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Gwendar

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Everything posted by Gwendar

  1. Really love the report especially against the particular Seraphon list that's so popular right now. I may need to rethink the value of units outside of Skryre and try splitting up my 40 gutter runners differently. The thought of playing/painting that many models is a nightmare to me when my Eshin setup (~120-126 models) is about as much as I can take. Look forward to your further testing and updates.
  2. Wonderful isn't it? I lost a tournament a couple of months ago due to 20 skinks picking up an objective and running away from all my slow stormfiends the rest of the game. I partially blame myself for not targeting them more (chose to take out all his heroes instead w/ gautfyre skorch) but still. What did you use for 1k?
  3. Ah I see what you mean. I dunno, I may proxy a warp lightning cannon as a deathshrieker a few times to get a feel. I know which of the local players are competitive and which are not, so I tailor lists accordingly. Local tournaments are a different story and I like to bring the best lists possible to see how they fare. I definitely try to make sure everyone knows that "I'm just trying something.. Sorry ahead of time". Like when I brought gautfyre skorch to test and wiped the floor against all 3 opponents. I felt dirty.
  4. I suppose so. I did have them considered in a list but I liked the idea of the mortar instead.. Looking at what you're saying, I can see how they're better over a mortar. I run two WLC's in a Skryre list of mine and it does wonders, they also get focused fairly quickly after they get to shoot 3 times from the enginecoven+shooting phase. You're probably right though... Last thing I was is to be "that guy that brings 3 magma cannons". If I want to be friendly though I usually play my Eshin list. Thanks for convincing me again, hopefully the dual battalion setup works well, though I do still like the idea of K'daai, the amount of shooting + centaurs probably makes them irrelevant.
  5. I think that's the issue, I'd rather have 2 cannons for 40 more points. The more I look at it the more I enjoy the idea of the mortar, but in practice it probably isn't worth it over a 3rd cannon, even for transportation sake.
  6. I did that initially too, but the battalion requires 3 warmachines on top of an Iron Daemon and since only the one Daemonsmith counts toward the benefit of Infernal engineers for the battalion.. Meh. I am big on having two for the sake of two unbinds, however if my IJ can get away with not needing unbinds, this army probably can too I imagine. Edit: oh I must have read wrong. I thought you said Daemonsmiths, not Iron daemons. I just really love that mortar, I don't know that I would want two iron daemons but this is all me looking at everything on paper for now. A esthetically I just really enjoy the mortar and what it can potentially do, but it could be better to just have three cannons and a BW + cogs... Or a second Daemonsmith. I don't know, someone sell me on/talk me out of the mortar and it's shelling capabilities vs another cannon. I've given up hope on the deathshrieker.
  7. So, for further theory rafting since I've nothing better to do at work. I've modified my K'daai list a bit for a double a battalion list, which of course removes the K'daai for more shooting. Shar'tor Taur'ruk Daemonsmith 3x3 Renders 2 Magma Cannons 1 Mortar 1 iron Daemon Execution Herd Artillery Train 60 points of endless spells.. Which I thought maybe balewind + maelstrom for its unbind. Gimmicky? Probably, but still competitive possibly? Maybe it would work easier in a list with a Blackshard Warhost and 80 ironsworn/Fireglaives? On paper I still debate the mortar.. I try to compare to poisoned wind mortars but it's cost is difficult to justify, but it being able to sit on the table edge and lob shooting across the whole table sounds fun.
  8. Good point. Most armies locally are LoN/FEC, stormcast, Sylvaneth, DoK so it's a mixed bag. Guess I'll just have to experiment but I'm pretty excited to see how they perform.
  9. Yeah, I can see it being great for them. Unfortunately I'm way too into the idea of a fast moving elite army with some artillery than any units of ironsworn. That's why I've been debating dropping the K'daai for a few units to screen the artillery but unsure if it's worth it. I imagine the artillery will get focused down regardless and the K'daai seem very good with the run+charge to hit the flanks of squishy heros and shooting units. While the centaurs barrel through the front.
  10. True. I had considered cogs but I would have to drop something (another Daemonsmith?) to fit it in properly but only being able to cast one endless spell per turn would be troublesome to only having 1 wizard.
  11. Magic is heavy this edition, I figured one to babysit the artillery on a balewind and another as just a generic wizard wherever its needed, unless those 100 points could be better spent elsewhere. So far I've found that I really need the unbind rolls.
  12. I've kind of been thinking the same way so I changed the list a little differently. Artillery won't have any screening support, but the idea is to hit hard and fast enough to not have to worry about it. Of course deepstriking units will be the biggest threat, so I could drop the K'daai for 1x20 and 1x10 or some other variation of ironsworn instead but.. I'm not sure. Shar'tor Taur'ruk 2x Daemonsmiths 3x3 Bull Centaur Renders 2x3 K'Daai 2 Magma Cannons 1 Deathshrieker Execution Herd Balewind
  13. Awesome, I will definitely give that a watch to get a better impression. Coming from Skaven (Skryre/Eshin mostly) I like the magma cannon as it's identical to the WLC and with a smith, has the same range, and not being affected by Look out, sir is nice. At first glance I just like the Deathshreiker as an answer to horde units such as the DoK/Death players in my area. I see what you mean, and that would probably be best if I ran more of them, but I am primarily going for a list involving fast/hard hitting/elite units with some artillery/smaller shooting units so I figured the fireglaives would serve that purpose well enough and didn't plan to go full horde mode with multiple units of infernal guard. If I end up dumping K'daai, I may bring a unit to screen the extra artillery I would bring as well. The idea of this army is really one of my favorites so far...pretty excited to get it started eventually, although the price tag is...yeah. I appreciate all the help!
  14. I thought the same thing, but I do enjoy the models.. However competitively, I imagine another cannon would be better. Hadn't put much thought into the iron daemon as I didn't see my artillery moving around too much anyway. Would it not be better to just have another cannon and add in a rocket launcher as well or am I overvaluing the artillery pieces? Are ironsworn really better than Fireglaives for holding? Outside of the rend on their hand weapons and a mortal wound to the enemy on a save, it seems like Fireglaives are just as good but with a decent shooting attack. Of course I'm probably missing something or undervaluing the MW shields.
  15. Hey everyone, been reading through as I just decided I wanted to give Azgorh a shot and came up with this list. I definitely wanted a centaur type army with some shooting but didn't want to go with Warherd so here we are: Shar'tor - General Taur'ruk Infernal Standard Bearer 2x Daemonsmiths 3x3 Bull Centaur Renders 2x10 Fireglaives 2x3 K'Daai Magma Cannon Execution Herd Also considered dropping the K'Daai for another cannon+rocket launcher but being so unfamiliar with the army I am unsure of what works and what doesn't. The idea behind the K'Daai was to run up quickly and charge to harass shooting/backline. Or I could just as easily shoot them to death with more artillery which would also be good to snipe heroes with since the cannon is basically just a Warp Lightning Cannon and rockets seem good for hordes. Unsure on the Fireglaives, but I feel they could be useful for objective holding or screening the artillery+daemonsmith babysitter. Thoughts before I go spending my life savings?
  16. Yeah, I know that, I'm just saying I would rather have more warpfire for 2d3 MW than 1 ratling doing +1 but I guess it depends what you're shooting at.
  17. I tend to go for max deletion when I run gautfyre and have all three units burrow in behind with warpfire, but I do like the idea of a protection unit. Could work well for scorched earth but make sure those cannons aren't just sitting on an obj all game as they are especially great with our new +1 damage spark. Anyway, with 40 points left a palisade would be a decent choice for added protection on that warlock/wlc party you have, otherwise I would go with balewind or a predatory spell if you like those. With how cheap the endless spells are, almost anytime you are left with 40 points I see a reason not to bring one.
  18. I have a feeling our local Seraphon players will be doing the same type of thing and will end up playing themselves since no one will find that enjoyable to play against. But hey, at least you can attack the balewind wizard now in CC.
  19. As a primarily skaven player, you shouldn't have too many troubles with that but you absolutely rely on a double turn or getting everything in charging range before he has a turn to shoot.. Clan Skryre can pack a punch but overall Skaven tend to be quite frail to compensate. The biggest threat range is the WLC at 24" and it would probably be better to drop the ardboyz at the very least for another gruntas unit to have the speed to kill the cannon and 2 engineers. I would even suggest dropping a Warchanter and give your shaman a balewind+cogs. The rest of that army isn't going to be doing much of anything (2x10 monks is laughable) so I would ignore everything but the shooting/wizard units and go for that double, especially since you should be out dropping him on deployment and get to decide who goes first.
  20. There was an FAQ that clarified this. They still count as "units" for that purpose, otherwise everyone would be doing just that and have an absurd amount of CP' s.
  21. Hey everyone. I'm new to IJ and I'm looking for something relatively competitive, at least at a local level but wanted to get opinions on a rough list before I start buying models. I definitely want to run brutes primarily, but not completely opposed to one or two units of 10-20 ard'boys and I like the idea of having 1-2 units of gruntas for harassing shooting/wizard units...unless of course they aren't that great, I have no idea. Here's what I've put together so far: Ironjawz Allegiance: Megaboss on Maw-Krusha Megaboss on foot Weirdknob Shaman Warchanter Wurrgog Prophet 3x5 Brutes 2x3 Gore Gruntas Ironfist Chronomatic Cogs Not sure on what to do for traits or artefacts. Having only 1 wizard this edition is scary however, but I'm not sure how much they rely on them compared to other armies so that's why I thew in a Wurrgog unless another is better (maybe cave shaman+balewind for weirdknob?). Also, not sure if you need two Megabosses considering command abilities can be used as long as you have multiple cp unless it states otherwise in the faq/the ability reads a certain way? Thoughts? Trying to go for a msu approach and get all that free movement to get in asap and kill before too many obj points are nabbed up, but welcome to any and all suggestions as I have no idea how to properly play IJ compared to Skaven and Nighthaunt.
  22. Just do what I plan to do and paint it looking like Warpstone, you can just pretend it isn't bright light that way. Keep in mind that although you will be able to shoot over the palisade, if you are within 6" of it you will suffer the to hit penalty which will be very bad for mortars, although the overseer of destruction trait would counteract this. I gotta say, mine look like garbage (I used plague monks) but they represent them well enough. If I had a mold for the gasmaks I would definitely be doing that. Did you buy one somewhere or make one yourself? I see no issues with the BB team if you can make them look like that and if someone complains instead of complimenting you then they really are not worth playing.
  23. Hmm, so maybe even skip the Doomwheels altogether then and add a WLC + Shackles +1 CP? I guess at this point I'm stuck between either that or 1 Doomwheel, 1 WLC, BW + 2 CP's? As good as they may be I really am not fond of the ratling gun model at all so I am not sure I want to use them.
  24. I have a list idea myself that I would love to run by everyone as well. I wanted something a little different than the standard, while maybe still being competitive enough (doubtful I would win a tournament, but enough to do well) to compete in this new edition ruled by heroes and magic. Allegiance: SkryreArch Warlock (140)- GeneralWarlock Engineer (100)Grey Seer (100)- AlliesVerminlord Warpseer (260)- Allies3 x Stormfiends - Warpfire(290)3 x Stormfiends - Shock Gauntlets(290)3 x Stormfiends - 2x Ratling 1x Grinder(290)Warp Lightning Cannon (180)Doomwheel (120)Doomwheel (120)Umbral Spellportal (60)Prismatic Palisade (30)Total: 1980 / 2000Extra Command Points: 0Allies: 360 / 400Wounds: 104 The idea is having the wizards stand behind the palisade screen and fire off spells through the portal while the Warpseer generates free giant rats for objectives. Everything else marches forward and does whatever it needs to do. Note that locally, people are fine with me proxying the Stormfiends to have whatever loadout I want; what I have listed is what they are physically equipped with. So, thoughts? I don't own doomwheels but the idea of them sounds interesting. I also have 9 Jezzails, but I really am uncertain of their use now with the look out, sir rule. I also considered dropping 1 doomwheel to add in either: A ratling gun + CP to make use of the giant rats quicker, or a ratling + balewind for the arch warlock since the balewind now makes you one single model, I could still fire spells through the portal and with the realm spell the +1 spell would be helpful. Or I could get rid of both doomwheels for 2 cannons + balewind + another endless spell, shackles maybe? Again, I want to be relatively competitive, but I've no clue on the doomwheels, I just thought they would be an interesting choice as a mobility unit since we have no cav (unless of course I roll 1's and 2's all the time...) Choices, choices...
  25. I never see our covens/battalion have any significant use with anything under 2k; At that point you're probably better off with more bodies/firepower. This edition I am actually leaning away from them entirely other than gautfyre, which is still as good as it was. That said if you still want to give it a shot, I really can't see much room for improvement unless you spend that extra 30 points on a palisade to hide your wizards behind while they chuck things through the portal. Either that or drop the packmaster for more clanrats or another mortar+palisade maybe? As for the basing question, I put all of my BB team rats ( I use them as Gutter Runners) on 25's just because I know I can get more attacks in and GR's are meant to be on 25's, but generally I would see complaints that your bases were under the recommended base size rather than a size or two above it. When it comes to acolytes who are really just there for shooting and will most likely die in 1 round of combat...I doubt it really matters. Of course, you could always get "that guy" who wants to give you a hard time about it so the choice is yours. Oh, and I also use a tech-priest for my arch-warlock and kept him on the 50mm but I've never seen anyone complain, everyone just loves the conversion and doesn't care. In reality, a larger base than recommended tends to hurt you more than it helps you when talking about a CC unit, but when it comes to wizards/ranged units that extra distance you have to measure from can be a difference, otherwise you are just creating a bigger profile for your miniature to stand on and hurting them in CC. See above section for "that guy" terms and conditions.
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