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TheArborealWalrus

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Posts posted by TheArborealWalrus

  1. Had a real tough game against a pretty nasty Teclis Lumineth list last Sunday.

    My opponent's list: 1955pts - Syar - 1 regiment battalion

    Spoiler

    R - Teclis

    R - Cathaller - general

    R - 2X10 Wardens

    R - 30 Sentinels

    R - 5 Dawnriders

    R - 5 Swordmasters

    spell portal endless spell.

    My list: 1970pts - Hallowed Knights - 1 command battalion with 2 beast hunter battalions. Grand Strategy: Keep battleline alive

    Spoiler

    C - 160pts - Lord Imperitant: general - Hallowed knights artifact + trait

    C - 215pts - Lord Celestant on dracoth: amulet of destiny, 

    C - 125pts - Apotheosis Knight Vexilor

    C - 110pts - Lord Relictor: 

    C - 155pts - 3 Praetors

    B1 - 190pts - 3 Annihilators

    B1 - 185pts - 5 Decimators

    B1 - 450pts - 10 evocators: 5 staves, 5 swords

    B2 - 95pts - 5 Liberators: sword/shield + grandblade

    B2 - 95pts - 5 Liberators: sword/shield + grandhammer

    B2 - 95pts - 5 Liberators: sword/shield + grandblade

    95pts - 3 prosecutors: dual hammers+ grandhammer

    It was a 4 hour knock down, drag out brawl, so this might take a minute.

    My opponent had a 1 drop list so he could alpha strike me to his heart's content with Teclis and the archers. I put as much as I could in the sky to try and counteract this. Annihilators, 1 Liberator squad, decimators, evocators, and the prosecutors waited in the sky. The rest of my forces spread out so that he couldn't hit more than a few units. First turn he moved his castle a little forward and nuked the lord celestant. On my turn I shuffled forward and took the primary objective and another. I dropped the annihilators down onto the dawnriders who were just out of unleash hell range. Killed 3 of them from mortals.

    My opponent won roll off and killed the relictor, 3 liberators, and the annihilators with a combination of spells and shooting. He expanded his castle a bit and left a miniscule gap for me to reach the archers. I would only be able to get 1 guy in rage so I dropped the evocators with the 7" and the prosecutors. (The vexilor also dropped nearby) The prosecutors charged and ate overwatch for the evocators to ... fail 2 7" charges. I thought I was done at this point

    My opponent won the turn and went. He tried to delete the evocators but I got lucky and either denied or passed the 6+ to ignore his spells. Even with a charge from his buffed up wardens, only 4 evocators died. My opponent also charged the vexilor with the leftover dawnriders and tried a teleport charge with his swordmasters. They got his tactic but only the riders made it in. 1 dawnrider and 6 wardens fell in exchange. Those archers had to be dealt with. Fortunately I had a plan to deal with the inevitable overwatch. My lord imperitant had been creeping forward picking off the odd model and now was in position to charge within 3" of the archers with his bodyguards behind him. He ate the overwatch and took 1 wound while a praetor was killed. He did let my decimators make it into his archers though. Even with 5+ attacks each, they didn't manage to wipe out the unit. Something like 12 died in exchange for 3 decimators when Teclis was caught in the combat. 2 wardens were killed by the imperitant. The vexilor popped his banner and brought 2 evocators back and they removed the wardens for an evocator.

    I finally won the roll off and took the double turn. Evocators charged Teclis while my spare liberators charged the wardens fighting the iperitant. Teclis took 6 damage (had +2 to his save, giving him a 3+ against all my attacks) and killed 4 evocators while another 6 sentinels were killed for a wound off a decimator. The slap fight continued on the left with 4 wardens dieing for 2 liberators (shining company is annoying). My opponent managed to clear my right flank (plus a liberator) freeing his remaining forces on his turn. We both forgot about his swordmasters and they stayed put. Whoops. I had 2 liberators, the imperitant, the vexilor, 2 praetors, and 7 liberators against Teclis, the cathaller, 5 swordmasters and 12 sentinels.

    If I got the turn I won. So of course I didn't. It's alright. He would have to score all the objectives and prevent me from taking any back to win ... Teclis stole the left objective, the swordmasters took the center after the praetors + Imperitant were shot to death (5 more sentinels from rally) and the cathaller ran onto the right. He didn't need to, he just wanted to prevent any funny business. With that I had used all of my scorable battle tactics and lost. Only by 2 points, but still. If Teclis had failed that 9" charge I would've won too. 3 dice rolls from victory. A very close game.

    My battle tactics in order were: grab 2 objectives not wholly in your territory, take an objective from them, run with 3 units towards eachother (hallowed knights came in handy here), have 2 units wholly in enemy territory, and then I couldn't score any of the remaining ones with what I had. Before that I had managed to score 1 more point against him every turn, so I was up by 5 coming into turn 5. He had to stop me from scoring and max score ... which he did. Ah well.

    A tough game. His list has only lost to OBR and 5 bloodthirsters in our area, so I knew it was rough when I went in. Still, I had quite a few dice rolls where I could have won the game off of them, alas, it was not meant to be. Everything worked as expected in the list. With a 5+ ward the entire game, it was always going to take a lot to kill his stuff. I probably should have taken the destroy a battleline on turn 4, but I didn't trust 3 libs and the imperitant to kill 4 shining company wardens. *shrug* Another point I could've ... tied off of.

    With the debate about praetors I asked my opponent if they altered where he shot. He said that they made my general "not worth the effort to kill him", otherwise he would have removed him turn 1 instead of the celestant. The praetors didn't really lay a smack down on anyone, but they tanked the overwatch like champs. It's a tactic I've not heard anyone mention before. Worth considering. Definitely worth it for my precision strike strategy going on in this list. Take a tool for every job and drop it where it hurts.

    Phew! That was a long one, and I didn't even include everything. I hope you enjoyed the report and have a good week.

    For Sigmar!

    • Like 1
  2. 33 minutes ago, lare2 said:

    Anyone had any luck with them?

    I've had them protecting my lord imperitant, as the strategy I'm going for relies on his 7" teleport ability over multiple turns. It's worked against 2 non competitive armies so far, but I'll be facing the likes of Teclis this weekend. We'll see how it goes. They're not bad damage but not cost effective enough to use only as a hammer. They've more been a deterrent from touching the hero ball and keeping their target alive. The profile is nice, but there's just not enough of them to do the damage. I might try a unit of 6 later, just to see how they do as a spearhead.

    • Like 2
  3. I played a game the weekend before last and will give a brief summary of it.

    2,000pts vs soulblight from the crimson keep (blood knight faction). They get certain buffs for destroying certain unit types as well as a once per game activation of 2 of the 3 buffs in an aura around the general. Only lasts the phase, but it's obscenely powerful when done right.

    His list was something like:

    Spoiler

    Vampire lord on zombie dragon - general

    necromancer

    vampire lord

    mortis engine (flying ghost chariot thing)

    3x5 blood knights

    20 grave guard

    3 vargheists

    My list was :

    Spoiler

    Hallowed Knights - I acknowledge that this list is bad, but I was trying stuff out.

    Lord arcanum on dracoline - general, Pack alpha, Hallowed knights trait and artifact, Lightning blast spell

    Lord Imperitant

    Knight vexilor with banner of apotheosis

    10 vindictors

    5 liberators

    5 sequitors

    5 judicators with crossbows

    5 protectors

    3 Annihilators

    3 praetors

    3 evocators on dracolines

    The scenario was vantage point (I think). There were 4 objectives and whoever went second got to choose an objective to give out a command point at the start of the battle round. There were scattered forests and buildings. I was made to go first. I mostly set up out of charge ranges onto the middle objectives. Keeping terrain between us. My sequitors, judicators, protectors, and annihilators were in the sky still. My opponent moved his entire army forwards toward the center and dropped the grave guard to try and charge my dracolines who had moved up the right flank. His entire army had 9-10 inch charges. Only a unit of blood knights on the left made it in and completely annihilated the liberators they charged.

    I won the roll off and had to go first or get destroyed by his lances on the charge. I dropped the protectors to hit the vargheists on the left and the sequitors to reinforce them for the blood knights. The annihilators dropped in the in the center with the heroes and vindictors while the dracolines on the right got up close with the grave guard. The anihilators did a total of 3 mortals between like 6 units. Not a good start. Judicators dropped behind the grave guard to help destroy them. The entire army charged with only the sequitors failing to make it in. My hero pair went with their bodyguards into the blood knights in my line. The annihilators tagged the central blood knight unit for 3 mortals(on 10 dice - oof) with the vindictors hitting the right one. The dracolines hit the grave guard with the lord arcanum who also tagged a blood knight unit and the varghiests were charged by the protectors. My opponent popped his once per game ability for +1damage to all their weapons and a temporary + 1 to their wound characteristics. I knew how deadly grave guard were so I chose the dracolines and gave them the + 1 attack. In a round of monumentally bad dice they, with the judcators previous shooting, and their lightning managed 11 casualties on the grave guard. Ow. In return they killed the dracolines for 2 mortals back, both of which were saved. Everywhere else my forces were wiped out to a man for miserable damage back. between the extra wound and 3+ saves on the vamps we barely tickled them. Only 5 vindictors, 5 sequitors, 2 praetors, and the heroes were left besides the judicators who opted to not charge. The left went reasonably well only because it was out of the effect from the general. It was his turn next and he had no problems wiping out the rest of my army.

    Ouch. I made lots of mistakes, I forgot about redeployments (even when I was reminding him to do it :P) and didn't think about that ability his general gets when making plans. I have an alternative tactic that I tried out in my next games. I also think I went too all in on that turn. I was thinking about stopping the bonus rend and damage from the charge. Turned out not to matter. I knowit was because of my terrible rolls, but for 280pts I can't justify the dracolines. Especially since I have to take a lord arcanum to get the most out of them. I'm reluctant to give them another try before the new book. Protectors got ripped apart by damage 3 varghiests before they could even swing. I give them another try in my next game alongside the sequitors. With the general increase to saves I question the value of my crossbow judicators. They aren't bad though. Mostly because you don't count as moving out of scions of the storm. (As far as I've been able to find) A lot of lessons, mostly on mindfulness from this. Not a lot of info otherwise.

    Hope you all enjoyed the report and are having a good week.

    For Sigmar!

    • Like 3
  4. 19 hours ago, Nizrah said:

    Brak opisu.

    It's so beatiful

    I'm a sucker for the bird-dogs, or I guess bird-lions. These ones got horns though. So bird-lion-bulls? Still a beautiful model. Lot of movement there.(paws are a bit static, but eh. minor gripe) Makes me wonder though. Since there are so many types of gryphs (much like our dogs), what's the original domesticated animal? What is their wolf equivalent?

    Question for the hive mind. Does a lord relictor need his skeleton banner to be recognizable? I wanted to do an Uther Lightbringer conversion on my relictor and Uther doesn't have a big banner thing. Is there a way to make him more recognizable as a relictor while he's cosplaying as Uther? Is it possible? Or is there a better hero to represent a paladin of the light? 

    Cheers! Looking forward to the preview on Saturday. Hope everyone's having a good week.

    For Sigmar!

  5. Are castigators any good? I've just acquired 12 of them amongst a pile of stuff. I don't mean in whatever we get next, I mean right now. I know it could all change next month, but I want an idea of their current uses, or failing that, if I should just convert them into judicators. Same question about the dracolines(except the judicators part). Both units seem to be in awkward spaces. 

    Hope you're having a good week.

  6. 11 minutes ago, Juicy said:

    with 6 wounds and lowest damage ingame.

    Having spent a while playing new slaanesh with mostly hellstriders (which do a bit more damage and are faster) I've learned to appreciate speed as a raw quality. The ability to be where you need them is pretty valuable. Admittedly I was thinking this with their 95pts characteristic rather than whatever they will be with the new book, but that 3d6 charge is still good. Their points will need to be low still. Like less than liberators for them to work. Even if they get a 3+ they're only worth around 100pts.

    13 minutes ago, jhamslam said:

    unleash hell happened after a charge move was done

    You're right, I keep forgetting that they mention being outside 9" but it's after a charge move. Doesn't change my feeling that prosecutors are more useful. 3d6 and fly is going to let you get in where you need to more often than not. Plus doing so out of deepstrike is fun.

    We need offensive screens to deal with the likes of Thanquol and ranged 30 blobs. (That's all of what my local group is talking about. Well, that and giants) That 3d6 is invaluable for this. Have them eat the overwatch for the damage dealers by charging the shooting backilne. They either use it on them or get tied down during their turn. If they do get a save boost, then they will ruin shooters without rend or very squishy casters (who seem to be in increasing rarity). Of course if they're like 120pts then they're not worth it anymore. 

    I will admit that aetherwings can do this job for less, but they more easily killed for the new battle tactics or whatever the every turn objectives are called. Taking 6 aetherwings makes them survivable but less likely to scootch in next to the shooters behind their screen, nevermind their lack of charge bonuses. Aetherwings do a different job than what I'm talking about though. They charge the unguarded shooter and you lose nothing of value when they get obliterated. Prosecutors are to let you hop over screens.

    Regardless of anything else, I'm going to try them out. My flappycast (or angelcast if you're trying to be respectful) are going to see the light of day after too long. Fly my pretties! *laughs maniac ... heroically* For Sigmar!

  7. 10 minutes ago, jhamslam said:

    Some insight into our new points and units

    The upcoming points imply the general boost to our saves. We'll see though. It will certainly give a distinct feel to the stormcast if true. 

    I feel like this edition will reinvigorate prosecutors. Their ability to charge reliably from outside of 9" makes them the ideal support unit (assuming they still charge 3d6). Neutralizes those ranged overwatch threats as well as redeploys. Plus squishy archers are their ideal targets.

  8. Since it's slowed down I wanted to ask a question that got ignored earlier. Would it be acceptable having more than 1 color scheme on the table as long as they're based the same? I've got old color schemes I tried out that look good, but I now am switching to an easier scheme. Do I need to strip them and redo them or would using a stormhost's rules still be fine?

    Are there examples of stormhosts mixing for battles or even a campaign? I remember them being in the same battle, but working more as separate entities. 

    Thanks for any help, For Sigmar!

  9. Alright, let me start this by saying that I don't think Slaanesh is dead. We are still good at being where we need to be, when we need to be there and hellstriders went down. That does leave the infantry in a much worse place however. It's not good now, but that means we have to play to our strengths. I've played BoC and Khorne, being on the bottom can still be fun (right thread for that turn of phrase), but taking a break is fair too. There is 1 major strength to the army though ... summoning.

    I hate having to summon. I don't like fighting it, and I like using it even less. We now have actually no choice but to focus on summoning with the points hike. This saddens me greatly and brings me to my next point ...

    I had been planning on sticking with slaanesh until I re-paint my stormcast, but the style we're being pushed to is just something I don't really want to play. I'm not selling them or anything drastic, they shall just wait and bide their time. Just as Archaon is in the plot. I'll try to post pictures as I continue my snake cult, so look forward to that.

    Hope everyone's day improves after the bad news. Take slaanesh's advice, have an ice cream cone or something and sit on the news. You might be able to make something of it yet. After all, Slaanesh will break free. *maniacally laughs into the shadows* 

    Good luck fellows.

    • Like 3
  10. 24 minutes ago, NauticalSoup said:

    what we've seen of Kruleboys so far is adequate but not particularly impressive.

    Huh ... I wonder if the mortal wound thing applies to the monster's attacks? That could be a little spooky. The kruleboyz seem pretty okay. Not going to be a powerhouse faction, but solid. At last that's what I think.

    I know it won't work, but I want to try for like 60 bodies in a 2,000pt stormcast build. It amuses me. 

  11. Kind of a weird question, but would it be worth it to have liberators with 2 hand weapons? I know the shield might be a +1 save and we don't know the new warscroll, but I've got 10 shields and wanted to bring my total up to 20 libs. Should I get 10 hand weapon guys? Maybe add 5 of each?

    Does the weapon matter much? I like the look of the swords better, but not on the dual wielders.

    Thanks for any help. For Sigmar!

  12. 56 minutes ago, Freejack02 said:

    Wait, are there still armies in the game that lack mortal wounds?

    In meaningful numbers? Yeah. Beasts of chaos, slaves to darkness, khorne, slaanesh, (I'd say) nighthaunt, among others, but I don't want to have to go through all their warscrolls to confirm what I remember from playing with/against them. Basically many armies might have a few units/tools that might be able to deal with us, but as an army, many lack sufficient rend, damage, or mortals to make me think they'll do fine against a global 3+ with a possible +1 save waiting in the wings. I could be biased as I usually play the lower end of the army power spectrum, but I want my opponents to have fun too. I'm just concerned. Assuming the rumor is right, of course. 

    Don't get me wrong, the 3+ feels right for what stormcast do in the stories, (that is what a rule writer is supposed to achieve when making them,) I'm just concerned about balance.

    Although, many stormcast units don't exactly do the damage either. ... Who knows. We'll see how the army feels come release day. As always, give it 3+ games to feel it out before deciding. Hope everyone's had a good week and will have a great weekend.

    For Sigmar!

  13. My group is ignoring the rumor because it doesn't affect them, but is anyone else concerned about all stormcast getting a 3+? I'm afraid of becoming the new petrefex elite, since I played as an army lacking in rend against them. It was legitimately not fun. I just bounced off and died most of the time. There was very little I could do. Especially with the de-buffs, but that's not really a concern here.

    While I thought they looked like 3+ saves when stormcast first came out, I grew to accept the 4+. I realize that the top armies aren't going to struggle against it, but the lower tier armies lacking rend and mortals will flounder against us. Especially the likes of beasts of chaos, among others. The 3+ save feels right for the army, I just want my opponent to have fun too.

    Thoughts?

  14. 10 hours ago, CommissarRotke said:

    how much does this hurt the new allegiance ability and do you think it'll get FAQ'd

    In general play, it will likely only effect how we remove casualties. Whether or not we go for the possible mortal wounds or being in range of hitting, etc. Speaking as someone who has played around with the 6" pile in nonsense, it can be easy to forget about such little things, so only the top of the food chain will likely try to exploit the weakness. If they want to go through the mental gymnastics to avoid some 1 in 6 chances at mortal wounds, I say let them. Hopefully they tire out their noggin and miss something bigger. Besides, most things don't have 2" range and if we charge in, then it won't be possible to avoid it. 

    TLDR: I would say to look at it as a nice little bonus if it happens, rather than anything else.

    • Like 1
  15. 9 minutes ago, Tizianolol said:

    I mean if I play gitz i cant place one single line of 20 shootas for exemple?

    You could, but at the ends you'd have to have a guy in the second rank so they're next to two. Also be careful about casualty removal. Otherwise screening is still very possible. The 6 inch restriction only applies to height though.

  16. 2 hours ago, Tizianolol said:

    Guys have you understood new coherency rule? How can one model be more then 6" vertically from another one or 2? :(

    40K added that in 7th edition. It only really matters for a couple of the 40K buildings or in scratch built terrain. Generally you don't need to worry about it.

    What do you guys think of using puppets of war helmets for my warcraft conversions? Angel helms for the paladins, spartan helms for the normal footmen? My main concern is they'll be too big for the new models, who look smaller. (They're also rather expensive) Thoughts? Alternatives?

    Angel Helmets - Heads - All bits - Models and bits (puppetswar.eu)

    Spartan Helmets - Heads - All bits - Models and bits (puppetswar.eu)

    The next thing will be making the other units fit warcraft. Spellbreaker evocators? Sorceress seems a little under dressed for a 3+ save. Pallador knights? Angel helmets on the annihilators? Maybe try for lion helmets on them instead? Not sure on how to use the heroes ... What their warcraft equivalents are.

    Hope everyone is having a good week, For Sigmar!

  17. Hi there. After my last stormcast book was stolen in 2019 I decided I wouldn't get back into them until they got a new book. Since it looks like that's right around the corner, I'm checking in. First off; Hi, or SALUTATIONS, if you prefer. I've got a few questions I was wondering if people could help me with.

    1: Does anyone have any ideas for making our liberators/vindicators feel like warcraft footmen? I've been wanting to do this since the old world was destroyed (Literally had just started) These new smaller guys seem like a good start on that. Are there any kits, 3dprints, etc. that would work well? The helmets were specifically what I was looking for.

    2: Not really pertinent soon, but I was curious about our competitive armies. I'm not looking for their lists, more their ... style. Like the thoughts/ tactics behind them. I guess it could be described as, looking for "What are we considered good at?

    3: I've got 2 different color schemes lying around currently. Would it be weird or unacceptable to use both at the same time?

    4: Not a question, just a comment on the new chonky boys. (they may get called big chonguses by some in my area) Something I haven't seen anyone mention yet is their ability to re-roll if you re-teleport them. Situational, but cool. Their rules seem pretty clean and mostly unambiguous so far. It will be cool to see what the others will do. (Probably going to be a preview of the krule boys next, followed by us again)

  18. 7 hours ago, MattyP said:

    my list 

    It looks like you're lack a hammer unit. None of your stuff does spike damage. Enoby and Yoid are right about twinsouls. Skaven don't have units durable enough to not get smashed by them. The only possible exceptions are the masterclan units with their 4+ aftersave. Maybe swap the warriors and painbringers for them? Not sure. Enoby had good suggestions though. You'll have to b careful tactically with the 2 big blobs of monks. If they get to hit your twinsouls they'll crumple. Go after the bricks one at a time and focus your fire. You should be able to crush them.

    10 hours ago, Enoby said:

    After my game on the weekend, it struck me that when I used fiends, I found them really good.

    I've noticed the same thing. They do reasonable damage no matter who they're fighting and the base -1 to hit them is golden. My opponents admittedly didn't use their shooting on them when I used them. They were more focused on the various seeker types in their face. With battalions I struggle to fit them in. Without battalions? I think I'll be using them more. I don't have glutos, so I've never seen the -2 aura, but I think they'll still be fine.

    • Like 1
    • Thanks 1
  19. 7 hours ago, CeleFAZE said:

    Did you find the whips worth the extra points?

    Sometimes. There are 2 advantages of the whips. 1: 3" reach is not to  be sniffed at.  2: More attacks = more exploding 6s. Could what they did have been done by the clawstriders? Yes. I take them for speed mostly. Once the 3" reach came in handy, and twice the -1 to hit did. Both instances surrounded them needing to survive, but neither were exactly clutch. You could do fine either way probably. I had the points and didn't want endless spells, so I "upgraded." If there's a lot of low save, 1 wound units in your meta, the whips will probably be better. If armor is king and there's no coalesced, then the claws will be better. You will need to pay attention to maneuvering more from the 1" reach though.

    Your list sounds good, but you'll need another battleline unit if you've got 2 clawstriders and no chariots. --- Whoops, misread. Yeah, your idea works fine.

    7 hours ago, CeleFAZE said:

    but did you feel that slothful stupor is a better spell?

    Situationally, yes. A good number of armies in  my area are dependent on a hero wrecking stuff or using a command ability. Combined with the anti-horde spell it cave me a counter to opposite ends of the spectrum. Versatility is key at a tournament. If you feel you have an answer to monsters/heroes already, then you don't need the spell. It would have let me stop belakor from killing things not on my terms if I had got it to go off. 

    Paths is a good spell, but is more of an enabler. It lets you get your keeper into the best places, but you lose out on tactical flexibility. I actually debated between the two spells before settling on the utility argument. It's good to have the tools to handle anything you might run into.

    7 hours ago, CeleFAZE said:

    Also, did the enrapturing circlet do much for you?

    In these match ups? No. It however could save a game. Tag a big blob and they can't retreat? Super clutch. Prevent cav from running onto your backline? Beautiful. Get to the best murder hang out? Not happening. I also have never had my bladebringer survive past turn 3, so I didn't like the idea of reducing her wounds by 1. Flying is still a great utility though. I just prefer the extra tool in my pocket more than the movement.

    I actually debated between all the things you listed. Exactly the 2 I considered for each choice. I didn't look at more exalteds because I don't even have 10, nevermind 20. I wish you luck in your tournament though!

    Have a good week everyone!

    • Like 3
  20. Alright, had a tournament yesterday and I thought I'd tell y'all about it. These won't be 100% accurate as it was a long day and some details are fuzzy. The important bits will be in there though. This was my list:

    1960pts - godseekers - 3 drops - 112 wounds   (I could have gotten an endless spell but I thought the triumph was better(yay global buffs!))

    Spoiler

    - 140pts - seeker cavalcade

    300pts - 2x5 scourgestriders

    140pts - 5 clawstriders

    390pts - 3 seeker chariots

    400pts - 2x5 slickblade seekers

    - 340pts - keeper of secrets - cameo of the dark prince (one time +1 command point)    -- spell: slothful stupor (enemy hero in 18" can't use command abilities, run, or charge) 

    - 250pts - Bladebringer on exalted seeker chariot - general - speed chaser(retreat and charge), ??(no retreats and 3+ mortal wound within 3")     -- Spell: ?? (enemy unit wholly in 18" every model 6+ = d3 mortal wounds)

    Game 1: Battle for the pass - realm of death    --   Vs Fire Slayers

    His list:

    Spoiler

     - Lords of the lodge

    runefather

    2 teleporting priests

    banner guy

    20 hearthguard berserkers

    - 20 hearthguard berserkers

    - 10 hearthguard berserkers

    - grimwrath berserker

    volcanic firespitter

    Terrain/setup: A big mountain thing in the center forced 2 corridors of fighting. We each had a mushroom forest in our deployments with some stone pillars. There was also another forest on the right back center. Most of the terrain didn't do anything beyond the center mountain. I put a unit of whips  on my back to ward away more central deepstrikes while the rest sat on the line. My keeper went next to the shrine with the 10 slickblades and the chariot section went on the left with leftover striders in center. I had a bonus objective on the left where my opponent put all his not deepstriking units bar the grimwrath who took the right by himself. He had the 2 priests and both 20 bricks in reserve.

    Spoiler

     

    Turn 1: I had less drops and chose to let him go first, reasoning that I couldn't reach him and I'd rather react to his actions. He scooted up to the left with is hero blob and smaller unit while the right was taken by a teleporting unit. He dropped his last unit behind my lines on the right flank. They were the double pile in mortal wound dealers from his battalion. They made a charge into my guarding striders and wiped them. The other unit failed its charge. On my turn I sent the keeper to tie down his central blob while everything but the hellstriders went at the infiltrators. Both units were prevented from piling in and 13 died in the back with their hero and 5 died in the middle big blob. I lost a chariot and some wounds off the exalted in exchange. 6 fled from battleshock leaving 1 in my rear lines and 1 fled in the middle. I honestly didn't expect to do that much damage. We were both surprised. (I expected to bounce and die like with the trolls.)

    Turn 2-3: I won the roll off for the double turn and basically sealed his fate. I got the 2 units of hellstriders into his backline objective and started to take apart his center. The keeper kept preventing him from piling in and then I'd hit both edges to shred them. The spell that prevents command abilities also stopped the strike first thing from doing bad stuff to my guys. On his turn he sent the berserker to save his right and his other unit to his home base. Some cheeky positioning prevented them from killing both units of striders and the berserker couldn't reach me past his guys. I won priority again and sealed his fate by finishing his center and summoning 30 daemonettes on his back objective. Major Victory.

     

     

    Game 2:  - (I forget the mission name, but there are 4 corner objectives and you only win if you have all of them.) - realm of life     -- VS Cities of sigmar

    Opponent's List: 

    Spoiler

    - Hamerhalian lancers

    general on griffin - general, +1 armor, blood of the twelve

    3x3 demigryph knights

    - freeguild general

    - mage on celestial huricanum    -- Spell: fly spell

    - 40 freeguild guard - sword and shield

    - 20 greatswords

    Terrain/setup: My opponent had two walls, one on each side, with a forest. I had a couple of buildings and a forest on my side. I set up the keeper in the middle by the fane with a hellstrider unit. On the left was the chariots with another strider unit and the right had slickblades. My opponent put 6 demis on the left, his heroes were behind the 40 guard across the middle. The right was the greatswords.

    Spoiler

     

    Turn 1-2: I saw no benefit not to do so, so I chose to go second. He really only moved closer to the walls but otherwise stayed still. I moved up on the flanks, forgot to charge with my one unit in range, and that was my turn. I won the roll off (a trend) and took the double. I moved the keeper to support the chariots and held a hellstrider and slickblade unit back. My chariots moved up and crushed his demigryphs on the left (as well as a few of the guard) and the slickblades killed 11 greatswords. I return I lost a 2 slickblades and some wounds on my general. I finished up by moving the clawstriders to block off his front line's movement. He was fairly trapped in and so he tried a breakout. The general went after the right flank while his gryphs made for the center. He obliterated my damaged general with the huricanum and wiped out 3 slickblades and 5 striders on the right. Surprisigly the clawstriders killed a gryph and hld on with their last man. I continued to nibble at his guard. 

    Turn 3/4: I won roll of and went first. To make this short I rolled up his left flank, killing his huricanum and most of his guard. 20 daemonettes screened out the slickblades and my right objective. On his turn he sent the griffon with the greatswords at the daemonettes and fled with the foot general. He couldn't get close enough to my objective to take it. I won roll off and we called it. Major Victory

     

     

    Game 3:   forcing the hand - realm of light       - vs slaves to darkness

    My opponent's approximate list:

    Spoiler

    Belakor      -- teleport spell

    chaos lord on steed - khorne

    daemon prince of Khorne - general

    bloodsecrator

    bloodstoker

    chaos warshrine - khorne

    20 marauders - khorne

    3x5 chaos knights - khorne

    2x10 untamed beasts 

    Terrain and setup: It was actually the same map as game 1 so a big terrain piece in the center, but little else of impact (except a forest that was rather important later). The deployment zones were funky but the essence was, chaff, knights and lord on the right with prince, 2 knights, and the other beasts as screen. The rest of his forces hung back at the center. I did my usual thing, slickblades on one side, chariots on the other. Striders filling in gaps. This time keeper was central to go where needed.

    Spoiler

     

    Turn 1: This is taking a while, so I'm going to speed through this. I had less drops and made him go first. He buffed some knights and threw them at me but otherwise remained cautious. He did grab my forward objective though. My turn I stupidly charged the knights in cover who also were re-rolling saves from a prayer. I killed 1 knight and both untamed beast units in exchange for 3 slickblades.

    Turn 2: My opponent won the roll off and moved his prince and knights to my left. The marauders likewise moved up and belakor moved in on the right. He snuck in a brief objective steal with his marauders too. I lost 2 chariots and 3 seekers for 1 knight and a couple wounds on the prince. My turn I retreated and charged with team chariot while the keeper tried to salvage the right with some hellstriders since he used belakor's ability on the slickblades. I whiffed generally this turn against the things that needed to die but did take 1 of his objectives. I killed 8 marauders, 2 knights for another chariot. 

    Turn 3: I won roll off and snuck some hellstriders to grab another of his objectives and summoned 30 daemonettes on one of my threatened objectives while II reinforced the other with the slickblades. My general attempted to take his last home objective in a desperate gamble and the daemonnettes made it into the mostly undamaged knights on my left home objective. I lost both chariots and 5 daemonettes for the marauders, the chaos lord, and 8 knights total. On his turn he needed to take 3 objectives to tie it. He easily held his left, took his center/forward and had to make a gamble. Either wipe the right flank with belakor and the warshrine or move belakor into range of my forward objective and hope the warshrine survived the right hand blob. He opted for the latter and with a 1 minute extension I killed the shrine for a win.  Major Victory.

     

     

    Phew. That was long to play and write. MVP is hard to call. Every unit did something clutch except for the normal chariots. I'll give it to the keeper for single handedly winning the first game. (although it was actually the striders who "won it") I feel like I played mostly right with no real glaring errors. I like them visually but the seeker chariots are mostly disappointing. Situationally very useful, but only against high armor foes(and only on the charge). Might keep them just for that. Might not be worth it. Who knows? It was a good time though. Friendly folks and such. We actually ran out of time in the 3rd game because of talking too much. (whoops :P) In case anyone cares it was an 18 man tournament and I came in second place. The speed and okay hitting power are what I feel carried me through the battles.

    Regardless: Hope everyone has a good week. Be safe out there.

    • Like 9
  21. 12 hours ago, LeonBox said:

    How did you find using Hellstriders as battleline?

    I like them but they only do chip damage unless they get lucky. The speed combined with armor are what brings me back to them. I call it objective utility. Chaos warriors are stuck wherever you put them where hellstriders can go wherever you need them. In the opponent's territory? Responding to deep strikes? There a gap left to get to those archers? They just get wherever I need them for the most part. Sometimes they even do some damage too.

    5 hours ago, Popisdead said:

    I noticed one of the Wrath of the Everchosen had a +3" pile in.

    I actually was using the StD battalion that also gives you that, but only if someone from the battalion dies, against the archaon list. I have to say that the marauder horsemen didn't feel as good to use as hellstriders. I know they're cheaper than hellstriders, but striders are just more fun. And faster.                     Generally I'd say that the 6" pile in is going to always be useful. Especially if there are charge reactions in 3E.

    I'd be fine with upping our summoning cost for price reductions. 10 pts per point increase? lol, Like it's a transaction. But yeah, It's a good idea. I'm not sure if they would do that at the general's handbook, but upping maybe just the top bracket summons would make you explore the alternatives more. Maybe a descending ratio of the DP increase? Higher at the top, less at the bottom?

    I'm tired though, so I'm going to take a nap. Have a good one everyone!

    • Like 3
    • Thanks 1
  22. On 5/16/2021 at 8:15 AM, azdimy said:

    My experience with the new summoning is that it is well countained and cannot really be abused.

    On 5/16/2021 at 8:47 AM, Enoby said:

    I agree here to be honest. While I've not had a bad time with the army yet, I think the once per turn limit on our summoning and when we get points is already a self limiting enough that it can't be abused at the current values. 

    Gonna have to disagree. I've had 3 of 11 games where I could have summoned 90 daemonettes over the course of 4 turns. (I didn't because I only have 30) Only in 2 games did I struggle to get a lot of points and that was against an invulnerable Tzeentch Archaon (see below) build and the other I died so quickly that I couldn't summon(also see below). I do use lots of cavalry (hellstriders), but still. I'm not even going for depravity points. ... I just happen to hit enough like a wet noodle to not kill stuff. Almost all of my games have been extremely close where we're both running out of gas when the appearance of 30 daemonettes seals their doom.  Most of the time. I usually can make two twelve point summons over four turns. (We're pretty tournamenty so speed is rarely an issue for us.) When compared to the broken problems of top armies, it's not even a blip, but I want us to walk in with our eyes wide open to the potential problem. 

    I think our stuff is too expensive. I want points drops on most of our stuff, but I think it's dangerous to do so without consideration of our most powerful ability. I'm not worried about more painbringers and twinsouls. I'm concerned about it just freeing up points to spam out what ever our "best" units are. (Most likely archers and/or slickblades) Of course if the rumor on limiting the number of the same unit in an army are true, then it won't be much of an issue. Standard, "Wait until 3rd edition + general's handbook" jazz.

    Enough of that. Who wants to hear some abridged battle reports?!

    Spoiler

     

    First battle I fought what I'm informed is the one of the tzeentch net lists. Archaon + Kairos and a possy of buffing wizards and screamers. On top of that there's an endless spell that does damage for every wizard and endless spell nearby. I brought 60 marauders and 10 horsemen plus some slickblades and a keeper. It was the mission where you remove an objective if you go second. My game plan was to avoid Archaon and kill his buffing/objectives crew. Steal objectives and try not to die. He set up in the center and I did a line with the slickblades on the flanks.

    Turn 1 I had him go first where he moved up and buffed Archy. In response I screened Archy and went for his numbers/screens. Great success, I took like 1 wound on  a slickblade for 20 cultists types. I also dropped marauders on his backfield to be menacing. Turn 2 and he won the roll off He dropped screamers on the flanks and retook his side objectives while archy hit my central marauders. Surpisingly, for 2 command points, they survived and held the objective. The keeper got spell nuked by kairos and that endless spell I mentioned. He and some screamers tried to stay close to Archy and charged a slickblade unit. They failed battleshock but did about half of Kairos' health. On my turn I charged Kairos with slickblades and retook my right flank while keeping Archy screened. He lost most of his support units while I continued to hold more points. Archaon slowly wiped out my army with a gang of screamers going for objectives, but I continued to retake them just as fast. Mostly.

     

    Battle 2 was against a gloomspite troll army and I took a chariot focused list. Exalted and normal chariot heroes with 2 normals, 4x5 hellstriders, 2x5 slickblades, and a unit of fiends for fun. All in lurid haze to help the chariots survive long enough to do multiple charges. (spoiler, it didn't  work) The net result of the battle was I'd sneak around and charge the trolls only to bounce off and die in return. Rinse and repeat. Only the fiends and 1 of the 2 slickblades managed to almost kill units of trolls. I was wiped out by turn 3. R.I.P.

     

    Battle 3 was against Teclis lumineth. He didn't have really any screens which was odd, but he did have 30 archers in center with Teclis and 2 sets of kangaroos (even though they look like furry gallymimus) on the flanks. I took the sam list and piled onto the start line. I had to make my opponent sweat early or perish.

    I hit his front rank pretty hard. I killed 25 or so archers, a unit of kangaroos on one flank while the other I whiffed and got a stalemate. On his turn I took something like 17 mortals from Teclis. Nothing that wasn't survivable. He killed a chariot, a total of 8 hellstriders and multiple injuries for 4 wounds on his named regent. If I won the roll off I could take out Teclis pretty reliably and the game would have been mine. So he got the double and repeated the process. I lost 4 slickblades and a fiend for nothing in return. My turn I took both of his objectives again and tried to kill his hero blob (not Teclis) while I dropped 30 daemonettes towards him. Unfortuntely both chariots couldn't manage 5 wounds on the cathaler and the nettes failed their charge. 4 roos for a fiend. He also  made it so my second slickblade unit couldn't do anything (happens every time I fight lumineth. The "you're not allowed to play" army) He won roll off again and took both objectives and continued to pelt me with mortal wounds. I was down to 4 slickblades unable to move, 1 fiend and 3 wounds between 2 chariots with 8 hellstriders, and 30 daemonettes VS Teclis a regent, 4 spear guys, 1 roo, and a balista. He wiped the fiends and chariots and teleported the balista (that we also failed to kill) onto my empty objective and left 1 strider on an objective that he took with Teclis. My turn and the slickblades still couldn't do anything but watch him score points but it was time for the daemonettes to get Teclis. I also summoned 10 more to take the balista objective back. Unfortunately Teclis was left on 4 wounds and the 10 daemon unit failed the charge. Not enough. Turn roll off time. I win this, I win. He wins it and I'm a goner. So, of course, he wins it and the game. :P

     

    Have a good week everyone!

    • Like 4
    • Thanks 1
  23. 9 hours ago, pnkdth said:

    That's our "synergy" and how the army is put together. I'm not particularly overjoyed over the reliance on DPs and summoning but it is a powerful tool.

    Yeah, Unfortunately the army was built around summoning and not the other way around. I have had very few games where I felt like I could have won without summoning. It's like the Sons of behemat. The rule informs all other rules for the army. I personally would prefer a worse summoning table for cheaper/more synergistic units. Like the other chaos gods. There is the argument that Slaanesh is more about personal glory than army cohesion, but then the few buffs don't seem to apply that way either. *shrug*

    The worst part for me is that if we get appropriately costed the currently good builds will become oppressively good. The summoning, even with the nerfs, is just so effective that we are tide locked. You could just up the current "good" unit's prices, but that feels lazy. I suspect that they made the normal buffs and stuff in the army with the current summoning and then the playtesters crushed it. (explains the archer batalion)Then they cut them sloppily out. Not sure why they didn't just nerf the table instead, but I'm not a rules writer. I AM having great fun with conversions though. (still working on my snake based fiends idea)

    May fortune smile upon our army in the coming months. Good luck lads/lasses/other. Cheers.

    • Like 1
  24. Kind of a different question, but does anyone have any exalted chariot conversions? I was looking at the official model and it didn't feel very exalted. Thought about adding the body of the DoK cauldron to make a raised platform. Throw on some snake bits and figure out how to add the blender and steeds to the bottom on that base. It'll look fabulous. Wish me luck.

    I'm not sure if I want to do my snake head conversion from my daemonettes (still WiP) to the herald. Kind of want a high priestess vibe from her which isn't quite served by the snake head I feel. Thoughts?

    TLDR: Ideas/pictures for exalted chariot conversion would be appreciated.

    Hope you all are having a good week. Cheers.

  25. 8 hours ago, LeonBox said:

    super frustrating army to play against and I'm not really sure how to go about countering them since they have an answer for just about everything.

    My relatively limited experience against Lumineth says to put pressure on them early. There's a lot for them to remember and feeling overwhelmed can push them into mistakes. Admittedly my opponent didn't have Teclis in either game, but an overwhelming alpha strike worked against his static and hyper aggressive lists. (only have the 2 against them with Slaanesh though) Pinned him in place, but there wasn't really any key units in my list for him to focus down. He settled on the keeper for a few turns (which was probably a mistake)

    I used the lurid haze with the marauders and splintered fang list against him. The 6 inch pile in was disgustingly helpful as well. Had my cake and ate it too. The fangs were surprisingly okay, but they fought his ethereal units mostly. I'm glad the fox had a slight nerf in the faq though. Only affects our pile in shenanigans, but still. Every bit helps. Lumineth will likely do well against our Glutos focused lists from the mortals and not caring about modifiers. 

    Maybe experiment around with your list? I've been trying new things for a few games before switching it up. I'm not happy about it, but, unfortunately I've have a hard time justifying using any faction but the lurid haze. I love my marauder conversions, but is it worth it to take them without the teleport shenanigans? Anybody had experience with that?

    Regardless, I hope y'all are having a good week.

    • Like 2
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