving your theme.

    Hopefully that was helpful!

    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 Lords

    Leaders
    Lord-Aquilor (200)
    - General
    - Trait: Bonds of Noble Duty  
    - Artefact: Patrician's Helm  
    - Mount Trait: Aethereal Stalker
    Knight-Azyros (100)
    Knight-Heraldor (100)
    Lord-Ordinator (140)

    Battleline
    5 x Vanguard-Hunters (120)
    - Boltstorm Pistols and Storm Sabres
    5 x Vanguard-Hunters (120)
    - Boltstorm Pistols and Shock Handaxes
    5 x Vanguard-Hunters (120)
    - Boltstorm Pistols and Shock Handaxes

    Units
    6 x Vanguard-Palladors (400)
    - Boltstorm Pistols and Starstrike Javelins
    10 x Evocators (400)
    - 5x Grandstaves
    - Lore of Invigoration: Celestial Blades

    War Machines
    Celestar Ballista (100)
    Celestar Ballista (100)
    Celestar Ballista (100)


    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 133
     

     

    • Like 1
  9. On 12/31/2018 at 11:47 AM, ShepHammer said:

    Command abilities have the potential to drastically impact games of AOS.  This is not true of every command ability though.  The CAs with the most potential for abuse often can stack, or they trigger an effect with more impact than simply dice-fixing.

    The tempest lords caught my eye because their battle trait has significant potential in comparison to the other stormhosts. But unfortunately, the command abilities with the most potential for abuse are limited to Hammers of Sigmar, Anvils of the Heldenhammer, and even Celestial Warbringers.

    For your vanguard chamber units, lords of the azyrite hurricane can't be 'spammed', and vanguard units are typically fielded in small units that prefer to shoot rather than charge. This means that inspiring presence, at the double, and forward to victory are all next to useless. Tempest lords provide almost no help to Vanguard units.

    The story is better for sacrosanct units. There is one particular unit combination that would be effective with tempest lords. Take a lord-arcanum on dracoline, and run him near a unit of evocators on dracolines, take the pride leader mount trait on the lord arcanum. If that hero is within 6" of any of your units, he will have +1 to hit and +1 to wound on all of his attacks. Hitting and wounding on 2s with 7 multi-damage attacks is fantastic, and don't forget to break your spirit flasks on the turn you charge. I just recently man-handled a 20-strong unit of grimghast reapers with a lord-arcanum on dracoline charge. This lord arcanum has a great outlet for all of those extra tempest lord command points. If you can keep your formation tight enough, you can "spam" pack alpha, giving you as many additional dracoline attacks for the evocators as you have CPs.

    As to whether or not you should 'give up' on tempest lords.... it depends. If you have painted your models in tempest lords colors and it is important to you that your model colors match their stormhost, you should keep going with tempest lords.  Embrace their character as noble lords and peerless battlefield commanders. Lean in to their strengths, which are leveraging the most powerful generic command abilities and having an extra hard-hitting warlord.

    If you painted your models in a generic scheme, or it doesn't matter to you if the colors match the stormhost, then experiment with the others. My personal opinion is that staunch defender has lost a lot of its AOS1.0 luster. Having played many games using Hammers of Sigmar and Anvils of the Heldenhammer stormhosts, it became apparent that it wasn't as necessary as it first seemed. In my meta, my stormcast armies are not winning many attrition battles. My success against maggotkin, daughters of khaine, and sylvaneth has been achieved by surrendering early victory points, appearing in aggressive locations, delivering a crippling attack, then keeping the pressure up until I table (or essentially table) my opponent.  Bonds of noble duty would be welcome help for that strategy.

    Long live the Blue-Blooded! :)

    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 Lords
    Mortal Realm: Hysh

    Leaders
    Lord-Aquilor (200)
    - General
    - Trait: Bonds of Noble Duty 
    - Artefact: Patrician's Helm 
    - Mount Trait: Aethereal Stalker
    Knight-Incantor (140)
    Knight-Heraldor (100)
    Knight-Azyros (100)

    Battleline
    5 x Vanguard-Hunters (120)
    - Boltstorm Pistols and Storm Sabres
    5 x Vanguard-Hunters (120)
    - Boltstorm Pistols and Shock Handaxes
    5 x Vanguard-Hunters (120)
    - Boltstorm Pistols and Shock Handaxes

    Units
    6 x Vanguard-Palladors (400)
    - Boltstorm Pistols and Starstrike Javelins
    10 x Evocators (400)
    - 5x Grandstaves
    - Lore of Invigoration: Celestial Blades

    War Machines
    Celestar Ballista (100)
    Celestar Ballista (100)

    Endless Spells
    Everblaze Comet (100)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 126
     

    On 12/30/2018 at 6:00 PM, Nos said:

    From a playing to win perspective you’re trading a buff which effects multiple consistent rolls (SD) for one that will be situationally useful. In a game where there’s a lot of luck involved I tend to find the things you consistently control are key, the more of those you have the more you can dictate the key moments.  

    You can establish a consistently powerful defence around Staunch Defender. You can’t around a +4 dice roll and CP.

    I know what you mean. For now i'm going to give the stormhosts another try.

    21 hours ago, xking said:

    This is is two weeks old. But it has some interesting stuff and stormcast list in it. Vince even got a tempest lords list.

     

    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. 4 hours ago, FPC said:

    So haven’t seen much discussion here on this lately (point me to page #s if it has!)...

    How is Vanguard looking in 2.0? I like the look of hunters, and feel like some scions/compass shenanagins with them and raptors could be cool. Wish there was a foot Aquilor so they could be battle line for cheaper.

    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. 15 hours ago, Freejack02 said:

    Personally, I would cut the Comet - only having a single caster with no bonus to cast makes it a riskier play than I would prefer. If you cut that and 3 Hurricane Raptors, you can snugly fit in 2 Venators and keep 3 Hurricanes. 

    If that's not an option, I would choose the Raptors over the Venators. 

    Thanks, that's quite an interesting idea. I might just give that a try.

    • Like 1
  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. On 10/25/2018 at 9:55 PM, HammerOfSigmar said:

    ballista out of 18' (1a 3+to hit 3+ to wound)average damage without considering the save rolls and other debuffs:

    without ordinator 2/3*3.5*2/3=14/9=1.55 with ordinator 5/6*3.5*2/3=35/18=1.94

    within 18'(4a 5+to hit 3+to wound) average damage without considering the save rolls and other debuff:

    without oridinator 4*1/3*3.5*2/3=28/9=3.11 with ordinator 4*1/2*3.5*2/3=14/3=4.67

     

    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. 14 hours ago, AdamR said:

    Looks good.  I do like Vanguard Chamber although they can be tough to win with against some popular lists at the moment (I'm looking at you Nagash! And you 12 million Plaguebearers!)
    I'm a big fan of Longstrikes, but I don't see how you could fit any in without dropping something essential.
    Also I would probably drop the shackles and hope to get a triumph.
    What extra spell are you going for on the Incantor?

    What you will find hard think is armies with big blobs of resilient troops, especially with shooting debuffs, as you don't have the bodies to outscore them on objectives.

    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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