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lare2

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Everything posted by lare2

  1. Yeah, I think I'm leaning towards this. Either this or Take What's Theirs. I figure with our movement shenanigans we can set this up pretty well for turn 5. Would tie in with Desecrate and Barge for turns 4 and 5 as well.
  2. Got a game tomorrow night, the first using NH in the new season. I'm really struggling to decide on a grand strategy. What are people's thoughts? Which ones do people feel are the easiest for us?
  3. Agrax doesn't look that different. Glad as well as I like the dirty look it leaves and one of my armies is reliant on it.
  4. I didn't realise there was a size limitation? Can't see it on the scroll. Ah, gotchya - set up wholly within 3". Hey ho! Thanks for the heads up!
  5. Trying to take advantage of Lauchon before he's inevitably nerfed. It might be the booze so bear with me: - Army Faction: Stormcast Eternals - Army Type: Scions of the Storm - Subfaction: Hallowed Knights - Triumph: Bloodthirsty LEADERS Knight-Incantor (125)** - Spells: Celestial Blades Lord-Celestant on Stardrake (500)** - General - Command Traits: Master of the Celestial Menagerie - Celestine Hammer - Artefacts of Power: Arcane Tome - Mount Traits: Celestial Instincts - Spells: Flaming Weapon Lord-Relictor (145)*** - Artefacts of Power: Mirrorshield - Prayers: Bless Weapons Lord-Castellant (155)*** Gardus Steel Soul (150)*** BATTLELINE Liberators (115)* - Liberator-Prime - Grandweapon - Heavens-wrought Weapon and Sigmarite Shield Liberators (115)* - Liberator-Prime - Grandweapon - Heavens-wrought Weapon and Sigmarite Shield Liberators (115)* - Liberator-Prime - Grandweapon - Heavens-wrought Weapon and Sigmarite Shield OTHER Aetherwings (65)** Vanguard-Raptors with Longstrike Crossbows (240)** Vanguard-Raptors with Longstrike Crossbows (240)** ENDLESS SPELLS & INVOCATIONS 1 x Lauchon the Soulseeker (30) CORE BATTALIONS *Expert Conquerors **Battle Regiment ***Command Entourage - Magnificent TOTAL POINTS: 1995/2000 That there should put the Stardrake on potentially 5+ ward (Gardus), +4 to save (AOD, Castellant, Mystic Shield [not really gonna get though as KI will be casting Lauchon], Finest Hour), -1 to wound (MoCM), exploding 6's (Bless Weapons), +1 to damage (Flaming Weapon), retreat and charge (Celestial Instincts)... and, importantly, he can now teleport and move (Lauchon). Load it up and throw it in first turn. It's not going anywhere fast and it'll savage a lot, especially considering there's no defence against monsters nowadays. Plus there's no worry about giving away extra VP. A lot of moving parts but they're not unreasonable.
  6. I'm not adverse to the idea but... would you mind explaining the logic behind this? I mean that with all sincerity. Thanks.
  7. This makes me sad. Especially so when I play my mate's DoK and his reinforced bowsnakes can still freely do this... every single turn.
  8. Nice one cheers. On the extra costs, chances are a wizard is gonna be in the list anyway and it's not that hard to cast. Could get dispelled but then you could just keep the wizard away. Lauchon is only 30pts though. Endless spells are dirt cheap now. Gotta feed those Incarnates! Think your shout for Evocats is a great idea. Will definitely try it out!
  9. For those who've seen it, the endless spell Lauchon, do you think the evobomb's back on the menu? Teleport and move is clearly allowed but do evos count as WIZARD?
  10. Anyone else thinking of running 3 units of Hex in bounty Hunters?
  11. First attempt at a grimdark style. Practise makes perfect but pretty happy with how it turned out.
  12. This is class. Plonk it in a castle and watch heroes go pop.
  13. Still stationary. Set up within 6" of caster. Increasing time: reroll charges within 12". Decreasing: reroll casts within 12".
  14. There's also rumours that longstrike are gonna go up in cost.
  15. Nothing lasts forever. This season will end and Grimghast will still have 2" range.
  16. Be interesting to see if that fight in 2 ranks rumour is true.
  17. Cheers for the Fright of Flight breakdown. Went for the quoted above option. Found everything just fine in your previous guide. Chrome's 'find in page' option was ample for me.
  18. With Fight or Flight, if I'm not contesting an objective at the end of turn 5, do I get it?
  19. There's my entertainment whilst washing the dishes sorted for tonight.
  20. So now that the book's been out for a while, what are people's standard lists looking like now? What are you tweaking? For me, it's the below: - Army Faction: Nighthaunt - Subfaction: The Emerald Host - Grand Strategy: Hold the Line - Triumph: Bloodthirsty LEADERS Lady Olynder (340)* - Spells: Shademist Guardian of Souls (150)*** - General - Command Traits: Master of Magic - Chill Blade - Artefacts of Power: Arcane Tome - Spells: Seal of Shyish Spirit Torment (115)*** Krulghast Cruciator (150)*** - Artefacts of Power: Pendant of the Fell Wind BATTLELINE Chainrasps (110)* Chainrasps (110)* Hexwraiths (160)* Hexwraiths (160)* Grimghast Reapers (320)** - Extoller of Shyish Spirit Hosts (125)** Spirit Hosts (125)** OTHER Chainghasts (95)*** CORE BATTALIONS *Battle Regiment **Hunters of the Heartlands ***Warlord TOTAL POINTS: 1960/2000 The two rasp units generally look to deepstrike on midtable objectives, scoring points and serving as a screen. If they live, they'll add to wave of terror. All heroes sit with the SH and Chainghasts behind the blob of 20. These move forward as one. Inevitably the GG, ST and Chainghasts split off from the pack to fight. Love 20 - if they kill what they're after then great. If not, they will act as an anvil, holding something up. Fought Sylvaneth the other night and 6 Kurnoth got them down to 1 model. Next turn, pretty much all of them are back. Although I never killed the Kurnoth, this meant they (and a couple of other units supporting them) were completely tied up most of the game. Have been considering 30 mind. Lady O and her entourage I find linger midtable, buffing, debuffing and fighting. This little death star can really pack a punch, even the GoS. With all heroes and the SH, that's 5 WoTs and can really cripple the enemy. I still want to put SoS and Shademist on the GG but this can be harder late in game with them pealing away to attack something. For this though, I'm considering just going to 1x3 SH. I find that, at most, I only ever really lose 3 SH and it's late in the game. I figure at that point maybe the heroes can start to look after themselves. Love Hex. They're great and no one seems to expect them. I start by putting a unit in each bottom corner of my deployment and just watch what my opponent is doing. With the sylvaneth game the other night, he'd left a 5 model unit on an objective in his home terf. I moved 30" with one unit to join the other 1st turn, 2nd turn - bam! 10 Hex in his face! Took the objective and burnt it to the ground (mission objective... forget which one). Against DoK, he thought he was sitting comfortable on an objective with the Shadow Queen when, suddenly - bam! 10 Hex from nowhere appear, taking the objective. They are just so good at stealing objectives. Shame the models are so dated. Anywho, that's generally where I'm at.
  21. Each tourney is gonna be wholly dependent on the TO. If you do go Aventis, you'd have to check with your TO before each tourney. If they say you can't run it as an Arcanum... then you can't. It would be a gamble but I honestly can't see many TOs ruling against you. Due to the below... Will second this.
  22. Great - thanks all. It's great that the SH warscroll is so clear but I hate the ambiguity around bodyguard rolls. They should really have it in the core rules as a lot of armies now have it.
  23. Quick question, if Lady O fails to fob off a wound to her SH entourage, can she then roll her ward save? I believe not but my friend, who also runs NH, believes she can.
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