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Luke.w

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Posts posted by Luke.w

  1. I always run 30 phoenix guard in my CoS army. You could even take two blocks of them if you wanted. They fight in three ranks because they are 2 inch (51mm) range with 25 mm bases. They become extremely killy against most targets and very efficient defensively at effectively 7 points per wound with their 4+ ignore. Never dissappointed taking them, just get them on the table before the next points update!

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  2. Given that knights of the empty throne have 2 pages, and seem to be varanguard focused, it would make sense that they have 1 page dedicated to the 7 circles of the varanguard, but cannot have Archaon as the general because they are defending the Varanspire whilst he is away.

    Hopefully this is where the real Varnaguard power is. Having the hero keyword gives them access to artefacts. Let that sink in for a second.

  3. I think it most likely that Tyrion amd Teclis will be leading a united force as per the High Elves of old. Tyrion was always a great warrior and tactician and so fulfilled the commander role, whilst Teclis had the political guile and ambition that his younger brother lacked but without the stature and fighting prowess to lead from the front. They complemented each other and it would be weird to have them lead separate factions.

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  4. 2 hours ago, Gecktron said:

    I doubt this very much.  Hysh Aelfs wont be just a upgrade of the old high aelf kits. This will be a completly new faction. They will most likely take a lot of inspiration from the world-that-was but they wont be a 1:1 translation of old units. 

    That would be contrary to everything GW has done in AoS so far. 

    I completely agree

  5. 3 minutes ago, 5kaven5lave said:

    Have I missed something? I saw the community article but not sure why so many people seem to be upset. 

    You aren't missing anything. Some people are just unreasonably salty that we didn't get a spells/terrain equivalent and using this to support claims that GW don't care about KO, despite Orruk Warclans receiving the same treatment and are now a very strong faction. 

    At release KO were and ambitious force at a time when GW lacked the rules mechanics to make them worl that they have now. Hopefully the design team gets it right this time.

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  6. 5 hours ago, Gwendar said:

    Current list running through my head... been at this all day with many iterations. Would love input; I aim to play this competitively so I'm thinking about the current hotness.

      Hide contents

    Allegiance: Cities of Sigmar
    - City: Hallowheart
    Mortal Realm: Aqshy

    Leaders
    Knight-Incantor
     (140)
    - General
    - Trait: Famed Spell-hunter
    - Spell: Lore of Whitefire - Sear Wounds (Hallowheart Wizard)
    - Hallowheart 2nd Spell: Ignite Weapons


    Lord-Arcanum (160)
    - Artefact: Ignax's Scales
    - Spell: Lore of Whitefire - Sear Wounds (Hallowheart Wizard)
    - Hallowheart 2nd Spell: Warding Brand

    - City Role: General's Adjutant (Must be 6 wounds or less)

    Battlemage (90)
    - Spell: Lore of Whitefire - Roaming Wildfire (Hallowheart Wizard)
    - Hallowheart 2nd Spell: Elemental Cyclone
    - Mortal Realm: Azyr

    Battlemage (90)
    - Spell: Lore of Whitefire - Ignite Weapons (Hallowheart Wizard)
    - Hallowheart 2nd Spell: Warding Brand
    - Mortal Realm: Hysh


    Anointed of Asuryan on Flamespyre Phoenix (300)
    - Artefact: Pauldrons of Living Flame

    Battleline
    10 x Freeguild Handgunners (100)
    - City Role: Honoured Retinue (Must be 5-20 models)
    10 x Freeguild Handgunners (100)
    10 x Freeguild Handgunners (100)

    Units
    30 x Phoenix Guard (420)
    10 x Shadow Warriors (110)

    Battalions
    Whitefire Retinue (140)

    Endless Spells / Terrain / CPs
    Umbral Spellportal (70)
    Balewind Vortex (40)
    Soulsnare Shackles (40)
    Everblaze Comet (100)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 103

    30 Handgunners are a decent enough chaff screen that have potential with long rifles to whittle away at whatever spells can't touch, though I'm sure this isn't the best choice.. at least they're shooting at whatever charged them. I initially had planned to run a Anointed Phoenix general for the PG battleline, but giving the Incantor the +3 unbind keeps him on solid comet duty throughout the whole game. This could really be overthinking it however. The 30 PG + Phoenix are throwing some forward threat out there so it isn't a complete castle-fest of a list while the Shadow Warriors can be available as needed; they really are a great unit.

    Now, some of the iterations included a Hurricanum, some included a Bridge + 30 Irondrakes and all lists attempted to squeeze in 20-30 PG as well. For spells, the Azyr Mage is obviously going on top of the BW for Wildfire + Chain Lightning and generally can cast Cyclone from portal for even more range if needed. Since the Incantor will be redoing the comet every turn (usually) he's more or less given emergency backup spells while the Hysh Mage is the buffing unit. Lord Arcanum is healing himself from any CA wounds and using his empowered Arcane Bolt\-1 hit spell, which could work well in tandem with the Hysh's -1 to hit on a friendly unit. Overall, not completely satisfied with it but curious as to what others have to say.

    I think the list has some nice things going for it, but in CoS Hallowheart I like to try to include some damaging endless spells. particularly pendulum as its path is so predicatbale and the range boost for CoS is nice. the lifeswarm is also one to consider with phoenix temple units.

  7. 2 minutes ago, Nasnad said:

    Just thinking of using a block of 20 as battleline in an 1000 pts meeting engagement. with 2 scourgerunners and some dark riders/pistolers

    yeah that could work for sure. try it and tell us how it goes. at 1000 you are less likely to have a phoenix and could be tight for points so they may prove a better option in this case

     

  8. 1 minute ago, Nasnad said:

    What do you all think of black guards, and dreadspears/bleakswords/darkshards? .. Also how are dark riders vs pistolers and outriders?

    black guard are less efficient than phoenix guard, especially when using a phoenix and using emerald lifeswarm for regen. 

     

    dreadspears and bleakswords are decent chaff and not much more. darkshards are pretty efficient, especially after they now hit on 4s

  9. Fairly optimized Hallowheart list:

    Anointed on Frostheart Phoenix  320

    Celestial Hurricanum with battlemage   280
    -Ignax's Scales
    -Sear Wounds
    -Elemental Cyclon  

    Battlemage; Hysh  90
    -Roaming Wildfire
    -Warding Brand

    Battlemage; Ghyran  90
    -Ignite Weapons
    -Crystal Aegis

    Sorceress  90
    -Sear Wounds
    -Ignite Weapons

    Knight-Azyros  100

    10 Freeguild Guard  80

    10 Freeguild Guard  80

    20 Phoenix Guard  320

    3 Vanguard-Palladors  180

    10 Shadow Warriors

    Prismatic Palisade  30

    Umbral Spellportal  70

    Aethervoid Pendulum  50

    Gemenids of Uhl-Gysh  60

    Emerald Lifeswarm  50


    2000/2000

    Thoughts? The plan is to sit back 12-18" from the enemy and throw spells into the backline. Phoenix temple units provide a solid, healing wall and the layers of debuffs should neutralise most melee threats. the guard can chaff the flanks whilst the palladors and shadow warriors can pick-off weakened support and grab objectives.

  10. 6 minutes ago, prochuvi said:

    Hnnnn i think he is pretty overcosted,his cost would be around 350-400 

    With that cost units as stardrake or alarielle do around the same damage,same wounds(if we take in count the 3++ would be around 13 wounds with 4 save).but those units have special rules as free sumon,spells and have a move of 12-16" 

    Dont take me wrong,he is a beast,but 520 points is way way way overcosted for a model with 4" move

    He is actually effectively 24 wounds with a 4+ save, as his 3++ blocks 67% of damage. He also reduces damage of incoming attacks to one so this makes him more tanky against other heroes that do multiple damage etc. 

     

    His average damage per combat phase is 33 wounds against a 4+ save.

     

    Im not saying he is necessarily worth 520, particularly with that 4" move, but with the right delivery systemhe can certainly be effective with little support

    • Like 1
  11. How about this for a reimagined anvils list:

     

    Stormhost: Anvils of the Heldenhammer

    Lord-Relictor  100
    -Deathly Aura
    -Translocation

    Knight-Incantor  140
    -Speed of Lightning

    Knight-Azyros  100

    Celestant-Prime  340

    5 Liberators  100

    5 Liberators  100

    5 Liberators  100

    9 Longstrikes  510

    6 Vanguard-Palladors  360

    3 Aetherwings  50

    3 Aetherwings  50

    3 Aetherwings  50

    2000/2000

     

    All feedback is welcome!

  12. 4 hours ago, crkhobbit said:

     

     

    You're missing a lot of mortals for Retributors, which are throwing off your points per damage numbers.

    image.png.1b26b40494d8f79970ef1f071c556745.png

    Retributors are actually a better buy when looking at points per damage for anything better than a 4+.

    Again, Evocators are obviously better overall and for other reasons.  My entire point is that Retributors shouldn't be ignored without looking at them properly.  Especially since a points change to one or both units might happen this month.

    You have starsoul maces doing 2 'attacks' each. They only get one roll for MW

  13. 7 minutes ago, Wraith01 said:

    Reading a lot of "Anvil" and "Hammer" and I only tenuously grasp it. Can some one educate me on the concept, please? 

    An 'anvil' is a highly durable unit that can soak up the hits fron the enemy but does little of the damage in your army whilst a 'hammer' hits hard but is usually fairly fragile.

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  14. Im hoping that there will be a 'defenders of the realm' type book with a lot of the stuff from the remaining non-battletome order factions. This coukd be an improvement over what firestoem was trying to be with particular allegiance abilities for alligning to one particular city with a smaller unit roster

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  15. 21 minutes ago, AverageBoss said:

    Certainly some ups and downs for Skarbrand compared to the old book. He used to start the game as Incandescent (rather than having to wait until round 2), and Total Carnage used to do 8 unblockable damage per swing. All while rerolling all wound rolls, hit rolls, and charge rolls while incandescent.

    On the other hand, not needing to roll to hit, and dealing mortals makes him more effective against regular units.

    https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-scarbrand-en.pdf

    https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skarbrand_EN.pdf

    The real impact I see is the fact that the MWs spill over in the target unit - guaranteeing 24 damage

  16. Here's what I am thinking for a list.

    Bloodthirster of Insensate Rage  280
    -slaughterous Thirst
    -Halo of Blood

    Wrath of Khorne Bloodthirster  320
    -Blade of Symmetry

    Skarbrand  400

    Bloodsecrator  140
    -Talisman of Burning Blood

    Slaughterpriest  100
    -Bronzed Flesh

    Slaughterpriest  100
    -Killing Frenzy

    10 Bloodreavers

    10 Bloodreavers

    10 Bloodreavers

    5 Wrathmongers

    Gore Pilgrims 140
    Tyrants of Blood 140


    Bloodlords

     

    The Bloodthirsters are all super killy. The WoK gets +1 damage. Insensate rage will be target for +1 to hit and save from slaighterpriests for more reliable damage and survivability. All the bloodthirsters rr 1s to hit now from the new locus allegiance ability. They will also rr 1s to wound against heroes/monsters from being bloodlords. The WoK can also dispense rr to hit with command ability and this can be used on multiple targets in key combats given that you start with 2 extra command points. 

    The bloodsecrator is carrying the talisman for +1 to run and charge for a bit of speed when needed. The Insensate Rage has +4 movement and rr charges to ensure he can get into combat on key turns. Once in, he will ummediately pile in and attack. This will activate the tyrants of blood ability which lets the WoK and Skarbrand immediately pile in and attack. This also comes into effect on the enemy's turn so that even if you are charged, you can still hit really hard. 

    The wrathmongers provide +1 attack in a small bubble. These will sit near skarbrand for two reaons. It will prevent enemy units from encircling the big guy and give an extra attacj on carnage. The aim is three attacks on carnage for guaranteed 24 mortal wounds on enemy unit of choice. These can be spread into multiples of 8 which is nice for killing squishy heroes in the backline.

    The list is 3 drops so most of the time you can choose to let the enemy go first. The list is not that fast and skarbrand isnt angry until battle round 2, so thats when it looks to engage. With 30 bloodreavers,  chaff should not be a problem.

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  17. 2 minutes ago, AresX8 said:

    @Luke.w He's had that before, the extra attack on Slaughter is nice, the real kicker is that since Carnage autohits, the more attacks we can throw on him, the bette, like imagine doing 24 mortal wounds automatically  when within range of a Bloodsecrator and Wrathmongers. That's no joke!

    Im definitely considering just such a list. When u say he had that before, do you mean his rage mechanic because before it just gave him rerolls etc. And he only got to high attacks and 1+ carnage when he had  actually taken 13 wounds.

    Tyrants of blood may be really strong with skarbrand in the mix

  18. What do we think of Skarbrand's new warscroll? For those who don't know, if he is not in combat for at least one phase in the battle round, he is treated as having taken 13 wounds on the damage table for the next battle round. This is a huge buff imo. Carnage goes to an immediate 1+ and slaughter to 9 attacks. With access to reroll hits from WoK, Skarbrand is a real threat. Also no need to hit with carnage any more and although it is mortal wounds applied now, they spill over within the enemy unit. With bloodsecrator that is a gauranteed 16 mortal wounds + slaughter.

    He is still fragile as anything and slow, but if screened correctly I think he can be a real powerhouse.

  19. 12 minutes ago, Samanar said:

    So Swords are out of question in 2.0 I guess, since most of people tend to use Scythes and Bows. Anyone see a point in taking Swords instead? 

    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)

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  20. 4 hours ago, broche said:

    almost like my list, but you should split the brutes to max weirdfist units. i use gemenid, but Cog is also a good idea. Personnaly i would use the golden tooth because losing brutes in battleshock is really bad. Sword of judgement on foot boss with only 1 warchanter doesn't look that usefull anyway :)

     

    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. 

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