Jump to content

GlanceOnASix

Members
  • Posts

    128
  • Joined

  • Last visited

Everything posted by GlanceOnASix

  1. Best unit in the book. The objective stealing threat of it, and dragging my squads of riggers around for a value in points cost has been terrific. I typically take the Cannon, as its just nice and reliable. I also like the d6 mortal wound charge to pop off a wounded hero/unit (That followed with the d3 mortal bombs has killed a lot of exposed 5 wound heroes).
  2. Yeah I'm thinking about something like: UnderGuts: Tyrant -Longstrider (Movement 8 ) -Artifact -Trophey Wrack (Units wholly in 12 inches targeting Hero/Monster +1 Hit) 4 Ironguts Cannon Cannon Tyrant Gut Guard Battalion Butcher -Blubbergrub Stench, Cast on a 5+, Rhinoxes are monsters for charges while in 18 of caster. -General -Massive Scars Butcher -RibCracker cast on a 7+, Pick an enemy unit in 18 and visible, subtract 1 from save rolls -Artifact - Gnoblar Blast Keg 10 Leadbelchers 4 Leadbelchers 60 Gnoblars Cannon
  3. I like with the tyrant the way to buff cannons. If you're going to run Ironblasters, having the tyrant only artifact for the +1 to hit vs monsters/heros in 12, and the shoot twice ability in 12 makes him a decent 'cannon bodyguard'.
  4. I’ve been tweaking my Desolator list and loving how it’s playing, just wanted to share. GriffCharger Arcanum General-StaunchD-IgnaxScales-Azurehalo Azyros Castellent Ordinator 3x5 liberators 3 ballistas 6 desolators 1x3 rapid fire rangers 1 aerherwings
  5. I got one ill be running at an event in two weeks, that I'm quite excited for haha. Anvils: Incantor - Lighting Blast - General Relictor - Translocation 3x5 Libs Gotrek 1x3 Rapid Fire Raptors 1x9 Long Shot Raptors 4x3 Birds Dias Arcanum Extra Command Point.
  6. It dawned upon me like 30 seconds ago.. 2 activations dummy! thanks!
  7. Hey guys, guess im confused, looking at my longstrike card I see 1 attack. So when I'd do Onslaught, I'd go up to 2? I dont know how folks are getting 4 shots out of it. Was hoping to understand.
  8. Its got a lot of the core stuff, and more mobility with the Palladors/Prime, without some of the punchy power of the evocators. It seems pretty cool to me. And Im sure with practice it could do quite well. Though I do like with 3 birds, having perhaps that second squad of rangers, those hurricane ones to spread out bird coverage.
  9. Yup it was the Midwest Meltdown a month or so back, so we used 2019. And I used 4 in my list (And with a knight Azyros to push those averages up even higher). My favorite thing about the Anvil Raptors is the birds, and how much they can do to delay your opponent. The shooting is just a wonderful side effect haha. But I like Astral Templars, and the mix of Lisas + Desolators has been a lot of fun, so thats why I've been taking it to events.
  10. The biggest issue I find with running lots of listas (which I've been doing quite well with recently, got 8th at a 120 person tourny!) was the large footprint of reletivly immobile listas, and not not having good bodies for taking objectives. I'm playing my test games going down to 3 from 4 as 'enough shooting' so I can fit in more boys/tools to reach across the table/take objectives. When I play the anvilhammer snipers, I have no issues killing characters, but the ballistas with their hitting on 5's, just dont cut the mustard. So I've been looking at answers like the Comet (same cost as 1 lista) to be a tool to help cut down those 5 wounder heros so the listas can shoot things they are more effective at.
  11. I came from playing KO, and what I liked the most was playing in every phase. I wanted some magic, some fighting, some cav, some monsters, check, check, check, check. What I like is now that I have a few thousand points of SC's painted, I paint 1-2 boxes, shuffle the boys in purple around, and I have a totally different 'style' of army than before. I wanna shoot cast, shuffle things into my 'core' of stuff, thundercats, the same. When I play armies like KO, or others, you end up with some awesome stuff you can do, and there is something you can do better than anyone else. But its never been as enjoyable as being able to have some 'army list whimsy' and totally switch archetypes as easy as its been since I got into SCE. I also really enjoy painting the models, in particular the big monster-y ones. There is always a deceptive amount of detail, and I think bits swapping and head swapping makes easy conversions that look so natural its hard to tell you even did anything. But makes it personal, and that's enough for me Oh and Hamilcar... hes the best
  12. Yup at Midwest this year is in the realm of ghir and everyone brings a monster
  13. I'm off to Midwest Meltdown in the morning, and rocking 6 dracoths, Im looking forward to seeing how this list is gonna fare after doing quite well in my practice games. Astral Templars Castellant - General Veritant - Bless Weapons Ordinator Azyros - Godbeast Plate Incantor - Halo Spell 3x5 Libs 4xListas 1x6 Desolators Dias Arcanum
  14. I made mine into a Lord Veritant Shes a cool model to play with.
  15. I'm playing aorund with 6 Desolators as well but do very much miss having Aetheriwngs. My thoughts, drop the longstrike bows and take 2 units of the rapid fire ones, you can get a bigger spread and more bird coverage, plus point for point the machine gun ones do a lot of work for us. I'm not a huge fan of the Drakesworn personally, I'd rather have more heros like a Castellent and Azyros which make the desolator ball just as good as the arrow shot but have more coverage.
  16. I can only say, I've used both in my desolator build list that I'm playing, and really like the Veritant. The extra dispel is super useful, and I always find somthing good to do with an extra hound. And everytime shes super punchy, I toss the veritant into small units and it gets work done. (I do want to say I use bless weapons currently, but it feels so good on my 6 pack of desolators I don't think I can get enough use outta translaction to trade it)
  17. Played in a 3 round event last weekend, rocking 6 Desolators and I'm in love. Astral templar style, with ballistas, they were doing awesome work for me, expecially when I got the lantern +1 save buff on them. The shooting is solid, and the new command abilities were exactly what I needed, getting them rerolls whenever I needed it. They are on the paint table, and I'm super excited to take them to the Midwest Meltdown end of the month.
  18. I am absolutely loving the posts about Desolators I've been seeing. I've been playing with Astral Templars and Listas, but kept finding thundercats and other units not durible enough to stick around for a while. Ill be trying this over the next week or so: Hamilcar (Castallent) Ordinator Azyros 2xIncantor (Blades/Halo) 3x5 Libs 4xListas 6 Desolators
  19. Or just in the spirit of theory hammer, you take the libs, change them to squads of Xbow Judicators with the lightning cannon srg which average 5.3 dmg + 2 mortal wounds per squad, and then your battle line turn 1 drops, clears chaff, gav goes in, they then backup to hold objectives.
  20. According to my wardolly math, assuming 6 with just all the rapid fire bow, thats 13.5 dmg before saves. So lets say against skaven or skelies or somthing, you're looking at taking a 1/3rd off that so 8ish. 6 dudes are needed to clean up that line, if you only removed 4 models I dont think you'd be able to sneak all that much in with the Gav charge.
  21. Looking at the list, my first though would be, dropping 1 of the Aetherwings would let you make both 5 man libs Sequitors, which makes your back field objective holders that much better. And you'd still be able to be 6 units in the sky (as you'd go to 12 drop from 13). Or if not that, putting the two vanguard squads together in one unit would keep the number of drops, but you'd be able to drop. Gav/Evocators/Banner/6 man Raptor/Bird/Bird (or another bird if you kept the banner on the ground)
  22. Yes, there was a guy a few pages back who did quite well at a tourny with a Frigate with 14 thunderers + 1 Kemist being his backfield drop/shoot unit.
  23. Absolutely, I get the lodge names all mixed up. The turn 1 movement means you dont necessarily have to pop your movement rune top of 1 to get places, and the run + charge aura is massive. I liked the idea of all the heros piling in together, but it dosent seem worth sacrificing being midfield top of 1.
  24. Just finished a 5 round 2 dayer out in milwaukee (Brew City Brawl) as the only KO player, went 2-3 but 2 of the losses were skin of the teeth. Urbaz Brokk/2 Kemist (Ignax/+4movement cloak)/Invocator 40/10/10 Arknaughts (all skyhooks) 9 riggers (3drillcannons) 5 evocators. Round 1 vs Anvilstrike Stormcast, I felt I played rather well for the first half the game, dispite losing balloons top of one to his shooting, I had the army tabled by turn 4, but mistakenly walked my 10 mans outside of 6 of 2 of my own objectives and long liberator/skink charges were able to sneak and burn 2 of them losing me the game (those were all that was left after my shooting phase. Had I kept them back woulda been a win. Round 2 vs a swarm of Nighthaut (Ugh immune to rend makes my hooks/saws sad), 2 units of 20 blade ghosts, 40 chainwraps, and 30 scythes ghosts made top of turn 1 charges killing 1/3-1/2 of my army. Over the next few turns I took off over half his list, (evocator unit doing most the work) but I coulden't come back on objectives. Round 3 vs a mix of stormcasts with Palidors and Fulimantors, was a quick game, a few vollys of skyhooks cleared everying in 28 and Brokk and his balloon possie cleaned his way through 3 units of Judicators to take the backfield objectives and win. Round 4 vs -1 to hit in shooting DoK with Morathi a cauldron and 60 of her witch friends (on places of arcane power!) my opponent made some mistakes, and I got a great double turn getting riggers into morathi in elf form, was able to hold objectives with my heroes and table the daughters. Round 5 ANOTHER -1 to hit in shooting DoK with Morathi, this was against the formation that allows crazy teleportation every turn, with 4 units of Kinari and 2 Warlocks. I cleaned up almost everything in his list over 5 rounds except morathi, and had I made one more 4+ save on a dwarf in his final shooting phase I would have kept my 40 man horde 'alive' for points and won with points remaining. Overall felt even chaffing with my 10 mans unbelievably punished by how many armies can just reach you top of turn 1. No answers to Morathi besides frankly my opponent misplaying, and consistently hard to take objectives on the opposite side of the table, because if I lose Brokk or the Balloons, it takes our army twice as long to get anywhere. The Stormcast allies were rockstars in every game, I don't think I would have done half as well without the evocators punches, the invocators auto dispel/suicide jars, and needing wizards for objectives in these missions.
×
×
  • Create New...