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robbobobo

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Everything posted by robbobobo

  1. Hey all! Got a tournament in a few weeks and I'm brushing up a last hurrah to the current book before the new one comes out. I feel this is just right. I'm always open to suggestions for any changes!
  2. Ask and you shall receive 😃 Facehammer 2019. Scroll down a bit to see it. Enclave: Dhom-Hain LEADERS Vulturnos, High King of the Deep (280) General Isharann Soulscryer (130) Artefact : Cloud of Midnight Isharann Soulscryer (130) Black Ark Fleetmaster (40) Allies 5 x Khinerai Heartrenders (90) UNITS 3 xAkhelian IshlaenGuard(140) 6 xAkhelianMorrsarGuard (340) 3 xAkhelianMorrsarrGuard (170) 3 xAkhelianMorrsarrGuard (170) 3 x AkhelianMorrsarrGuard (170) 3 x AkhelianMorrsarrGuard170) 3 x AkhelianMorrsarGuard170) TOTAL: 2000/2000 There are a lot of small zaps to soften single targets and is less susceptible to being corner tagged, rendering a big 9-man Morrsarr Guard without a strong charge bonus. The list seems to be able to take board control and have smaller counter punches.
  3. I decided to put way too much effort into this, but I hope everyone finds this useful as I don't see a write up anywhere atm. If anything seems off or if there are mistakes do let me know. Cities of Sigmar Allegiance Traits.txt
  4. I mean, I don't dispute that they don't know it. It's just a surprise given the Engineer could before.
  5. Curious. The app has the rules for both Arcane Bolt and Mystic Shield but it doesn't say that they know it. Same goes for the Bombardier. Might be an idea to shoot a message to the rules team, otherwise I've learned something new today and have a need to apologize to several opponents...
  6. It depends on the game type and what kind of army YOU are fielding; if you have unbreakable hordes of Clanrats that you can rush up the board to clog the objectives with, go first. This puts pressure on your opponent to take you off the objective, they can't always chew through them all to steal them. If you don't feel need to do so and feel comfortable with your positioning and/or your opponents lack of mobility go second. Going second also lets you keep your heroes and critical units out of harms way if you deploy further back, they will be heading towards you in some capacity, if not directly. Though a point I do want to emphasize with list building in general, regardless of game/opponent, is to build lists that don't mind going second. I tend to do this as they are more adaptable and/or resilient.
  7. I'd drop the extra Grey Seer; you already have six casts/dispels so having two more doesn't really help you here unless you blow out on the cheaper endless spells. Otherwise The list looks great. EDIT: There are never enough Clanrats. Never consider dropping any amount without thinking long and hard about putting yourself at a disadvantage.
  8. The Tidecaster can; it has a Bauble of Buoyancy. I do like the list, though. Let us know how it goes in the smaller games!
  9. Ignax's Scales only cares about mortal wounds. The Suspicious Stone negates both wounds and mortal wounds on a 5+. What's better; a Warpseer with a 4+ re-rollable armour save, then a 5+ Protection of the Horned Rat, then a 5+ Suspicious Stone? Or a 4+ re-rollable armour save, then a 5+ Protection of the Horned Rat, with a 4+ save against mortal wounds only?
  10. Go with the second list; the Warbringer, while a substantial support caster, doesn't have good targets for DDF unless you feel like polishing those Clanrats. You also have another hammer in the list with the Plague Monks to move up once things have been softened up by the WLV and the Jezzails. I think you're taking the Screaming Bell for the wrong reason if you think keeping nine models around it is considered a chore. A Grey Seer on foot is a good choice. If you want to buff out the last 80pts you can fill out a squad of Clanrats to 40, run another 10 Plague Monks, take different flavours of Endless Spells (Soulsnare Shackles pairs well with WLV), or you could buy a CP.
  11. I see the general sentiment regarding the FAQ is: 'Yeah, we saw it coming. No, we're not fussed.' Although, I am quite happy with the Stormvermin points drop. I'll take 80 and feel less guilty for wanting a little bit of fun =P I would go with the Corruptor; it has a good amount of attacks, great spell, loves Sword of Judgement and you actually want it to be in the thick of it with Plague Monks for those sweet rerolls. The Warbringer, despite having some nasty attacks, is more support oriented. You don't want him to die before casting Dreaded Death Frenzy and it's command ability is best served in the middle of a Verminus block.
  12. So, I had my first game with Wanderers today at 1500pts. It As exciting as it was, I'm curious to know a few things: 1) When is the right time to move up with Eternal Guard vs Boughing up? 2) I've read somewhere in this thread that one of the more viable ways to deploy is to castle up and wait for them to come to you; what is the best way to go about that and/or is there a way to move up in a defensive ball and take objectives?
  13. Hey there, I really hate to add to deluge of 'new Wanderer player with list here' but I want to make this my GHB2019 army. The main plan is to have a wall to shield the ranged units whilst other units teleport around the board, secure objectives, nuke stuff etc. whilst having decent magic support with a Knight-Incantor ally (since the price drops make room for such things now). Allegiance: Wanderers Mortal Realm: Ghyran Leaders Nomad Prince (80) - General - Trait: Stalker of the Hidden Paths - Artefact: Forget-me-knot Wayfinder (80) Spellweaver (100) - Heartwood Staff - Artefact: Wending Wand Waystrider (80) Waywatcher (120) Knight-Incantor (140) - Allies Battleline 10 x Eternal Guard (70) 10 x Eternal Guard (70) 20 x Glade Guard (240) Units 20 x Sisters of the Watch (320) 10 x Wild Riders (200) 5 x Sisters of the Thorn (210) Battalions Waystone Pathfinders (160) Endless Spells / Terrain Emerald Lifeswarm (50) Quicksilver Swords (30) Total: 1950 / 2000 Extra Command Points: 2 Allies: 140 / 400 Wounds: 120 I am aware that you need to spend 50pts to gain a command point but I've left it as is for simplicity. Hopefully I've gleamed something from this thread and I welcome any and all feedback.
  14. In order to allay fears that Gnawholes are not usable with the new terrain rules, there has been a response from the Warhammer Age of Sigmar FB page.
  15. Your only option is to try and try again, cast what you can, bait out the dispels, then try to get off one of your two Skitterleaps (Dreaded from the Deceiver, and normal from the Grey Seer, which forms your 5th caster) and try to assassinate Nagash. If not outright kill, then hurt him enough to make his cast and unbinds significantly weaker.
  16. Dreaded Warpgale, Soulsnare Shackles, Warp Lightning Vortex are good for taking care of fliers. You also need to consider where you place your spells since each model can deny movement. If they can't fit in an area they can't move there. Malevolent Maelstrom is a choice I've seen in a few lists to help against spellcasters, though it's not taken often. Dreaded Skitterleaping a Verminlord Corruptor with a Sword of Judgement usually solves the Nagash issue, if all goes well.
  17. The list works because Endless spells are classed as friendly models, so you can't pass through them normally. Some of the endless spells also deny movement or block LoS, like Vermintide or Prismatic Palisades, or are large models that make it difficult to move around them. They are used to control the board; an army that can't move effectively can't take objectives. Most of them also cause damage in addition to inhibiting movement, ie. Warp Lightning Vortex and Soulsnare Shackles. If they dispel them, just cast them again, your wizards are probably next to Gnawholes anyway. If they teleport away, cast normal spells and stomp them, you have 4 Verminlords. EDIT: Casting 8 spells a turn is also very, very hard to stop.
  18. I wouldn't take a Plague Priest solely for the extra MW output, there are better options if you put aside points for it. For 80pts you're putting the PP where it doesn't want to be; close to the action. He's better off behind the Plague Monks. They also have different prayers and only the Plague Furnace's prayers buff Clan Pestilens rats. While you can send them through the Gnawhole, they're better off running down the field with the PF (who else is going to push it?) so it can continue to provide buffs, it's own MW passive and keep them in it's unbreakable bubble. If you want to throw artifacts around give it the Liber Bubonicus to ensure you never have to pick between Rabid-Rabid! and Filth-Filth! I'd take this with a grain of salt since my knowledge comes second hand from consecutive whippings at the hands of a very accomplished Pestilens player.
  19. The Screaming Bell is just fine here. The unbreakable bubble it great no matter what its around, plus having another two casts/dispels is always useful. The Plague Furnace is would have be exclusively be pushed around by the Plague Monks to not hurt your non-Pestilens units, if you care about the Clanrats that its. If they're equipped with Woe Staves and Foetid Blades you're getting lots of dice rolls on the charge without any buffs considering they are in a block of 40.
  20. I'm not concerned about the CP use since the Warpseer can generate 1 on a 3+, D3 on a 6, and benefits from Cunning Manipulators allowing for a potential refund on a 5+. By the time I would have to consider using GGotB! I would have CP to throw around barring any Inspiring Presence use. Still something to keep in mind. To be honest I was a little inspired by the monster mash/endless spell overload lists I've seen recently. I know further iteration is required, and I might end up going a different route by the end of it. A block of 40 Stormvermin looks cool, does cool things, and is cool to flaunt. If they die, they die. If anything it's a 500pt Distraction Carnifex that will turn attention away from the heroes or be misjudged and leave your opponent wondering why their hardest hitting unit got minced. Sure I could get 80 Plague Monks which do much more and roll more dice for 20pts less, but it's the spectacle that counts.
  21. Hey there, fellow backstabbing kin! It's that time again where I stop lurking and start contributing again! After a hefty IDK binge I've decided to run Skaven at an upcoming 2-day event. I also hope to be on board to help others here again now that I have the time again. Other than that, I would like your opinion on this 2000pt list and any changes you would make to it. Any suggestions are appreciated. A bit late to the party but congrats to TalesOfSigmar for the impressive tournament report and results!
  22. I assume you know of the realm and what spells you have access to beforehand? In my experience they haven't been used or they have been curated to use the less powerful/impactful spells. I'd still argue that 8 casts is a bit much but do let us know how you perform. May the Horned One watch you.
  23. I like this quite a bit, quite solid. If you do roll twelve for the PoD go for either the VL Corruptor or Skreetch. Both have great spells and offensive capabilities. If I were to suggest any changes, is there any particular reason why you're using the Arch-Warlock? Aside from two rerollable spell casts with a spark I feel you could save 60pts, get a CP and a Triumph if you downgraded to either an Engineer or a Bombardier.
  24. What is the rationale behind taking Dracothian's Tail? Is it simply to make the army a one drop or am I missing something?
  25. Hey guys. My friend is getting back into AoS after a bit of convincing on my end and he's keen on a cavalry heavy list with strong alpha striking potential. We've come up with this with what he has and I would love to hear what you think and things you could improve on. I'm no Seraphon expert, so anything helps 😃 Allegiance: Seraphon Mortal Realm: Aqshy Leaders Saurus Scar-Veteran on Carnosaur (240) - Warblade - Artefact: Thermalrider Cloak Slann Starmaster (260) - General - Trait: Great Rememberer - Artefact: Incandescent Rectrices Skink Starpriest (80) - Artefact: Light of Dracothion Battleline 10 x Saurus Knights (180) - Lances 10 x Saurus Knights (180) - Lances 10 x Saurus Knights (180) - Lances 10 x Skinks (60) - Meteoric Javelins & Star Bucklers 10 x Skinks (60) - Meteoric Javelins & Star Bucklers Units 9 x Terradon Riders (360) - Sunleech Bolas Battalions Shadowstrike Starhost (180) Firelance Starhost (150) Endless Spells Geminids of Uhl-Gysh (40) Prismatic Palisade (30) Total: 2000 / 2000 Extra Command Points: 2 Allies: 0 / 400 Wounds: 130
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