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Gwendar

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Posts posted by Gwendar

  1. 57 minutes ago, NemoVonUtopia said:

    The fireborn seem redundant with all the bull centaurs but I like fireborn  and they would probably work well. 

    Some alternatives for the fireborn could be:

    -Iron daemon to give more mobility to your magma cannon and short ranged firepower.

    - More fireglaives or maybe some ironsworn gor more objective holding ability.

     

    Fireglaives are great. They can do a surprising amount of damage, are durable, and pretty decent in combat.

    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.

  2. 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? 

  3. On 7/8/2018 at 9:27 AM, Mayple said:

    Cannons don't benefit from warptokens :) None of the mortal wound options (warpfire, warp projectors, cannon) have a damage characteristic.

    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. 

    • Like 1
  4. On 7/6/2018 at 10:32 AM, Gash Bauer said:

    Hey everyone!

    Just jumped in on the Skryre train, I have a plan for a 2000 pt list with the battalion probably consisting of the Gautfyre and the ArkhSpark.  With what I put together on warscroll builder, do you think there is any merit for the prismatic palisade  or another endless spell in this list? I'm planning on leaving a unit of 3 Stormfiends with ratling cannons with the Arch-Warlock, Engineer, and the lightning cannon.

    • LEADERS Arch Warlock (140) - General - Command Trait : Masterful Scavenger - Artefact : Esoteric Warp Resonator
    • Warlock Engineer (100) - Artefact : Crown of Conquest
    • Warlock Engineer (100)
    • UNITS 3 x Stormfiends (290) 3 x Stormfiends (290) 3 x Stormfiends (290) 1 x Warp Grinder Weapon Team (80) 1 x Warpfire Thrower Weapon Team (70)
    • WAR MACHINES Warp Lightning Cannon (180) Doomwheel (120)
    • BATTALIONS Clan Skryre (80) Arkhspark Voltik (70) Gautfyre Skorch (150)
    • TOTAL: 1960/2000 EXTRA COMMAND POINTS: 3 WOUNDS: 90

    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. 

  5. 6 hours ago, Rock Lobster said:

    Alas it is true, my friends seraphon list for the upcoming tournament is disgusting. 

    Slann general (all summon focused) with 2 engines of the gods for continual summoning - typically 2-3 bastilladon per game and 3-4 razordon units from the engines.

    kroak is a spell beast, on bale wind with cogs, geminids and portal supported by 2 astrolith bearers. He uses portal and the extra 22” range from astrolith a and balewind to hit the entire army for d3 mortal wounds per unit and cast 3 times - averaging 6 mortal wounds on each unit.

    then he has other endless spells like geminids his hands through to attack.

     

    filth.

    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. 

  6. 7 hours ago, Ravinsild said:

    It was 1000 points. I know both of our lists. 

    1 Skaven Packmaster

    2 Warlock Engineer

    1 Plague Priest 

    10 Plague Monks 

    10 Plague Monks 

    1 Warpfire Thrower Weapon Team

    1 Warpfire Thrower Weapon Team 

    1 Ratling Gun Team

    1 Doomwheel

    1 Warp Lightning Cannon

    My List was: 

    1 Megaboss on Foot

    1 Warchanter 

    1 Weirdknob Shaman 

    10 Ardboys 

    5 Brutes 

    3 Gore-Gruntas 

    1 Ironfist Battalion 

     

    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. 

  7. 20 minutes ago, Warfiend said:

    You could add ironskulls boys for  80 points and maybe another endless spell worth 20.

    I was wondering if the endless spells and battalions count as units, since the rules states you get an extra command point for every 50 points not spend on units. In your case that yould mean you'd get 7 extra command points since you spend 300 on battalions and 60(or 80) on endless spells

    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. 

  8. 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.

  9. 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.

    • Like 1
  10. 2 hours ago, Mayple said:

    I really like the idea of using the warpseer to generate giant rats. I think spamming his command ability to summon a bunch of them could be a viable use of point. For instance, instead of bringing four 60-point giant rat units, you bring the warpseer and 200 points worth of cp. Excellent low-cost MSU approach that could circumvent the max size point reduction and still bring about the same amount of rats to the table. 

    Keeping an eye out for such a strategy . Could prove useful.

    Doomwheels are nice, and take focus off the rest of your stuff. Don't expect them to pull miracles, and you should be fine. Strictly a flanking annoyance, unless you play a scenario that requires hero/behemoths to capture objectives. Them it is a godsend.

    I think Jezzails are strictly inferior to rattling guns in this edition, unless hunting monsters and high-value elite units. The -1 to hit heroes most of the time will see the prime reason for utilizing jezzails nullified. Rattling guns with the new warp token wording is really really strong, and will do more damage in conjunction with tokens than jezzails ever could, for a much smaller price :) I am of the belief that they are the new gems of Skryre 2.0.

    I'd suggest Rattlegun + Cp over the balewind, but that's just preference. Hard to go wrong with more cp.

    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.

  11. 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: Skryre
    Arch Warlock (140)
    - General
    Warlock Engineer (100)
    Grey Seer (100)
    - Allies
    Verminlord Warpseer (260)
    - Allies
    3 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 / 2000
    Extra Command Points: 0
    Allies: 360 / 400
    Wounds: 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...

  12. 2 hours ago, Ratzinkaiser said:

    Hi all, I'm currently building a 1500 point Skryre list and was wondering if I could ask for some advice. I was considering taking a couple of Endless Spells, specifically the Spell Portal and the Shackles, in order to try and both slow down enemy units from trying to advance into my gunlines and allow my Arch-Warlock and his Engineers to sit back and fire their spells / realm spells through the portal (the Arch and one of the Engineers, the other one will be following Stormfiends around to Vigordust them).

    Would it be a good use of 80 points or would they be better spent shoring up an allied unit of Clanrats from 20 to 40, or even add more Acolytes / Mortars? In addition is it worth taking the Clan Skryre battalion at this point level or should I leave it out for more flexibility?

    List is;

    Clan Skryre Battalion
    Arch-Warlock (Esoteric Warp Resonator)
    Arkhspark Voltik Enginecoven
    Engineer
    Warp Lightning Cannon

    Gascloud Chokelung Enginecoven
    Engineer (Vigordust Injector)
    5x Acolytes
    5x Acolytes
    3x Stormfiends (either 3x Shock Gauntlet or 2x Gauntet + 1x warp fire)
    Poison Wind Mortar


    Allies
    Packmaster
    20 Clanrats (rusty spears)

    Endless Spells
    Umbral Spell Portal
    Soulsnare Shackles
     

    Bonus question - My Acolytes are all converted Blood Bowl players which were based on the 32mm bases they came with. With the new recommended base size should I consider putting them on 25mms? Same thing with my Arch-Warlock, who is a converted Mechanicus Dominus on a 50mm base rather than a 32mm

    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.

    • Thanks 1
  13. 8 minutes ago, FERRUMITE said:

    Oh gosh, please please ask if there is any plans on Chaos Dwarfs while you are there my friend!

    And maybe ask if Spirit Hosts and hexwraiths will still play a major part of Nighthaunt while you're at it, haha. 

  14. 16 minutes ago, smucreo said:

    Who knows? I'd wait until all the new stuff comes honestly. We still don't know if the Mortis will get the Nighthaunt keyword or not, so it's not a safe bet, and we also don't know how good Hexwraiths and Spirit Hosts will be with the new book and new edition.

    I'm really torn on this. I was about to drop money on a couple tormented spirits boxes so I could get started with nighthaunt.. But I don't know if I can wait until June just to find out. I imagine those boxes will sell out quickly. 

    Maybe it's safe for people to get 1k worth and see what the starter set brings? 

    • Like 1
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