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About Luke.w

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  1. Luke.w

    AoS 2 - Sylvaneth Discussion

    I love taking swords. I would only ever take them in a unit of three as in the unit of six the range of the scythes comes into play, but in a unit of three do more damage against 4+ save or better, and are going to be more effective against things which ignore rend (e.g. nighthaunt)
  2. Luke.w

    Order Army themed around Magic

    This is he current mixed order list I am running, with 3 wizards in it. Dragonlord 340 -Legendary Fighter -Realm Artefact that gives -3 rend Frostheart Phoenix 280 Luminark of Hysh 240 Archmage 100 Loremaster 140 5 Liberators 100 5 Liberators 100 5 Reavers 140 5 Dragon Blades 140 3 Kurnoth Hunters 200 -Scythes 3 Kurnoth Hunters 200 -Scythes Quicksilver Swords 20 The phoenix synergises with the mages to get a reliable 3+ and often 2+ save. The Loremadter uses Hand of Glory on the luminark turn one to try to snipe key targets. After that, Hamd of Glory goes on the Dragonlord which turns him into a murder machine. The luminark and archmage provide 6+ save-after-the-save bubbles which, when stacked, block 30% of incoming damage across the main force. The reavers are fast objective grabbers and a general annoyance, often a unit which goes under the radar and ends up coming in clutch. The frontline is fairly solid, and mainly present to soak the brunt of the assault, with the phoenix handing out -1 to wound in a bubble. Despite being a mix of a numaber of factions, it has actually worked out quite well for me so far. I have run my dragonlord with the horn and lance, for one turn of maximum, Nagash-Killing, damage. The quicksilver potion or doppelganger cloak artefact are also very good artefacts to ensure value in close combat.
  3. Luke.w

    AoS 2 - Ironjawz Discussion

    Thanks, maxxing the weirdfidt definitely seems the way to go. The golden toof sounds like a good idea. I also like the sound of the boss skewer as it is more reliable (not dependant on the megaboss getting into combat and killing something, hence more protective against shooting damage early in the game. With the brutes in two units of 5, the best target for the warchanter will most likely be the MBMK. Since he is already survivable with Ironclad, I may consider using the sword of judgment on him to pump out mortal wounds in hero fights.
  4. Luke.w

    AoS 2 - Ironjawz Discussion

    What are everyone's thoughts on this weirdfist list? The cogs can be cast by the backup shaman so that the battalion shaman can cast the balewind vortex on turn 1 and then has two more spell casts for foot and green puke with +24" range and +3 mortal wounds on average. Megaboss on Maw Krusha 440 -Ironclad -Miasmatic Blade Megaboss 140 -Sword of Judgement Warchanter 80 Weirdnob Shaman 120 Weirdnob Shaman 120 10 Brutes 360 10 Ardboys 160 10 Ardboys 160 3 Gore Gruntas 140 Weirdfist 180 Balewind 40 Chronomatic Cogs 60
  5. Luke.w

    AoS 2 - Stormcast Eternals Discussion

    If you couple Archmage with Hammers of Sigmar, you can stack two 6+ward saves on multiple units. This will block 30% of incoming damage in average.
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  7. Luke.w

    Astreia Solbright

    The hammers of sigmar trait is really good (6+ save against all wounds and mortal wounds in a 9" bubble) so I would not reccommend tsking astreia as the general if running hammers of sigmar. However, if you do take her as your general, you can take sequitors as battleline (because she has Lord Arcanum keyword). If you want, you can play the astreia model as a generic Lord Arcanum on Dracoline and gain both the above benefits for just 20 points more. A list for 1750 could be: Lord Arcanum on Dracoline 240 Knight Incantor 140 10 Sequitors 240 10 Sequitors 240 10 Evocators 400 3 Evocators on Dracolines 300 Cleansing Phalanx 120 Chrinomatic Cogs 60 1740/1750
  8. Luke.w

    AoS 2 - Ironjawz Discussion

    How about this for a weirdfist list? MBMK 440 MB 140 Weirdnob 120 Warchanter 80 10 Ardboys 160 10 Ardboys 160 10 Brutes 180 5 Brutes 180 3 GG 140 Weirdfist 180 Balewind 40
  9. Luke.w

    AoS 2 - Stormcast Eternals Discussion

    Mathemarically, the grandstaves are better against 4+ save and above. They are the same against 3+ and then swords+staves are better against 2+ and below. Given the rarity of 2+ and even 3+ saves, the grandstaves are better on paper. However many feel more secure in having rend as this makes the attacks of the sword+stave more reliable despite being weaker on average. Against rerolling saves (e.g. Kurnoth hunters), the rend is also more viable, and the swords+staves do more damage against 5+ rerolling save or better. When taking a unit of ten evocators, I would equip 5 with grandstaves to fight in two ranks.
  10. Luke.w

    AoS 2 - Stormcast Eternals Discussion

    If you are running a heraldor (who is better than ever) then a larger unit works well to take good advantage kf his buff. With 6 though, I would probably run an unit of 4 and an unit of 2 for more flexibility.
  11. Luke.w

    AoS 2 - Sylvaneth Discussion

    The summoning is free in that you do not have to put reinforcement points aside for summonned units. The summoning comes from Alarielle who can summon a free unit from a table once per game
  12. Luke.w

    AoS 2 - Stormcast Eternals Discussion

    How is this for a Stardrake List in 2.0 ? Drakesowrn Templar 460 -Armour of Silvered Sigmarite Lord Arcanum on Gryph Charger 240 -Staunch Defender Lord Castellant 100 Knight Heraldor 100 10 Sequitors 240 5 Judicators 160 5 Judicators 160 4 Fulminators 480 Chronomatic Cogs 60 2000/2000
  13. Luke.w

    Stormcast Stormhosts

    Cogs also goves +2 to movement
  14. Luke.w

    AoS 2 - Kharadron Overlords Discussion

    You might be right actually. He wording fo fly from the rules says that "verical distance is ignored whenaking a fly move". Therefore you can move with grapnels over enemy units and be more than 3" away from them as you can techncally fly infinitely high. This does still mean that you can't shoot them out of combat though so it is still a nerf just not as bad.
  15. Luke.w

    AoS 2 - Kharadron Overlords Discussion

    Grapnel launcher nerf? Did I read that right? Can no longer move within 3" of enemy units at any point during the move.