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tom_gore

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Posts posted by tom_gore

  1. 11 hours ago, PJetski said:

    It's not as good as you think. Strong, but definitely something that people can counter in many ways:

    • It relies on a Castellant that has to be within a certain range in the hero phase, and can be sniped
    • Staunch Defender is only 9", easy to force the unit to move out of range (or just kill the general)
    • You don't get to reroll all saves against shooting
    • You don't get to reroll all saves against units that fight first since they will attack on their turn before you can activate the ability
    • Mortal wound spells that scale with units size really demolish this unit
    • A large unit of 20 models 40mm bases and 1" attacks is unwieldly - easy to flank and tie down forever

    I've always found Sequitors to be too big of an investment. Why spend 560 points trying to tie down the enemy army for multiple turns when you can throw away 100 points of Liberators and tie them down for 1 turn, then counterattack with 440 points of Evocators.

    The 20-man unit can reliably hold an objective, where a 5-man liberator unit cannot. Of course, 10 Sequitors could also do the job unless it's a really big horde.

    Has it been FAQd that units who fight first activate before the Sequitors activate Aetheric Channeling? That seems wonky.

    EDIT: Yeah I get it. Most of those abilities state the attack happens at the start of the combat phase, so if it is the enemy's turn they get to do it first. Bummer.

  2. 1 hour ago, Malakree said:

    I damn well hope so, at least in it's current form.

    Aetherquartz broach is a thing that exists.

    I've had 13 waaagh! Stacks running turn 2 before and I can guarantee you I didn't start the turn with half of those.

    Yeah. It's pretty unreliable though, and usually combined into lists that have battalions and/or extra CP to start with a higher amount and thus having a better chance of proccing the AB too. Your list had neither, so that's why I was a bit skeptical about being able to do a 5 Waaagh bomb. Sure, you might pull it off on turn 1 with enough luck on the dice, but... :)

     

  3. 26 minutes ago, Malakree said:

    @Overread beat me to it.

    Imagine they leave the Waaagh! as it is but make it affect bonesplitterz aswell. Suddenly all the 2 weapon Bonesplitterz become gross, imagine Boarboy Maniaks with +5 attacks.

    The unit is now stacking +10 attacks per model from the waaagh due to it's 2 weapons, that's 50 attacks on a 140 point unit. They then get to pile in a second time at the end of the combat phase.

    So for 140 points you are getting 140 attacks (including their base 4), literally a point per attack. Now scale that up to a 2k army.

    For 5 Waaagh, entirely doable, you are looking at a potential of 1,400 attacks per combat phase from the boars.

    Where did you think of getting those 5 CPs though? On turn 5 you probably won't have too many models left on the table and/or have lost the objective game long ago.

    Personally, I'm 99% certain stacking Waaagh will go away in the new tome.

  4. 9 minutes ago, Lucur said:

    @tom_goreIn my experience Hammers of Sigmar is okay as a Stormhost. The 6++ is weaker than Staunch Defender, but it helps. The +1 bravery saved my butt more times than i could count, but it doesn't feel impactful. If the 5+ revive goes off on a unit of Sequitors, it might be game-winning, but is unreliable at best on a 5+.

    The purely competitive choice would probably be Staunch Defender and an actual artefact ;) maybe an argument could be made for Anvils or Astral Templars, too.

    Yeah. I'm unconvinced many armies could even remove that 20-strong unit of Sequitors buffed by the Castellant in a game anyway.

    So let's continue the mind game. If I would to choose no stormhost and pick Staunch Defender (yeah good luck trying to get rid of the sequitors now), which Artefact would you choose?

    I've been leaning on Gryph-Feather charm since it works wonders in keeping the General alive against shooting and even melee, but against M-W spamming armies it does nothing.

  5. All the battleplans have the "most wounds in a round" objective, which means you want to either have high damage output or very resilient wounds in your army, preferably both. I might have more luck with my Stormcast in ME indeed, as they can be made pretty tanky - well against everything else than Mortal Wounds anyway.

    Still, having more bodies means you can reliably gain 3 points per round in The Centre Ground, The Borderline and Rearguard Action, plus have a decent chance of controlling the primary objective for 3 points on Changing Priorities.

    Given that you can't really rely on Waaagh making your army very killy, I'd say with Ironjawz it's better to play the objective game and forget about winning the wounds output. This will mean winning The Raid or Death Pass will be really hairy, but in all other scenarios you should have a decent chance against both horde and tanky armies.

    That said, I might try something like this:

    Allegiance: Ironjawz
    Mortal Realm: Aqshy

    Spearhead
    Orruk Warchanter (80)
    3 x Orruk Gore Gruntas (140)
    - Pig-iron Choppas

    Main Body
    Orruk Megaboss (140)
    - General
    - Trait: Ironclad 
    - Artefact: Ignax's Scales 
    20 x Orruk Ardboys (280)

    Rearguard
    10 x Orruk Brutes (340)
    - Pair of Brute Choppas
    - 2x Gore Choppas

    Total: 980 / 1000
    Extra Command Points: 0
    Wounds: 98
     

    This list actually might have a shot at a decent Waaagh on turn 3, provided the Megaboss can survive turn 2 (and turn 3 if going second).
     

  6. So with those suggestions, the list would look like this. How do you feel about the spell choices? Would another Stormhost (or no stormhost and Staunch Defender) be more effective? How to arm the Prosecutors? Hammers or Javelins?

    Allegiance: Stormcast Eternals
    - Stormhost: Hammers of Sigmar

    Leaders
    Lord-Arcanum on Gryph-Charger (220)
    - General
    - Trait: We Cannot Fail 
    - Artefact: God-forged Blade 
    - Spell: Azyrite Halo
    - Mount Trait: Aethereal Stalker
    Knight-Incantor (140)
    - Spell: Stormcaller
    Knight-Incantor (140)
    - Spell: Chain Lightning
    Lord-Relictor (100)
    Lord-Castellant (120)

    Battleline
    20 x Sequitors (440)
    - Stormsmite Mauls and Soulshields
    - 9x Stormsmite Greatmaces
    5 x Liberators (100)
    - Warhammers
    - 2x Grandhammers
    5 x Liberators (100)
    - Warhammers
    - 2x Grandhammers

    Units
    10 x Evocators (440)
    - 4x Grandstaves
    - Lore of Invigoration: Speed of Lightning
    3 x Prosecutors with Stormcall Javelins (90)
    - 1x Stormsurge Tridents

    Endless Spells / Terrain
    Everblaze Comet (100)

    Total: 1990 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 124
     

  7. 45 minutes ago, CommissarRotke said:

    models are wonderful, for the kit the javelins I think are the better choice for harassing as even with axes they aren't that killy.

    With 20 sequitors a Castellant (120) would be amazing. Heraldor (100) has good MW output utilizing faction terrain.

    Yeah I can imagine the cringing of the enemy with the Castellant buffing the 20 sequitors and the Lord Arcanum sitting behind them, giving the We Cannot Fail 6+ extra save. But if I were to get a mobile unit for capturing objectives what would it be?

    Of course the Relictor can make any unit "mobile", but a smart enemy will try to take him out at the earliest opportunity.

     

  8. 15 hours ago, Lucur said:

    Put the Sequitors in 1x20, the Evocators in 1x10 the Liberators in 2x5 and drop one Incantor. Leaves you with 220 points for something mobile for objectives.

    The Ordinator starts to pay off from 3 ballistae up, when at one or two, an extra ballista adds more damage (on average and assuming the Ordinator does nothing but buff).

    What would you recommend for those 220 points? 6 Prosecutors? 2 Tempestors or desolators? 3 vanguard-palladors?

    Or maybe something allied?

  9. 2 minutes ago, lare2 said:

    Just thought that can't be right but then checked... you're spot on. Really need to remember that. 

    And remind your opponent if he tries to pull that off. Teleporting is usually also remove and set up, not a move.

    But every other kind of move is, including pile-in.

    • Like 1
  10. On 7/24/2019 at 1:24 PM, tom_gore said:
    Spoiler

     

    Going to a small 3-round tournament this weekend. The list below is constructed according to what models I have painted, so I cannot really change them. I would have wanted to replace the castigators and the battalion with more bodies, but as said, it's not an option at the moment.

    I usually put the ballistas, castigators and lord-ordinator into celestial realm to get them into a good firing position on round one. On top of that I usually leave the third unit of sequitors (that is not in the battalion) in reserve too, to force the opponent to leave units to his backlines to protect the objective(s) there.

    What do you think of the Artefact/Trait/Spell choices? What about swapping the Phalanx to the Battery? What kind of "general strategy" would you use with this list?

    Allegiance: Stormcast Eternals
    Mortal Realm: Ghur
    Lord-Arcanum on Gryph-Charger (220)
    - General
    - Trait: Staunch Defender 
    - Artefact: Gryph-feather Charm 
    - Spell: Azyrite Halo
    - Mount Trait: Wind Runner
    Knight-Incantor (140)
    - Scrolls of Power (Artefact): Scroll of Condemnation
    - Spell: Chain Lightning
    Knight-Incantor (140)
    - Spell: Stormcaller
    Lord-Ordinator (140)
    5 x Sequitors (130)
    - Stormsmite Mauls and Soulshields
    - 2x Stormsmite Greatmaces
    5 x Sequitors (130)
    - Stormsmite Mauls and Soulshields
    - 2x Stormsmite Greatmaces
    5 x Sequitors (130)
    - Stormsmite Mauls and Soulshields
    - 2x Stormsmite Greatmaces
    5 x Evocators (220)
    - 2x Grandstaves
    - Lore of Invigoration: Celestial Blades
    5 x Evocators (220)
    - 2x Grandstaves
    - Lore of Invigoration: Celestial Blades
    6 x Castigators (160)
    Celestar Ballista (110)
    Celestar Ballista (110)
    Cleansing Phalanx (120)
    Quicksilver Swords (30)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 108

     

     

    So as predicted this list didn't do so well in the tournament. I lost to a Slaanesh hero-spam list and then to a Nagash list. Did manage to beat a Nurgle list because they didn't have much rend or MW output and had hard time getting through rerollable 2+/3+ saves. My earlier observations were also confirmed that Castigators are pretty useless and those 160 points could have been used a lot better.

    I also noticed that even with the Lord Ordinator, two ballistae do not produce enough fire to seriously threaten tougher units. Even if they sniped two heroes off the table in the Slaanesh game.

    On the other hands, Sequitors and Evocators are still good, despite of their points increase. So is the Gryph-Charger Lord and the Knight-Incantors. To that end, I've thought about changing my list to something like the one below.

    What do you think? Another Stormhost that would fit better? Combine Sequitors into 1x 20 to save 70 points (and split liberators into 2x 5) and take more Endless Spells? Evocators as 1x 10 for resilience and hitting power or 2x 5 for two spells and dispels? Other suggestions?


     

    Spoiler

    Allegiance: Stormcast Eternals
    - Stormhost: Hammers of Sigmar
    Lord-Arcanum on Gryph-Charger (220)
    - General
    - Trait: We Cannot Fail 
    - Artefact: God-forged Blade 
    - Spell: Azyrite Halo
    Knight-Incantor (140)
    - Spell: Lighntning Blast
    Knight-Incantor (140)
    - Spell: Chain Lightning
    Knight-Incantor (140)
    - Spell: Stormcaller
    Lord-Relictor (100)
    - Prayer: Translocation
    10 x Sequitors (260)
    - Stormsmite Mauls and Soulshields
    - 5x Stormsmite Greatmaces
    10 x Sequitors (260)
    - Stormsmite Mauls and Soulshields
    - 5x Stormsmite Greatmaces
    10 x Liberators (200)
    - Warhammers
    - 4x Grandhammers
    10 x Evocators (440)
    - 4x Grandstaves
    Everblaze Comet (100)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 117


     

  11. 21 hours ago, crkhobbit said:

    It's not a move.  It's a set-up.  One of the faqs says a set-up is not a move.

    Do note that this also applies for controlling objectives in certain GHB scenarios. Deep striking a hero on the objective in Places of Arcane Power does not capture it, for example.

     

    • Like 1
    • Thanks 2
  12. 17 hours ago, sirbrokensword said:

    It's a garbage rule, and a major part of the reason I'm probably not going to play Aos.  It's existence means AoS can't be a serious game.  it's just beer and pretzels.

    Even with the priority roll removed, AoS will most likely never be the "serious" game you're looking for. And a lot of us players prefer it that way.

    • Like 1
  13. Looks like the conversation is starting to go in circles (like in all previous threads about this subject).

    I like the priority roll mechanic a lot, but I do feel there could be more strategy in it. Something like Warcry is doing, so aiming to go first would (almost) always be a tradeoff. Endless spells are a good start (nobody wants that Purple Sun sailing into the middle of their army), but I feel the roll itself could use some more elements, too.

     

    • Like 2
  14. As long as objective control is based on model count, monsters will never be competitive for their points, even if buffed with wounds or the degradation removed.

    One easy fix would be to have a MONSTER count as X models (maybe 10?) when deciding the control of an objective.

    • Like 2
  15. 6 hours ago, Lanoss said:

    Do we think Warclans will change the way both armies play? Or that they’ll play the same but just with each other? Do we think the Waaagh mechanic will change?

    I for one hope some good comes of Gordrakk

    Like I posted earlier, I speculate that Waaagh will be removed as a command ability and instead made part of the allegiance ability where we gather waaagh energy and then unleash it as a board wide buff, possibly once per game only.

    • Like 2
  16. 3 hours ago, RuneBrush said:

    Super easy.  The way I do it is to use the punch upside-down and open up the flap that catches the tokens.  Like this you can pretty exactly position the cutter with the printed token.  I'd always recommend a bit of bleed however, just in case your printer doesn't print exactly 25.4mm ;)

    Aaaah of course. Makes sense now :)

     

    • Like 1
  17. I think it would be cool to have an event (tournament) where the game size would be X points (could even be different sizes on different rounds) but you would be able to bring a list of total Y points, of which you would build your army before each game round after the announcement of the scenario and realm rules. You would also know your opponents allegiance, but you both would create the list in secret and then reveal them.

    Obviously should have a limited time to construct the list, like 15 minutes or so.

     

  18. The problem with more individual stats leads to a situation where resolving attacks for a 80 point unit takes as long as a 300 point unit, which is not good in larger games of say, 2000 points.

    I would say, they wouldn't need more individual stats but they should still have some unit-wide rule that makes them unique. Now they're just cheap fodder for the most part.

    Except the Furies who seem to be really handy in taking objectives behind enemy lines (fly close to the line, charge, then fly over the line behind them).

     

    • Like 1
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