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Mjolnertf

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Posts posted by Mjolnertf

  1. the truth that having one of the largest books in the game is a shame that we have limited ourselves to 1 way of dealing with the garbage that gw creates, although it is true that when we have renovation we will be the broken ones and the others will lose, I have 6 Vanguards raptors and I will not buy more fear of the nerf that we will suffer in the form of points rise or worse.

  2. is that since we are an army of units of 5/10 miniatures and average salvation of 4 + .... neither goals can you keep.

    by the way this was my list:

    Allegiance: Stormcast Eternals
    - Stormhost: Tempest Lords
    Mortal Realm: Aqshy

    Leaders
    Lord-Arcanum on Celestial Dracoline (220)
    - General
    - Trait: Bonds of Noble Duty
    - Spell: Celestial Blades
    - Mount Trait: Pride Leader
    Knight-Heraldor (100)
    Knight-Incantor (140)
    - Artefact: Patrician's Helm
    - Spell: Lightning Blast

    Battleline
    10 x Sequitors (260)
    - Stormsmite Mauls and Soulshields
    - 5x Stormsmite Greatmaces
    5 x Liberators (100)
    - Warhammer & Shield
    - 1x Grandhammers
    5 x Liberators (100)
    - Warhammer & Shield
    - 1x Grandhammers

    Units
    6 x Evocators on Dracolines (600)
    - 4x Grandstaves
    - Lore of Invigoration: Celestial Blades
    6 x Vanguard-Raptors with Longstrike Crossbows (340)

    Endless Spells / Terrain / CPs
    Everblaze Comet (100)
    Dais Arcanum (30)

    Total: 1990 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 99
     

  3. I just played a game against the new ironjawz and they got over me like never before, I mean ... are we really so bad at the current meta? That +1 damage is deadly against an army that saves 4+ on average and that their units are 10 miniatures (us).
    the damage 2 of the crossbows it does? kill 12 orcs? congratulations ... now you will have in your mouth 6 gruntas or 12 brutes ...

    Has anyone survived against things like this (ironjawz or ogres)?

  4. 3 hours ago, SentinelGuy said:

    After playing a few games I've reached the conclusion that drakespawn knights are one of the worst units in the game. It's hard to believe that GW took an already weak unit and actually made them worse, even more so when the designers think they have improved them. There's not a single reason to take them when demigryph knights, pistoliers and wild riders all exist in the same army book for cheaper or similar prices. At this point I'm convinced it's just deliberate trolling on the part of GW because they hate gamers who still want to play knights on normal sized horses/cold ones.

    My excitement for the book has been somewhat diminished after a few test games. They've cut out too many useful units and there's little synergy in what's left. Overall it feels half-baked, plenty of useless spells and artifacts, weak and/or overcosted units (drakespawn knights, drakespawn chariot, freeguild spearmen, hellblaster, hellstorm, phoenixes without riders, executioners). A few standout cities and units that everybody will take.

    They should have kept the old high elf general and standard bearer boxes in circulation and added the excelsior warpriest to the army. At least that way it would be possible to build an elven hero with a bow and have a hero on horseback to support the cavalry units. Then we could have had access to some cool magic banners that affect all CoS units and a supporting prayer list for the priest.

    hello, honestly what you say seems impossible to me, you can't make a book to everyone's taste, say things like that we have useless objects or that there is no synergy seems very hasty to me, it is a book that barely has two weeks in the market and an immense range of miniature, it is impossible to draw any clear and definitive conclusion of how the book will be.

    gw does the books in the rough, I do not agree that he does not do them by testing or based on playing, they take it out and or they do well and ridiculously broken (flesh eater courts or slaneesh) or do things wrong.

    we cannot propose that all the units of the book are playable and have their use, we are talking about there being: 19 heroes, 31 units, 7 behemoth and 2 war machines and that does not include stormcast, sylvaneth or Kharadrons.

    I think you have to play with what we like (in my case I am determined to play dwarves) but if you play what you like, assume that it will not be the best.

    all said from the utmost respect

    • Like 2
  5. On 10/7/2019 at 5:22 AM, Batch said:

    Alright I find with Greywater you either invest in Artillery or Stanks, have both and you kind of lose direction.  If I can make a few suggestions for this list.

    Lose the Steam Tank and replace the Volleys for Rockets, I doubt at times the Volley could reach all targets. So that being said you can lose the second Runelord or dedicate him to the big beefy line of Dorfs. Now I wont take anything else but make some suggestions. 

    Hurricanum is really rather good to stick next to your Irondrakes, To get the most out of that battalion I suggest 4 Artillery pieces and finally you need some speed in this army so either Gyrocopters OR grab a wizard and take the Bridge endless spell, being CoS it's a 24" move and you can get your Hammers right up close.

    I do not agree that the Rockets are better than the hellblasters, the range is 27 '' plus 3 '' more for their movement, also if you add to this the command feature of: Ghoul Mere Ranger (Friendly units wholly within 12 " of the general can run and still shoot later in the same turn) we are talking about a more than considerable range to annihilate anything that is in the middle of the table, it is true that I agree that artillery pieces are missing, if you want play Greywater, I would put 5 hellblaster with the combo said above, greetings

  6. Hello gentlemen of the order, yesterday I played my first two games with this army and I have drawn two conclusions, the first is that the artillery has lost something, but not so much, it had the perfect combo (Lord ordinator, cogsmith, 2 hellblaster, 2 rocket, but the celestial hurricanum, with battalion), in turn 1 I left the terrorgheist with 2 wounds, but my opponent with a ghoul spam list removed my screens (state troops with shield), the game as many in this game was decided with the double turn of (******), if I had won it, I would have swept his list, besides I made rookie mistakes for not reading the book deeply.

    My second game was much better with Hammerhald, I have to say that they hit very well and the ability to not do battleshock checks in my area helped me a lot, I only have 3 painted semi-cracks so I used, 30 great swordsmen, I was very surprised.

    I have an event on the 19th of this month, which city are you thinking is ok? I suppose that 90% will say Hallowerth, but I am not convinced by the fact of going to magic in an event in which Tzeencht and Nagash will surely be, thanks

  7. Hello all friends, recently I have done with a pack of freepeople and I have a tournament coming soon for pairs to 1000 points per ally, I am somewhat lost with this army, I play with a friend who uses sylvaneth, but I notice that I leave it a bit alone In all the games we have played, my question is: there is life in this army outside the box (I like to call the guard company supported by riflemen or crossbowmen).

    next I leave what I have bought at the moment, any help will be well received, I would not mind pulling allies or even playing generic order.

    General in griffon
    general on foot
    30 guards (mounted as sword and shield)
    20 great swordsmen
    30 crossbowmen
    10 riflemen
    5 outraiders
    1 magician
    10 archers on foot
    3 demigryph knights

    thanks, again

  8. With the book in front, I can say that the Hearthguard are and will be very good, but the truth is that I do not know to what extent, people are saying about the '' horde '' of 30, but gentlemen ... even with the discount of horde we are talking about a unit of 600 points ... it does not seem at all efficient, in fact I do not consider it a horde ... because on top of that we have to add the heroes so that it becomes really effective, I think its use is in units of 10 or one of 30, but no, it's my opinion

    • Thanks 2
  9. Well I am quite happy, now we can play the Vulkites in various ways, the Herthguard seems to be the key in the competitive environment, but it is still too early to say, now we can use the Magmadroth more than ever and the heroes simply have a different approach (which at least for me is very good)

    Having said that, I understand the people who had 120 Vulkites in their house and now (for the moment, in the absence of seeing the book) they do not see the same use, but what is said is still soon, I see them for example on the screen. typical hard bug (Terror flesh eater), sure you think twice before loading 2 screens of vulkites that when killed (which will kill) attacked 20 pissed off dwarves .....

    and we need to see the objects, the lodges ..... remember that the authentic good thing of the book of the flesh eater for example, is in the different houses .....

  10. 8 hours ago, Malakree said:

    Guna be honest, I'm going to be starting up a trogg based gloomspite gits army. 

    I love my ironjawz and will continue taking the weirdcabbage list to tournaments for the foreseeable future, as I don't want to rush painting the gits army.

    From a highly competitive aspect we *can* beat top armies with that list but it's hard and requires a lot of precise abuse of rules to pull off. I think for anyone who doesn't get totally engrossed in the minutiae of rules applications ironjawz won't be fun or competitive.

    Get the gits book and look at transferring over to it through the GA Destro route. Since I don't waaagh you can use double cabbage with a broader GA army to very similar effect.

    Allegiance: Stoneklaw's Gutstompas
    Mortal Realm: Shyish

    Leaders
    Megaboss on Maw-Krusha (440)
    Fungoid Cave-Shaman (80)
    - General
    Zarbag (160)
    Gitmob Grot Shaman (80)
    Orruk Warboss On Wyvern (240)
    - Boss Shield
    - Artefact: Ethereal Amulet 

    Battleline
    20 x Moonclan Grots (130)
    - Pokin Spears & Moon Shields
    40 x Moonclan Grots (260)
    - Pokin Spears & Moon Shields
    60 x Gitmob Grots (270)
    - Spears & Shields

    Units
    7 x Zarbag's Gitz (0)
    3 x Grot Fanatics (100)

    War Machines
    Grot Spear Chukka (120)
    Grot Spear Chukka (120)

    Total: 2000 / 2000
    Wounds: 181

    warboss with ethereal is 4s rerolling unreadable while the larger body count lets you use the cabbage as a scalpel. Two spear chukkas for the squishy character hate!

    what is your list weirdcabbage, if it is possible to know it, the truth that I am about to leave my ironjawz aside for something more '' competitive '', not having many options and see how gw renews whole armies and leaves us lying It rages, thank you for sharing your list

  11. 22 hours ago, Dracothjay said:

    Hi mate, first of all welcome to beasts of chaos. They are amazingly fun to play. Before I give advice, I’ll start by saying BOC isn’t a faction that is renown for hitting hard. It’s a finesse faction that’s all about board control and using its tricks (ambush) to great potential.

    right, in regards to your question about what’s currently best isn’t the question you should be asking. We have 3 avenues to choose, WARHERD, BRAYHERD and THUNDERSCORN.  Each avenues are great. 

    WARHERD: less durable, hit like trucks and can also ambush when taking WARHERD units in a darkwalkers greatfray. Great monsters too. This is my favourite.

    BRAYHERD: angry goats that are crazy quick on their feet, flood objectives in vast numbers. Bestigors and ungor raiders are top quality. Also, you can play horde army or multiple small units. I prefer MSU as it’s more flexible and your not keeping your eggs in one basket type of thing. 

    THUNDERSCORN: angry ogres that shoot lightning out their arses. Quite durable, fast and can hit hard. 

    I’d  recommend starting with what you feel suites you better. Or what looks better to you. Like I said, WARHERD I play 90% of the time due to their aesthetic and also brutal combat potential.  All avenues are viable in this book, something not a lot of factions have as there’s always a go to list. Pick and mix units to suite you, you’ll have a blast. 

    Unfirtubately, tzeentch are quite strong in BOC currently. Like you, I don’t like the tzeentch aesthetic so I stay away.

    I recommend WARHERD. Throw in some ungirvraiders and bestigors in a WARHERD heavy list and watch the blood run. Good luck mate! BOC are amazing.

    Thank you very much for the job, I will start BRAYHERD is the one that attracts me most of the moment, and telling me my answers.

  12. 7 hours ago, Klak said:

    Local tournament 1750 went 2-1 with this:

     

    Allegiance: Stormcast Eternals - Stormhost: Hammers of Sigmar

    LEADERS

    Lord-Arcanum on Gryph-Charger (240) - General - Command Trait : We Cannot Fail - Celestial Staves (Artefact) : Staff of Focus - Mount Trait : Savage Loyalty

    Gavriel Sureheart (100)   - Artefact : God-forged Blade

    Knight-Vexillor (120) - Pennant of the Stormbringer

    UNITS

    5 x Sequitors (120) -Stormsmite Mauls and Soulshields - 3 x Stormsmite Greatmaces

    5 x Sequitors (120) -Stormsmite Mauls and Soulshields - 3 x Stormsmite Greatmaces

    5 x Sequitors (120) -Stormsmite Mauls and Soulshields - 3 x Stormsmite Greatmaces

    10 x Evocators (400) - 5 x Grandstaves - Lore of Invigoration : Celestial Blades

    3 x Evocators on Dracolines (300) - 2 x Grandstaves - Lore of Invigoration : Speed of Lightning

    BATTALIONS Cleansing Phalanx (120)

    ENDLESS SPELLS Everblaze Comet (100)

    TOTAL: 1740/2000 EXTRA COMMAND POINTS: 0 WOUNDS: 92 LEADERS: 3/6 BATTLELINES: 3 (3+) BEHEMOTHS: 0/4 ARTILLERY: 0/4 ARTEFACTS: 2/2 ALLIES: 0/400 

     

    Round 1 vs Slaanesh Battleplan: Starstrike

    He has demon prince, herald on exalted chariot, herald on seeker chariot, 3 blobs of 20 daemonettes, 3 fiends of slaanesh, and one caster unit i forget.  I start with Gavriel and the unit of 10 evocators in the Celestial Realm.  I get to go first .  I use the staff of focus but fail to cast everblaze comet.   I get both evocators and Gav on a first turn charge using Gavriel's command ability twice into his caster and daemonettes, but i attack with the dracoline unit into the caster first fail to do much damage.   my 10 evocators take a pretty bad beating from the daemonettes.   On his turn he's able to kill the rest of the foot evocators and ties up most of my army while racking up depravity points.  The objective drops over by where my 2 units of(now mostly dead) evocators are.  I get everblaze comet off this time but it doesn't accomplish much other than getting him even more depravity points.  I kill his seekers and one herald and use Knight-Vexillor to send a unit of Sequitors over to the objective.  He summons back the units i killed and murders my sequitors on his turn.  It's very downhill from there and I nearly get tabled while he continues to summon more and more.  All of my units having multiple wounds really cranks his depravity points up.  I probably made a lot of mistakes this game.  I am pretty unfamiliar with Slaanesh and I'm not sure what I could have done differently.   

     

    Round 2 vs Free Peoples Battleplan: Duality of Death  

     

    He has a bunch of artillery including 2 hellstorm rocket launchers and a hellblaster volley cannon.  He also has some handgunners, 2 units of men at arms, 2 wizards, a banner guy, a gunmaster and some other stuff.  I start with Gavriel and the unit of 10 evocators in the Celestial Realm.  I get first turn and staff+comet goes off on like 7 units.  I don't roll great with it but it's still pretty devastating.  I drop Gav plus the evocators near the objective.  I get a huge charge roll with the 10 evocators(with command ability) and kill his hellblaster and another beside it with Celestial Lightning Arc.  I leave Gav on the objective to score 1 pont.  He kills 2 of the evos on dracoline with hellstorms but not much else.   I go and get my other 2 characters to the other objective and my sequitors start going in vs his men at arms.  They are no match for sequitors and go down quick.  Meanwhile both units of evocators are decimating his backline.  It isn't much of a contest from there.  

     

    Round 3 vs Kharadron Overlords Battleplan: Knife to the Heart

    He has an Aether-chemist, Lord Ordinator, Akranaut Frigate, 3 Gunhaulers, Grundstock Thunderers, a bunch of Arkanaut Company, and 3 Endrinriggers.   I again start with Gavriel and the unit of 10 evocators in the Celestial Realm.  He deploys everything up near the top-right objective other than the Endrinriggers who are closer to the other objective.  I deploy everything as close to him as i can except 1 unit of sequitors that deploy near the bottom objective.  He goes first and shoots Lord Arcanum off the table and 1 dracoline.  I go and Empower off on one of the sequitors from my battalion.  I drop Gav and the evocators and manage to also get the dracolines with Gav's command ability.  The foot evocators start smashing his chaff and the dracolines charge the Frigate.  the sequitors all make it in on charges and go to work on his chaff and gunhaulers.  Bomb racks do a little damage but it's not too bad.  The sequitors at the bottom objectve can't make their charge into the Endrinriggers.  I get the turn again and finish off his chaff and start attacking his characters.   The foot evocators deal 9 mortal wounds to his Akranaut Frigate with Celestial Lightning Arc and kill it.  The bottom sequitors charge and kill the Endrinriggers.  He goes and shoots down another dracoline and a few sequtors but the foot evocators are still at full strength.  Turn 3 he goes first and runs his gunhauler towards the other objective but he is too far away to contest it.  he does minimal damage otherwise.  I am able to claim both objectives on my turn and win.  

     

    What I liked about this list:

     

    Gavriel:  Obviously he's great and worth taking Hammers for all by himself.  Definitely an "unfun" unit though.

    Evocators: Both on foot and dracoline were great.  The foot ones are better just because you get more dice for Celestial Lightning Arc, but the mobility of the dracolines lets you do some crazy things and they can benefit from Gavriel if you deploy carefully.  Being able to start with them on the board to cast Empower turn 1 and still nearly guarantee a turn 1 charge is very nice.  

     

    What I would change:

     

    Knight Vexilor: Was not needed. I was able to get where I needed to be most of the time and rerolling charges was seldom relevant.  

    Everblaze Comet: It's nice when it works, but only having 1 caster is a liability and 100 points is a lot.  Exorcist and Incantor are the only non-Arcanum units that can cast it and they are both too expensive IMO.  

    Cleansing Phalanx: Super Empower is good, but we're mostly taking this to get the extra command point and artefact.  If I'm not taking Everblaze Comet then I don't need staff of focus so maybe just leaving 50 points for another command point is better.  

    Lord-Castellant: With an elite army like SCE we need our stuff to survive.  He should 100% be in here

    Chaff:  SCE is lacking any chaff units so we need to go to allies for this as loathe as I am to do it.  Skinks seem to be the preferred unit right now, but there are other good options.  Phoenix Guard are really interesting as they are super resilient to mortal wounds which is what normally wrecks stormcast.  2 inch range 3 to hit and 3 to wound is super solid as well.  Bonus points for them looking like they fit in well with SCE:)   Vulkite Berzerkers, White Lions, and Longbeards are also units to consider.  

     

     

    Can you use an artifact, in this case, the one that forces you the Stormhost on a named character? (Gavriel)

  13. Good morning nomad brothers, I have a tournament next month at 1250 and this is the list that I tried the other day with a good result vs Stormcast (new chambers). The missions of the tournament will be as follows

    Total commitment
    Shifting objectives
    Places of arcane power

    Any help is appreciated, in terms of rivals it will be very varied, where I have more doubts is in the command trait or if I change some Thundertusk for a Stonehorn, thanks.

     

    Allegiance: Beastclaw Raiders
    Mortal Realm: Shyish

    Leaders
    Frostlord on Thundertusk (420)
    - General
    - Trait: Famed Hunter 
    - Artefact: Ethereal Amulet 

    Battleline
    6 x Mournfang Pack (480)
    - Gargant Hackers
    Thundertusk Beastriders (340)

    Total: 1240 / 2000
    Extra Command Points: 15
    Allies: 0 / 400
    Wounds: 61
     

  14. Good morning, I have an important doubt about the ability of the Thundertusk: '' Blasts of Frost-wreathed Ice '', it is a skill, therefore it is not a shot (although it is used in the shooting phase), it would affect it to this skill rules like the '' careful sir '' or the ability of the fulminator -1 to impact? thank you very much

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