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Kaleun

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Posts posted by Kaleun

  1. For the dark elves and that also applies for their scions, there is only one rule that must manifest on the table and during the listbuilding:

    What gets charged by you Forces MUST be killed!

    -> That means every round you choose a target your forces must completly eliminate it or make it unable to fight back. This is the whole way of the druchii and even if we are named differently this rule still is the state of the art.

    How to deal with threads now, which exceed the damage capability of a whole 2000 Point army?

    1) if you cant deal with it we have to go back to the drawing board and improve our concept
    2) tarpit the unit with cheap Corsairs/BSwords/DSpears or even Darkshards if necessary

    ...this is the reason why I see the Drakespawn Knights charging not defending.

  2. 19 hours ago, GammaMage said:

    You have to charge with them if you want them to actually hurt stuff, but I find they're fast enough to grab objectives, and, barring lots of mortal wounds or high rend, tanky enough to hold them.

    It would be nice if they got dropped in points. They are a little expensive. Shadowblade Dark Riders are cheaper and faster, but tend to die horribly and don't deal more damage. I don't have much experience with the Freeguilds or Stormcast cavalry so can't speak to their effectiveness.

    There is a difference. Dark Riders are light cav and Drakespawn Knights should be considered as heavy cav (a bit slower but sturdier). The Dark Riders are more a skirmishing/disruptive/shooty unit. With their ability they Support, but their damage Overall is very weak. The Knights lack rend so you have to choose targets with a low save as target (wont be effective vs. SCE)

    I dont see that much value in the Darkshields as you. Statistically it gives them somewhat a 3+ save. Sure it is a great ability but I want to Charge with my cav. Not stay on combat.

    I am totally freaking out because the Dark Elve Warhost Battalion was dropped in GH2!!! It made the Knights so good. Please GW if you here me, give us back the Warhost with 180 Points!!!
     

  3. 5 hours ago, Twitch of Izalith said:

    I have definitely gone back to the drawing board with an Anvilguard army since the errata. Moving away from Darkilng Covens and more towards Order Serpentis + fulminators.

    are drakespawn knights overcosted or am I missing something? Dragon blades have better stats for 20 points less, Goregruntas have way better stats for 20 points less! 

    I guess they made the boxes before they realised they were going to have to nerf it to GA Order !

    I like that approach! I also see cav. as useful building-material for the Anvilguard. Chariots could also be a thing (the faster the better).

    Regarding the Drakespawn Knights I woulnt call them overcosted, just on the high side (pointwise) compared to other Order options. However there is no discussion, as neither Dragonblades nor the Goregruntas can be Anvilguard right?

    I simply love the Drakespawn Knights. They are some of my favourite models and I would field them even if there are cheaper options (neverevernevernever would I take pesky High elves :P ) -> You have to learn their strenghts and weaknesses and you will manage to play well with them.

    Two things one might miss:
    -) they reroll one die while charging -> insanly useful statistically!!
    -) every increase to their to-wound statistics is very good (remember the Ebondrake Warhost)

  4. 31 minutes ago, GammaMage said:

    I like the idea of the Knight-Vexillor to teleport a group of Retributors into combat, as they are very slow and can't keep up with elves. Hmm...

    Only lackluster. Your Chance for a successful 9" charge is only 27,80 %. Even worse then the chance of triggering the Anvilguard ability. If you want to teleport stuff over the battlefield, take a pure Stormcast Allegiance and their Battalions. The Skyborne Slayers are pretty strong.

  5. As mentioned above you will find a very cheap unit in the corsairs. I think they work better in large units and in combination with the realreavers battalion. With the units in the box you can build:

    Allegiance: Order

    Leaders
    Black Ark Fleetmaster (40)
    - General
    Knight-Vexillor (140)
    - Meteoric Standard
    - Allies

    Battleline
    10 x Black Ark Corsairs (80)
    - Vicious Blades & Repeater Handbows
    - Scourge Privateers Battleline
    10 x Black Ark Corsairs (80)
    - Vicious Blades & Repeater Handbows
    - Scourge Privateers Battleline
    1 x Scourgerunner Chariots (100)
    - Scourge Privateers Battleline

    Units
    5 x Judicators (160)
    - Skybolt Bows
    - Allies
    5 x Judicators (160)
    - Boltstorm Crossbows
    - Allies

    Behemoths
    Kharibdyss (180)

    Battalions
    Realm Reavers (180)

    Reinforcement Points (0)

    Total: 1120 / 2000
    Allies: 460 / 400

    I would remove the Knight Vexillor for a 1000 Point army. On the first page of this Thread you find a build with that box for 2000 points.

    PS: the whole thing might be flawed because the 2 Judis cost 320 instead of the allowed 200 allied points for matched play.

  6. 23 hours ago, BlackCalder said:

    I've been looking at Anvilgard for a starter army since delves/the birdy-riding stormcast rangers are my favourite order factions. I was thinking something like this for an easy 1k from models I've (mostly) already got:

    Lord-Aquilor as general (for teleporting with his command ability).

    2x10 Darkshards for battleline (could be turned into dreadspears easy enough)

    Sorceress on foot

    20x Corsairs with sword and dagger.

    5 Vanguard-Hunters

    3 Vanguard-Palladors

    Which comes to 1000 exactly iirc, does it look viable? Any advice about command traits/items from people who've played more would be appreciated too.

    Looks good. Personally I dont have experience with those Stormcast units, more with the dark elves in your army. The Corsairs are a bit underwhelming and would rather serve as blocker as would Dreadspears. I wouldnt play Dreadspears after their point increase. Better keep them as Darkshards to support your Corsairs. The Teleport behind enemy lines might be very useful.

    Have you played a game yet?

    Anvilguard might increase its efficiency with bigger games. Two reasons I see for that argument: 1) in Bigger games it might be easier to trap enemy units or force them to run against each other and 2) The Implacable march triggers on a 5+ that means 1/3 chance of success. In bigger games it might be easier to be in contact with 3 units to trigger the ability statistically every round.
    Thats what I think.

  7. It just came to me that the Black Arc Corsairs are now the cheapest Horde-Unit of Order. They dont have a very good warscroll, but you get 40 for just 260 points.
    We could fill a 400 point contingent of allies with:

    40 Corsair, 1 Fleetmaster and a Chariot.

    However the Chariots are even more interesting for an Anvilguard army. They have very large Bases, which make you wrap around enemy units easier. They have a very good movement (even better with the realmreaver Battlion) and you could set multiples of them as one unit.

    A new approach: (2000 Points OSerpentis+SPriv) -> 3 drop army

    Allegiance: Order Serpentis

    Leaders
    Dreadlord On Black Dragon (320)
    - General
    - Lance of Spite & Tyrant Shield
    - Trait: Master of Defense
    - Artefact: Quicksilver Potion
    Dreadlord On Black Dragon (320)
    - Lance of Spite & Tyrant Shield
    - Artefact: Obstinate Blade

    Battleline
    5 x Drakespawn Knights (160)
    - Order Serpentis Battleline
    5 x Drakespawn Knights (160)
    - Order Serpentis Battleline
    2 x Drakespawn Chariots (200)
    - Order Serpentis Battleline
    5 x Drakespawn Knights (160)
    - Order Serpentis Battleline

    Units
    3 x Scourgerunner Chariots (300)
    - Allies

    Behemoths
    War Hydra (200)

    Battalions
    Ebondrake Warhost (160)

    Reinforcement Points (0)

    Total: 1980 / 2000
    Allies: 300 / 400

    we have 5 Chariots now. Dont expect any damage from them. Their true power comes from their Basesize and their movement in conjunction with the Anvilguard special ability.

    After thinking about it again, it might me even better to raid only one flank of the enemy instead of wasting time trying to pincer him completely. The goal is here to force the oponents units via the 6" flee-move, into running into each other. I guess he may not move through his own units.

     

    PS: make it a 2 drop army by droping one dragon and exchange it for 5+5 additional Drakespawn Knights

  8. Well so long we arent sure if we can bring allies we can build a Order Serpentis only list with only 2 drops in 2000 points. Like so:

    Allegiance: Order

    Leaders
    Dreadlord On Black Dragon (320)
    - General
    - Lance of Spite & Tyrant Shield
    - Trait: Master of Defense
    - Artefact: Quicksilver Potion
    Dreadlord On Black Dragon (320)
    - Lance of Spite & Tyrant Shield
    - Artefact: Relic Blade

    Battleline
    10 x Drakespawn Knights (320)
    - Order Serpentis Battleline
    10 x Drakespawn Knights (320)
    - Order Serpentis Battleline
    5 x Drakespawn Knights (160)
    - Order Serpentis Battleline
    2 x Drakespawn Chariots (200)
    - Order Serpentis Battleline

    Behemoths
    War Hydra (200)

    Battalions
    Ebondrake Warhost (160)

    Reinforcement Points (0)

    Total: 2000 / 2000
    Allies: 0 / 400

  9. 59 minutes ago, Uncas said:

    Cool list! However, are you sure you can include the dark riders in the Anvilgard list? I know they can be order serpentis allies, but shadowblades aren't one of the listed factions that can use Anvilgard abilities. 

    Also, that extra charge you can get in the hero phase from the ebondrake warhost could be useful for an extra movement to try and wrap around enemies before you use the Anvilgard ability

    well the Generals Handbook states on page 76:
    "Allied units can have different allegiance to the rest of the army."

    So we should be totally fine with some Shadowblade allies here. :-)

     

    We can also easily change this into a 2000 point army:

    Anvilguard - 3 drop army - Allegiance: Order


    Leaders
    Dreadlord On Black Dragon (320)
    - General
    - Command Trait : Master of Defense
    - Lance of Spite & Tyrant Shield
    - Artefact : Quicksilver Potion


    Dreadlord On Black Dragon (320)
    - Lance of Spite & Tyrant Shield
    - Artefact : Relic Blade


    Units
    10 x Drakespawn Knights (320)
    5 x Drakespawn Knights (160)
    1 x Drakespawn Chariots (100)
    10 x Dark Riders (240)
    - Allies
    5 x Drakespawn Knights (160)


    Behemoths
    War Hydra (200)


    Battalions
    Ebondrake Warhost (160)


    Reinforcement Points (0)
    Total: 1980 / 2000
    Allies: 240 / 400


    Leaders: 2/6 Battlelines: 4 (3+) Behemoths: 3/4 Artillery: 0/4

  10. I tried to make a pure Cav. Armylist out with the Anvilguard Allegiance. What do you think about it? Fast enough to get behind the enemy?

    Allegiance: Order Serpentis

    Leaders
    Dreadlord On Black Dragon (320)
    - General
    - Lance of Spite & Tyrant Shield
    - Trait: Master of Defense
    - Artefact: Quicksilver Potion

    Battleline
    10 x Drakespawn Knights (320)
    - Order Serpentis Battleline
    5 x Drakespawn Knights (160)
    - Order Serpentis Battleline
    1 x Drakespawn Chariots (100)
    - Order Serpentis Battleline

    Units
    10 x Dark Riders (240)
    - Allies

    Behemoths
    War Hydra (200)

    Battalions
    Ebondrake Warhost (160)

    Reinforcement Points (0)

    Total: 1500 / 1500
    Allies: 240 / 400

     

    .) The Hydra should be used as an Anvil
    .) Dark Riders are super fast and can grab objectives of rush behind enemy units
    .) The battalion makes this an 2 drop army and impoves the chances for the much needed double turn. It is expensive however, but the reroll 1s to wound is good

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  11. 4 hours ago, angrycontra said:

    The problem with this ability (and every other firestorm ability) is that even when it's unreliable, it's strong bonus ability with no clear drawback. This ability can be insane when combined with SCE units like prosecutors, who'll jump behind the enemy units. Then you just survive to next turn (easy with stormcasts) and get 1 lucky roll and whoops there goes your expensive unit. Not to mention the whole "force enemies out of objectives"-bs.

    I've said this in multiple threads but I'll say it here again. There are 2 reasons why I dislike firestorm abilities and believe they'll ruin this game if they're accepted into regular tournament standard: First of all, they're unnecessary power boosts for armies that don't need any power boosts. People being all excited about ability that could aid their low tier mixed order force while stormcast player is rubbing their hands together with evil glint in their eyes. Secondly, not all armies get any bonus allegiances. I don't see any excited seraphom, ogor, skaven, brayherd, deathlords, nighthaunt (they get ability but it is very redundant with what they already have) and couple others discussing about their awesome new abilities 'cos guess what, they don't get any. If gw wants to add new abilities, fine, just add it to every faction there is, because the power of these abilities is strong enough to make certain armies completely disappear from tournaments.

    Well actually GW is on the way to give those factions abilities which didnt receive one in the Generals Handbook II. You are right about the Stormcast though. They are already super strong and shouldnt have every unit of order as allies and really get everything. So what, if they take the Anvilguard Allegiance they miss all the cool stuff from their battletome. Time will tell, but I am sure GW thought well about this release.

  12. I would also say the Anvilguard Implacable March is by no means overpowered.

    1) you need to set up your army list with both sturdy and fast units;
    2) if you wrap around 3 units, only one will be statistical affected by the ability
    3) It really depends on your units close positioning to kill some models of the enemy

    I guess in general the ability is a good way for massed order armies to deal with elite forces with a few multiwound models. You can make your Scourge Privateers work against beastclaw Raiders of Stormcast Eternals (Dracoth-Spam).

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  13. Hi Folks,

    the new campaign system Firestorm for AoS is in the way and with it new allegiance abilities.  The Anvilguard's Implacable March is the one I found most interesting.

    image.jpeg.9003346195c985ab43bf7b5976abcb59.jpeg

    Anvilgard armies are made up of some of the hardier, more ruthless armies of Order, drawing from the Stormcast Eternals, Free Peoples, Devoted of Sigmar, Dispossessed, Darkling Covens, Scourge Privateers and Order Serpentis.

    Very exciting is the Battalion of the Scourge Privateers the "Realm Reavers". Here is a example army list:

    Allegiance: Anvilguard

    Leaders
    Black Ark Fleetmaster (40)

    Battleline
    20 x Black Ark Corsairs (160)
    - Vicious Blades & Wicked Cutlasses
    - Scourge Privateers Battleline
    20 x Black Ark Corsairs (160)
    - Vicious Blades & Repeater Handbows
    - Scourge Privateers Battleline
    2 x Scourgerunner Chariots (200)
    - Scourge Privateers Battleline
    10 x Drakespawn Knights (320)
    - Order Serpentis Battleline

    Behemoths
    Kharibdyss (180)

    Battalions
    Realm Reavers (180)

    Total: 1240/2000

    Sadly we cant fit the Realm Reavers in a Allied Detachement, but some fast Drakespawn Knights made it in. The battalion rule says:

    A Black Ark Fleetmaster, 2 Black Ark Corsairs units, an unit of Scourgerunner Chariots and a Kharibdiss.

    Feared Taskmaster: In your hero phase a battalion unit within 8" of the Fleetmaster can do one of the following; move as if it were the movement phase (not run), shoot as if it were the shooting phase, charge as if it were the charge phase, or if there are any enemy units within 3" pile in and attack as if were the combat phase.

    Capture That Beast!: Re-roll wound rolls of 1 against Monsters.

    ...During our hero phase the enemy is forced to move 6" away from us (on a roll of 5+ that means 1/3 of the enemy units engaged are affected), but at the same time the Feared Taskmaster lets the Realm Reavers charge after the enemy. We cant do that immediately after the 6" move, but it can be used to encircle the enemy.
    Things get interesting with flying Units like dragons though, which can encricle the enemy easier.

    Whats your thoughts and armylists with the Anvilguard allegiance?

    Kaleun

     

    -> some teleporting Stormcast might be brutal in a Anvilguard armylist

     

     

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