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Nozdormu

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Posts posted by Nozdormu

  1. 18 hours ago, feadair said:

    We have 5-0:ed at least 4 tournaments, including some of the largest ones. On that metric, we are roughly on the same level as Slaves, Daughters and Deepkin, but far below Seraphons and Sons. It is not the worst place to be, but obviously we do not know what the future will hold.

    Stormcast position best shows how often it is selected for team tournaments. And it was only one SCE player on Six Nations.

    What tournaments have stormcast won? I've only heard of those where Dracoth-spam and Knight-Judicator-spam won.

  2. 21 minutes ago, Lord Krungharr said:

    I've only got a couple Stormcast units for my Cities army, a Lord-Arcanum on Gryph and 2 Dracoths (magnetized for Concussors or Fulminators).  Thinking about getting a Knight-Heraldor and 2 more Dracoths to make a unit of 4 Fulminators.  But wondering if the Heraldor makes them run and charge, can they still spit lightning?  Or is it a choice between running or shooting?

    Also the Lord-Arcanum is way too many points!  

    You don't need run & charge. Just play Living City with Fulminators.

    • Thanks 2
  3. 3 hours ago, PJetski said:

    With a lance and on the charge, Drakes still do less damage than Concussors do all the time.

    Somebody has a problem with math. Against Save 4+ Stormdrake Guard (with blades, lances are useless) and Concussors deals the same amount of damage (9,78). Drakes also can eat one model and they have better ranged attack.

  4. I have made a list. How would you counter this?


    Legends of Living Tempest (Scions of Storm)
    Stormhost: Tempest Lords

    Knight-Draconis (255)*
    - General
    - Command Trait: Master of Celestial Menagerie
    - Mount Trait: Aetheric Swiftness
    - Artefact: Mirrorshield

    4 x Stormdrake Guard (570)*
    2 x Stormdrake Guard (285)*
    2 x Stormdrake Guard (285)*
    2 x Stormdrake Guard (285)*
    2 x Stormdrake Guard (285)*

    *Battle Regiment

    Holy Command: Thunderbold Volley Steadfast March

    Total: 1965/2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 119
    Drops: 1

    Only one drop so usually go first.
    4 Stormdrake Guards not only for one drop but they are good target for buffing (extra shooting from hero, unleash)
    With extra movement in hero phase they can move 24'' and than shoot with 12'' range (36'' threat range in total). 12 stormdrakes deals average over 20 mortal wounds so most big heroes like Krondys/Alarielle/Teclis or key support heroes like Relictor/Gardus and/or big units like 4 Concussors/6 Longstrikes/20 Sentilens are dead at first turn. (and you can throw mortals every round!)
    Against alpha striking armies when they don't start first they can defend using Unleash Hell on 4 Stormdrakes. It's enough to kill 2 Annihilators or at least one Fulminator. In the worst case they lose 2-4 stormdrakes but next turn they should clear all alpha striking forces with just only shooting.
    List is very mobile so it's not problem to concentrate a few stormdrakes units on single enemy anvil unit and remove them fast one by one.
     

    EDIT: No Thunderbold Volley for Drakes

    • Sad 1
  5. 3 hours ago, Reinholt said:

    Coherency is needlessly complicated as they have written it. I would not be shocked to see GW revise it. Just be within x" of the unit leader is probably the easiest way to make it work, and allow all units to have a designated leader for movement and if that one dies, you nominate a new one at the end of the phase. Also, major changes to weapon ranges or the 40k style rank fighting will need to be introduced, or GW will primarily have nerfed their model sales because 32mm+ bases only work in 5 or less units for 1" weapons.

    Not the easiest but impossible because not every unit has a leader ;) Rule that must exists a model that has every other models in unit within x inch would be simpler.

  6. I am the only one disappointed with yesterday preview? I expected a new chamber that will add something new to SCE like extermis which added heavy cavalry, vanguard chamber added more mobile component and sacrosanct added wizards. But no, we got the same what already exists but with diffrent look. Event worse becasue it makes our current models outdated.

    • Thanks 1
    • Confused 1
  7. On 2/21/2021 at 9:26 PM, KingBrodd said:

    Exactly. Plus his family history with Vampires leads me to believe it's one of them.

    I think that Ven Brecht could recognize a vampire if he had expierence with them.  He has connection with them but what vampires would do there?

    Malerion is  the most reasonable being for me. He had a reason to free van Brecht. Malerion is not pleased that Morathi grows in power in his domain (and he doesn't want to go into open war) so directing Sigmar's anger to her have a sense. Malerion also should be well informed about Morathi actions.

    • Like 1
  8. 2 hours ago, Nizrah said:

    What if the use new gimmick, take some cheap hero from CoS to give it SD then take AoH to double tap mortals from prime and drake? 

    It doesn't have sense because Lord of the Heavens and Cometstrike Sceptre are abilities activated only in shooting phase not normal attacks. Anvils CA doesn't affect it.

    • Sad 1
  9. 9 hours ago, Scurvydog said:

    The wardens battalion seems like a stretch at 140, I guess it should end up being 2 CP in average + 1 and artifact. I don't like it being så random... The rest is decent, although a shame it is based on being even less mobile. 4" move paladins with no deep strike? Ugh. 

    It's true that Wardens batalion is expensive - 140 points + Lord-Celestant tax. Too many to pay back in most situations.  
    But the real purpose of this batalion is to reduce number of drops so with garrison batalion it is possible to make a 2-drop list which allows to take first turn and teleport big block of Liberators on objective.
    I don't think it will be competitive but the rules are written to support this turtle strategy.

  10. 14 hours ago, Hagbean said:

    Any good charge-oriented paladin lists?

    Want to try and make use of Hammerstrike Force.

    I've knocked a few lists up but can't really pin down what stormhost would be the best...

    Celestial Vindicators Skyborn Slayers batallion or Hammers of Sigmar with Gavriel Sureheart.

    Generally Paladins aren't good so don't expect great results.

  11. 0. Don't bother about Vanguard-Hunters and Palladors - they are not worth their points.
    1. Get a unit of 9-12 Vanguard-Raptors.
    2. Choose Anvils of the Heldenhammer stormhost for Command ability that allows you to shoot in hero phase.
    3. Get at least 2 units of Aetherwings to block enemy charges (they ability allows to fly within 3'' of enemy unit at start of the enemy charge phase)
    4. Shoot your enemies.

    Done!

    • Sad 1
  12. What do you think about Desolators at competetive scene? Unit of 6 with Celestial Blades from Knight-Incantor and rerolling ones to hit from Azyros can devastate many serious foes in single combat phase and with Lord-Castellant they are nearly unkillable by enemies without rend or mortals. Changes to plague monks, stormfiends and Slaannesh make them more playable. In the other hand they are still threaten by Mortek Guard (rend -2), witches with Mindrazor, shooting (warplock jezzails, shootcast) and monsters.
     

  13. On 11/16/2019 at 11:43 PM, Turragor said:

    Test - 1 whole entire practice game (against a good player with that Skaventide 9 stormfiend,  40 plague monks & bell list)

    Result - Major win

    How did you do that? :o In my local community skaventide list with 9 stormfiends with windlaunchers is the hardest army to beat. Windlaunchers should take down LCoS with ease.

    Did you use Celestant Prime as artillery or for deepstrike?

  14. On 10/11/2019 at 3:13 AM, xking said:

    How would you guys make the stormhost rules and stormcast units better? 

    I wish for some of those changes:

    Liberators: 
    Change 1 (make them weapon profiles comparable to Sequitors): 
    Change Hammers (and Grandhammer) To Hit characteristic from 4+ to 3+.
    Change Warblades characteristic to 3/4+/3+/-/1 and Grandblade to 3/4+/3+/-1/2. (blades are statically little better then hammers so no +1 to hit when they fight with enemy with 5 or more wounds)
    Change 2 (fluff wise)
    Add ability to Liberators with Shields: Shieldwall - They can reroll save rolls if they got charged and this unit was out of combat before charge phase (works only at enemy turn).
    Add Ability to Liberator with Double Weapons: Liberators with double weapons (no Grandhammer/Grandblades) can reroll hit rolls if target enemy unit has more models than this unit.

    Paladins (these changes or bigger cost reductions):
    Change 1 (to compensate their slow movement): Change save characteristic from 4+ to 3+.
    Change 2 (to make them really heavy infantry): Add ability: Ward against mortal wounds on 5+.

    Prosecutors:
    Change 1: Add ability: -1 to hit for enemy against this unit if this unit charged this turn
    Change 2: Change weapons profiles for Grandblade and Grandhammers like for Liberators.
    Change 3: Change Celestial Hammers Damage characteristic to 2.
    Change 4: Change Cleaving Blow ability range from 1'' to 2''.

    Vanguard-Hunters:
    Change 1 (to represent tactical advantage from scouting and feed CP heavy Vanguard lists): If you set up this unit using Astral Compass you gain Command Point (if too OP only one CP per round).
    Change 2 (fluff wise): Add ability: Add +1 to hit against war machines.

    Hailstorm Battalion:
    Change 1: A Hailstorm Battery consists of the following units: 1 Lord-Ordinator, 2-4 Celestar Ballista
    Change 2: If all Celestar Ballistas have shot at the same unit that enemy unit gets -1 to Bravery for each Celestar Ballista in the battalion this turn.

    Castigators (maybe +10 points after these changes):
    Change 1: Change Thunderhead Greatbow To Hit from 3+ to 4+ and Damage from 1 to D3.
    Change 2: Add ability: Thunderhead Greatbow gets + 1 to hit if enemy target unit has at least 10 models.
    Change 3: Add ability: Thunderhead Greatbow attack ignores additional Save from Cover. (or this effect in Aeheric Channeling instead Rend -2 but also +1 to hit aganist monsters in Change 2)

    Ride the wind Aetheric Ability: Remove sentence: This unit cannot charge in a turn in which it Rides the Winds Aetheric.

    • Like 4
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