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Luke.w

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Everything posted by Luke.w

  1. 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
  2. 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.
  3. 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
  4. 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.
  5. 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.
  6. 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
  7. 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
  8. 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.
  9. Grapnel launcher nerf? Did I read that right? Can no longer move within 3" of enemy units at any point during the move.
  10. Fun Vandus 2k list. Battlemage is there to go on fulminators. With the templar's bow they will be 2+ 2+ and intolerable damage will activate on a 5+ to wound. Do you think this will be competitive? Drakesowrn Templar 460 -Staunch Defender -Strife Ender Vandus Hammerhand 280 Lord Castellant 100 Knight Heraldor 100 Battlemage 120 -Amber 5 Liberators 100 5 Judicators 160 5 Judicators 160 4 Fulminators 480 Chronomatic Cogs 40 2000/2000
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