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Lord Krungharr

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Everything posted by Lord Krungharr

  1. The random shots of the Steam Tanks will probably prove very frustratingly swingy, especially without any rend on them (not counting the single/double rend-2 shots). But they are at least theoretically durable and can usually hit better with the right heroes in range. I'm emailing GW tonight and messaging them on Facebook that War Machines need to count as 5 models for objectives in the next Battlescroll Update. Then they'd be definitely maybe worth it, and I have 7 of them already.
  2. Wow I though the Fusiliers were 3+/3+. That does stink, but they are feeble regular humans. Elves should be the 3+/3+! Like Legolas. My S'Tanks only hit of 4s naturally too but the Commander/Lord Ordinator/Vigilors will help that out. Maybe you need a Hurricanum or Vigilor allies to help them out? Since you'll be targeting usually 1 unit with them, Vigilors would make sense. Hurricanum of course is always on while it's alive, and might be good to have a wizard present, plus the late MW shooties.
  3. For my Cthulhu Cult Cities army, wondering if it's just terrible to ally in Bundo Whalebiter the megagargant....of course making him into a Cthulhu monster with a Mutalith face and tiny wings and scary claws of some sort? He's 440 points, is the one who can kick objectives, and stuff up to three tiny enemies in his net. Not bad actually, much better than the crappy One Eyed Grunnock Warstomper that Chaos gets. Wondering if too much theme will sacrifice viability. I could do 2 Kharybdisses and 2 WarHydras instead for the monsters. War Hydras do seem superior for the shooting and healing, but the no Inspiring Presence/Rally bubbles are pretty nice too actually.
  4. AND the Corsairs come with the Anvilguard box, and I want at least 2 of the sea monsters anyways Ninja pirates are cooler than plain old pistol pirates, you've convinced me on double blades. Seems like many of these older Cities units function reasonably well on their own and could sneak up on people. Sort of like multiple threat overload similar to Khorne likes to do (though for different reasons). Ooh wow, I missed the +2 to cast for the Sacrifice of the Sorceress. That's super good.
  5. What's that unit on the far left of the S Tier? Excecutioners? I would agree with that. Gonna have to get myself 20 of those I think. Hammerers are intriguing, but would require at least the Runelord to really make them shine for Rend-3, so I think some of the tier ratings really need accompaniments from the other tiers/cannot perform necessarily on their own. I don't think the Hammerers need a Warden King, but the King needs them. The Sorceress is amazing IF she can be getting her spells off. She would need an expensive entourage in the form of 10 Dreadspears (for sacrificing), at least 10 Black Guard (for the mutual ward save), the Epiphany Anklet (to extend her range of spells) and then probably to be the general to get Secretive Warlock for the extra casting buff. But if she gets Tenebrael Blades off on something like Archaon or Katakros, WOOT! Worth every point, but very iffy. The Luminark I think has play in multiples, but not necessarily on its own. The big 6+ ward bubble is useful, as is Pha's Protection with the Mage. But yeah, not S Tier probably (I'll report after I use it in Living City someday soon). Surprised that the Corsairs are S Tier? Cuz they're cheap? And which armament, double blades or shooty/blade? To get them to 30 dudes the Pirate Captain has to be general for battleline purposes. Not sure that's worth doing at all, but if taking them in 20 at least for sure worth taking the Captain for the extra attacks. 60 shooties (maybe after the T Blades spell?) or 80 choppies, that's a BOATload of attacks!
  6. I plan on doing freehand Bob Ross landscapes on my Stanks. No shields. Guess who the Commander will look like?!
  7. These are very insightful thoughts on the multiple chariot blob. I think the 3 singles is the way to go now, and they'd still get the same amount of average charging MW if the ColdOne Knights were in range. Can't wait to see how these Orders work out. Getting to do some reactionary stuff without having to spend CPs will be a welcome new thing. I hope.....never seem to have enough CPs. Unlike those cursed OBRs.
  8. First test list of the Dark Elves. Black Dragon Lord doesn't seem too awesome for his points. While I like the shield, no innate ward save is pretty meh for that level of dude. But I like the monsters, and especially when the can show up on the enemy's backfield if needed to destroy faction terrain. Certainly not a top tier, or S-tier as they say, but seems pretty fun. I'd like to outflank the Scourge Privateers as if they were pirates sailing around, like Gutrot Spume, or old Wulfrik the Wanderer (I miss that guy!).
  9. Good point, I shouldn't forget about the short-legged folk!
  10. Anyone keen to run 20 Executioners? They are almost like discount Chaos Chosen but with more damage potential.
  11. I think that's got some potential, though I am not currently an Ogors player (used to be though). The 3D6" charge with the Stonehorns is super delicious. Positioning and target priority would be key of course since you're so limited on objective gathering. More difficult could be scoring battle tactics...do Ogors have any good ones these days? I shoulda kept my all Stonehorn army
  12. I also must admit I find my Knights very boring but I've been running them in a block of 10 and Nurgle. And I also don't like those push-fit models, then pegs are always too tight, and with tiny bits sticking out all over, they always break for me. Is it that hard to teach kids about super glue safely? They still have to type in an 'old enough' key at Walmart when I buy the stuff, like I'm gonna drink it! I digress.... Anyways, yes, I think Varanguard could provide a fast, durable, and killy unit to buy time for the Warriors to do the 2nd wave. A chariot or 2 though is also great, and low cost for objective grabbing and weakling pestering...they're charge smash, if lucky, can often prove enough to take out small heroes or a random Warband. I've also seen folks rave about the Corvus Cabal for deepstriking, and I think they're invisible if in terrain, and can fly if charging out of terrain. For allies, the Cockatrice comes in handy but not really a great speedbump, though it is fast and flies; Cygor or Ghorgon could be good too, both a bit faster than Warriors, and do neat things. Nurglings are super annoying and can deepstrike off of terrain; they require overkill, or I think all their wounds and possibly models just come back. And while not speedy, a couple allied Skull Cannons of Khorne might provide some ranged support to give them something else to think about; and if they get in combat and kill something, they get to immediately shoot.
  13. I am just very hopeful my Steam Tanks and Luminarks will remain viable for the next edition and beyond. Guess if they somehow do not survive....they can become Ogor Ironblasters and Thundertusks, where I glue Ogor feet to the bottom instead of wheels and various tusks to the front. VIABLE
  14. Ooh yeah, forgot about the Kharybdis. You could fit that and some Dark Riders so it won't feel too lonely
  15. Hmmm, sure doesn't really seem like it at the moment. I'll definitely enjoy allying the LordO and/or Vigilors into my Cities Steam Tank army though. Maybe some Dark Riders though; they're really fast, don't care about much else that the Cities stuff uses, and they can ****** over enemy Commands on occasion and pester weakling heroes with weakling shots. I think you could field 3 separate units of them for the allies points limit.
  16. I would totally buy the old Volkmar the Grimm on War Altar....would be a great proxy for the new palanquin lady.
  17. Toss in some allied Tree Revenants for a teleporting unit, and an endless spell...SOLID. I like it. Won't be using that myself but I like it.
  18. I ALMOST bought an entire Dark Aelf army today....but decided I should first sell my old Chaos Dwarves Bull Centaurs (full unit of 10, based as Chaos Knights, 1 of each 7 types plus 3 duplicates, and old Chaos Knight shields, and partially painted, message me if interested!) I'm doing the Steam Tank army, and really like the medieval style engineering, so am doing just 5 Cavaliers, but they're gonna be wheeled horse-cycles piloted by my 5 spare Steam Tank engineers, and led by the old metal Engineer on Mechanical Steed as the Marshal. Other than these and switchable turrets to make Luminarks, I'm pretty much not doing the humans (maybe the Warforger of course). The Dark Aelves are super strong and those army-combo-chunks laid out by @dekayare excellent examples. So when I sell my Bull Centaurs, I think I will get that lay out. And maybe they'll even work together in the Old World somehow? Or eventually an Umbraneth battletome perhaps?
  19. No no no....you need 4 Gyrocopters carrying it suspended on chains. OR a few of those old Birdmen of Catrazza, which are metal, and would make the the most lopsided flying palanquin possible, which is why it should be done!
  20. I think I'm going to need to go to my FLGS tomorrow and see what Dark Aelves they have. Anvilguard's start collecting box comes with the Corsairs and Pirate hero, the Hydra, and a Drakespawn Chariot (or at least I've seen people say it can be built as such?). Seems like I saw some Executioners there too but might have been a few times ago. I wonder if those DoK Doomfire Warlocks can still build the Dark Riders? Might be neat unit to toss in for some discordant distractions. While I was a fan of the Duardin and they seem to be nice and sturdy, their slowness always cost me big time.
  21. I think the Cavaliers are BETTER than Chaos Knights despite lacking a MW save and the 3rd wound. They have more reliable means of speeding up (Orders and/or Misthavn) and natively hit on 3+. Even Chaos Knights with Nurgle and the Eroding Icon, they can certainly tarpit but still don't kill much without Daemonic Power AND getting the charge off, and when investing a relic like that you pretty much need to go 10 Knights, which like has been said, is a big unwieldly footprint. I will respectfully disagree with @Doko about the Luminark. 2 points are always colinear, so it's laser beam should be able to always hit 2 units, and it's got the 6+ ward, so that's something. Since the beam just has to cross the unit, you could be hitting like 6 units with the right positioning...and do that with 3 or 4! I'm for sure trying that out with removable-turret Steam Tanks with removable kitbashed Luminark arrays. I do agree with the mage is better, and not many more points, but only being able to take Pha's Protection is certainly meh (though I think taking that once is great to put on a Steam Tank Commander ) Hurricanum might be alright, but again the spell limitation hurts, and didn't it used to buff casting for nearby wizards? I think it lost that, which SUCKS. But now that I'm thinking about it, I think I'd rather just ally in a Lord Ordinator or Vigilors for my Steam Tanks. Probably Vigilors, as they'll be more versatile probably, and good for my Stormcast army. All the Dark Aelves really seem solid, and I'm wondering if they're gonna stick around for a few more years into 4th edition AoS?
  22. I really like that the tanks have 8" moves now, and while they can get the Advance in Formation Order, I still think Misthavn is a solid choice for the Stank army. Hammerhal Aqsha is decent for that 2nd Order but not quite sure if it's better than extra movement every of their hero phases. Guess it depends if you have extra Cities heroes or not. For artefacts I would definitely go for Mastro Vivetti's Magnificent Macroscope. That's a big bubble of extra range that's always turned on, as opposed to a spell/unbind. I like the Living City too though...3 outflanking Luminarks, Commander w 3 tanks on the field, and can probably fit in a foot hero or two besides those. Which while I like the Warforger, wondering if an allied Lord Ordinator might be better in that case.
  23. That seems really solid...and looking at that list holy cow these guys are CHEAP POINTS! I think I'm gonna build my own Warforger as I really don't want this box because I'm full of Steam Tanks. And those come with those little buckets of coal bits, perfect for someone to become a Warforger. Today I heard about Stormcast Vigilors and the Lord Ordinator. I think I want both as either seems excellent for a Steam Tank army, enabling them to branch out and stay more accurate, instead of depending on being next to the Hurricanum.
  24. Working on my Steam Tank strategeries. Made some formation bubble diagrams; or you could make some framed art prints with them?! Not easy to fit 'em all in every bubble but #2 manages to do so. This way the Commander's Advance in Formation Order bubble works on everything for the extra 3" movement, all get the Hyshian 6+ ward and Hurricanum +1 to hit, and if the spell goes off the Warforger's MW bonuses. But it lacks the entire front line reaching across the table turn 1 potential of #3. In that setup, 1 tank has to do without the ward save, and 1 without the Hurricanum buff, and 3 without the Advance in Formation. And I rather like the idea of a fast tank army, so I'm thinking Misthavn would make up for that last bit, with 3 tanks moving D6" in my hero phase. The Orders will be pretty fun. Running/shooting/and charging after overpowering the boilers, and then mass splatting tanks into something will be very satisfying! I wanna fight Sons of Behemat.
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