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Eldarain

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Posts posted by Eldarain

  1. Damage output in general is a concern for me. It doesn't feel like we have the rend or mortal ability to overpower the defenses of most factions especially with the new generic buffs.

     

    Should we be focusing on high attack reroll based fight again builds to kill em from a thousand cuts?

    • Like 2
  2. I agree with @Cambyses assessment with the addition that the first books will be powerful in that they will have the advantage of bespoke enhancements, Heroic Actions, Monstrous abilities, Grand Strategies, Battle Tactics etc.

    That advantage will quickly fade as they inevitably make more egregious missteps in handing those out to their darlings.

  3. 3 hours ago, Frowny said:

    This seems interesting but why the Praetors? I'm not familiar enough with them to know what they do let alone what they might add here.  

    I'm worried this list is really really immobile. You can only be in one place witht he pheonix guard, the annointed is kinda tied to the other wizards for the casting boost, and 20% of your army can't move and shoot effectively.

    Also, since your freeguild guard will just be cheap objective holders or screens, I'd try to upgrade them to handgunners- they can at least contribute while holding a back line objective and will do a little damage when charged before they inevitably die. I think thats worth the 30 points more or whatnot. 

    Also with your last 40 points, I'd add some aetherwings. Just being able to push a cheap pawn forward to take an objective on turn 1 without exposing your stronger pieces when they move up is excellent. 

    Quality feedback. Thank you.

    It's definitely on the slower side. A symptom of my collection as I was playing a bridge build before. So resiliency seemed the only other route until I add faster units.

    Praetors are 3+ save 3 Wound SE that have a 3A 3+/3+/-1/D2 melee profile. They can pick an SE hero to bodyguard for the match. Any wounds allocated to the hero while within 3" can be shifted to them as follows

    1-2: hero takes the wound

    3-4: Praetors take the wound

    5-6: Nobody takes the wound

    Arcanum can resurrect one on each player turn and the Lifeswarm can potentially be used to return them as well.

    Your point about the Guard is sound and more a symptom of my collection than a preference. Something to consider moving forward for sure.

    My thinking is run the Phoenix units together and the SE units together with screened Irondrakes between them.  Between the units chosen/heroic actions/sear wounds/lifeswarm should be able to take a punch and keep going.

    Aetherwings would be nice for sure but I've maxed my SE already.

    I went with Hallowheart for the excellent lore and to buff the 2 wizards casts not necessarily go for the CA buff. I also considered LC to play further into the healing theme and be able to ambush with the ID.

    Thanks for taking the time to have a look 😊

     

     

     

     

  4. Allegiance: Cities of Sigmar

    - City: Hallowheart

    Mortal Realm: Ghur

     

    Leaders

    Anointed of Asuryan on Frostheart Phoenix (315)

    - General

    - Command Trait: Master of Magic

    - Artefact: Arcane Tome- Sear Wounds - Hallowheart 2nd Spell: Elemental Cyclone

    Lord-Arcanum (160)

    - Lore of Whitefire: Sear Wounds

    - Hallowheart 2nd Spell: Roaming Wildfire

    Runelord (100)

    - Curse

     

    Battleline

    10 x Freeguild Guard (85)

    - Swords and Shields

    10 x Freeguild Guard (85)

    - Swords and Shields

    30 x Phoenix Guard (525)

     

    Units

    6 x Praetors (310)

    20 x Irondrakes (320)

     

    Endless Spells / Terrain / CPs

    Emerald Lifeswarm (60)

     

    Total: 1960 / 2000

    Grand Strategy: Hold the Line

    Battle Regiment

    Triumph: Bloodthirsty

    Extra Command Points: 0

    Allies: 0 / 400

    Wounds: 111

    Still trying to get my mind around everything. I really like the Arcanum/Praetor combo and am excited to try it out. Bit worried about their vulnerability to mortals but the ability to return them should help.

    Definitely testing the claim more Elite builds can succeed 😉

    • Like 1
  5. 4 minutes ago, Frowny said:

    He's pointing for 3.0... i think it might fit for new points. For example, belakor went DOWN to 360.

     

    Relatedly, Belakor seems like an incredible pick going forward, since he also benefits from the hero and monster stuff

    Correct. 2000 exactly in 3.0. when you consider that I've had to take 40 Marauders because of their old minimum this list is incredibly close to being exactly the same points from 2.0-3.0 which seems an extreme rarity after the points changes.

  6. Allegiance: Slaves to Darkness
    - Damned Legion: Despoilers
    Mortal Realm: Ghur

    Leaders
    Be'Lakor, the Dark Master (360)
    - General
    - Mark of Chaos: Undivided
    - Spell: Whispers of Chaos
    Chaos Sorcerer Lord on Manticore (270)
    - Mark of Chaos: Slaanesh
    - Spell: Mask of Darkness
    Slaves to Darkness Daemon Prince (210)
    - Axe
    - Artefact: Doombringer Blade
    - Mark of Chaos: Khorne
    Chaos Sorcerer Lord (115)
    - Mark of Chaos: Slaanesh
    - Spell: Call to Glory

    Battleline
    1 x Chaos Chariots (105)
    - Greatblades
    - Mark of Chaos: Slaanesh
    1 x Chaos Chariots (105)
    - Greatblades
    - Mark of Chaos: Slaanesh
    5 x Chaos Knights (170)
    - Ensorcelled Weapons
    - Mark of Chaos: Slaanesh
    5 x Chaos Knights (170)
    - Ensorcelled Weapons
    - Mark of Chaos: Slaanesh
    30 x Chaos Marauders (270)
    - Axes & Shields
    - Mark of Chaos: Slaanesh

    Units
    16 x Iron Golems (150)

     8 x Iron Golems (75)


    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 147

    First kick at a 3.0 Despoilers list. Split across a Warlord and Battle Regiment. Putting the 5+ Ward on the Sorc on Manticore.

     

    • Like 1
  7. 11 minutes ago, whispersofblood said:

    We've already seen the change to pile-in moves regarding coherency. And, because combat necessarily includes losing models you can attack optimally and then remove models as casualties that are out of coherency.

    I thought the Coherency rules said you can't finish any move out of coherency preventing optimal pile in and losing the offending models to return damage.

    • Like 2
  8. Would have much preferred a "every model must be within X" of the unit leader"

    *For units without a designated leader choose one at the start of the game. If the leader is killed choose a replacement model for coherency purposes.

     

    This just seems like a micromanagement nightmare for basic melee unit functionality.

  9. 35 minutes ago, Verminlord said:

    Just because things have melee ranges doesn't discredit anything. Rules do not have to be a word for word port of 40k combat range; they never are. They ported coherency, why wouldn't they port a version of combat range that is already designed to work with those coherency rules?

    All they would need to change is the definition for engaged units. The 2nd rank rule would fix most of the issues people are complaining about.

    Sure. That's what I'm asking. What rule would be compatible with weapons having a set range. "If within 1/2 inch of a friendly model that is within 1/2 of the enemy may measure it's melee weapons from that friendly units base"

    Seems like a bit of a mess. I'm open to hearing possible examples that are more elegant.

    • Like 1
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