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Bradipo322

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Posts posted by Bradipo322

  1. 2 hours ago, Sleboda said:

    I don't know what others thought of them, but to me they (and the single story ones) are very much "meh."

    They just don't scream AoS to me. More like Middle Earth.

    I've bought a ton of Kill Team buildings, and I like the modular concept, but unless the AoS stuff gets a visual boost, I don't see myself buying any.

    If I'm not unique, maybe GW is thinking they should rework them.

    But if they already have the molds done reworking them would cost a lot of money, I don't see them doing it.

  2. 2 hours ago, Black Blade said:

    Thanks for the advice, wasn't trying to post the list because I was unsure of basically everything else. I consider the comet essential and I know I will be taking evocators for sure and fulminators maybe and an Arcanum of some type for sure. I expect to face a spirit of durthu with a 2+ save and a lot of hunters. We are playing total commitment in the realm of life, so there are no reserves allowed which nullifies all my allegiance abilities. I will post my working list below, and criticism is welcome.

    Total commitment is hard for Stromcasts and with those pesky Wyldwoods shooting is not easy.

    The Spirit of Durdthu is a beast and it's likely that you'll have to answer him as soon as possible, maybe mortal wounds could kill him so this would be my plan: 10 Evocators should be transported to him via Lighting Chariot (a prayer) and buffed with Speed of Lighting (any of your mages could know this spell) and Celestial Blades; this should kill him (you'l have to inflict to him at least 2 wounds with the attacks and then Celestial Lighting Arc should take care of the rest). If the Spirit of Durdthu goes down then all you have to do is to resist on the objectives.

    Now on the list itself, I stongly dislike Liberators, they are bad in almost everithing  and Kurnot Hunters are going to wreck them.

    The Comet is also not that good unless you plan on dropping it on an objective and expect your opponent to not have a lot of mages.

    2 units of Judicators are usually good but you have to be careful as the Citadel Wood provides cover and blocks line of sight, and there are going to be at least 3 of them on the table so don't expect to shoot often. Also make sure to keep your mages away from the SIlvaneth Wyldwood.

    I would bring some Sequitors, maybe in place of the 10 Judicators and 5 Liberators, I would take 3 units of 5 that would leave you with 60 free points that could be spent for a Balewind Vortex or a Dais Arcanum to let the Knight-Incantor hold an objective (thanks to the save bonus) and any 20-points Endless spells (if you expect to fight a lot of mages the Malevolent Maelstrom could be very distruptive). Sequitors hit harder than Liberators and are more durable.

    Remember to use the spells of the realm, Flesh to Stone is good if your mage is trying to hold an objective, while with Mirrorpool you could teleport to one and Briarstorm could punish your opponent if he tries to get a lot of units on an objective. Remeber also that your opponent may use the same spells against you.

  3. 16 hours ago, Black Blade said:

    Playing a 1500 point game, with 3 battleline requirements this weekend against Sylvaneth. Trying to decide if I should take 2x Fulminators and 10x Evocators OR 4x Fulminators and 5x Evocators.

    Can I get some advice please?

    Also I can drop the Arcanum to a Incantor so I can upgrade 1 of my 3 liberators to a judicator squad

    Without the full list (and the units you have) it's very hard to judge and give advice.
    But Evocators and Sequitors are so strong that I would use them blindly in any match.

  4. 44 minutes ago, Tohshi Ydithe said:

    Is there any way I could squeeze in a Skink Starseer in this list, curse of fate seems like really helpful but the insights seems like if used well it could be very very powerful. 

    I don't think that "curse of fate" is that much good, but I think that if you like a model you should play it, and by going with this thought you'll need to remove 200 points and those would be:

    Knight-Incantor (140)
    - Spell: Lighntning Blast

    3 x Castigators (80)

    You then will have 1980 points and a chance to get a triumph.

    I hope I've helped you, if you have any question don't esitate to ask.

  5. @Tohshi Ydithe
    This is a simple list, it has the core of a Gavbomb but still keeps a good shooting phase to have more flexibility.

    All you need to convert is:

    A spare Sequitor-Prime should become Gavriel;

    A spare Evocator-Prime should become a Lord-Ordinator;

    694394140_CheapSCE.png.e5b268bade5713011da12263b721e23b.png

    Allegiance: Stormcast Eternals
    - Stormhost: Hammers of Sigmar

    Leaders
    Lord-Arcanum on Gryph-Charger (240)
    - General
    - Trait: We Cannot Fail
    - Artefact: God-forged Blade
    - Mount Trait: Aethereal Stalker
    Knight-Incantor (140)
    - Spell: Chain Lightning
    Knight-Incantor (140)
    - Spell: Lighntning Blast
    Gavriel Sureheart (100)
    Lord-Ordinator (140)

    Battleline
    10 x Sequitors (240)
    - Tempest Blades and Soulshields
    - 5x Stormsmite Greatmaces
    10 x Sequitors (240)
    - Stormsmite Mauls and Soulshields
    - 5x Stormsmite Greatmaces
    5 x Sequitors (120)
    - Stormsmite Mauls and Soulshields
    - 3x Stormsmite Greatmaces

    Units
    6 x Castigators (160)
    3 x Castigators (80)
    5 x Evocators (200)
    - Lore of Invigoration: Speed of Lightning

    War Machines
    Celestar Ballista (100)
    Celestar Ballista (100)

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

    • Thanks 2
  6. 11 minutes ago, IRifter said:

    Could you elaborate that? Antoher user (Requizen) who seems to be rather knowledgeable said the core is a knight vexillor, gavriel and 15-20 evos. The lists I saw dont even run sequitors

    Sequitors with greatmaces rerolling failed hits will kill a lot of things, each of them (not counting the Prime, the additional attacks on 6s and the normal maces) should deal 1,53 damages (against a 4+ save).

    20 sequitors should have 9 greatmaces (the Prime should have one too), and if those 9 models get into combat range they will make 19 attacks, a to hit of 3+ with rerollable failed hits will average around 16,68 hitting attacks that would wound on 3+, making 11,01 wounding attacks with a rend of -1 and against a save of 4+ the unsaved attacks would be 7,27, those attacks deals 2 damage each making a total of 14,53 wounds. A lot of things would die by just this attacks, but then you have the other Sequitors (the ones armed with a mace and a shield, or even better with a sword) and Gavriel.

  7. 1 hour ago, Tohshi Ydithe said:

    If I find a sword do you think I could make a Sequitor into Gavriel? like they are definitely the closest. I fell semi alright with doing small conversions. I guess If I pick up the Sequitor box that would let me make a close to Gavriel with swords instead of maces, I might have to take a head from one of the Lord Arcanums. Should I only run one of them? I am thinking that is the right choice.

    Edits: With that added 10 Sequitors should I run 5 units of 5 or two units of 10 and a unit of 5?

    Also is there anything I can do with that second Lord Arcanum? Or will he just be bits?

    If you settle on something simple but still recognisable then yes, unless you plan on taking part of some kind of tournament, you could get away by giving a sword to a Sequitor (just paint him somewhat different to make him stand out). I suggest modifing the Sequitor-Prime armed with a one-handed mace that is found in the big starter set, you have to cut the mace and glue on a sword with the hilt (his pose screams "charge!"), maybe give him a different helmet or a bare head amd a round shield to make him stand out more.

    With Gavriel I would play a big force composed of hard-hitting units, so I would play the Sequitors in 3 squads: two 5-man squads to hold objectives and a 10-man squad to drop with Gavriel, this last squad could be composed by 15 Sequitors if you want, but I would convert even more heroes like a Lord-Relictor, a Knight-Heraldor and a Knight-Vexillor.

    Then there is the second Lord-Arcanum, you could use him for bits or you could try to trade him for something else (maybe even bits that could help your conversions).

    (Tomorrow I'll try to write a list).

  8. 10 minutes ago, Tohshi Ydithe said:

    Due to low funds I have chosen to grab two of the SCE halves of the Soul Wars box (it is costing me just over a hundred) and doing the math the two boxes (using complete units and no partial ones) comes out to 1760 points but that includes two of the Lord Arcanum on Gryph Chargers, which seems somewhat redundant and might be a bad use of 240 pts (though I don't know). How should I upgrade this I have like 60 dollars to work with and am fine with allies but more SCE is good for me.  Also is three units of 5 Sequitors a good idea or should I work on more Battleline units to boost the unit sizes?

    I would add 5 Evocators (50$) and Gavriel Sureheart (35$) that should give you a solid base on the (for now) best strategy for Stormcasts: "The Gavbomb". This would cost around 63,75$ + shipping at an on-line retailer (witch should have at least a 25% discount), and would bring your total points to 2060 where you can cut a unit of Castigators to get a solid (although upgradable) list.

    If you are confortable enought you could just convert some things, like a Knight Incantor could become a Lord Arcanum (on foot) and with the odd number of Sequitors you could try to convert an hero on foot out of one of them (8 Sequitors + 8 Sequitors = 16 Sequitors and you only need 15), so maybe a box of Sequitors (60$) would work the best, as it should give you one of the best battlelines that Stormcasts have and a lot of spare parts (swords, maces, shields and some arms).

  9. I made some "calculations" on 3 Longstrikes Vs 3 Hurricanes:

    image.png.7920e34678025501a7ef277de257b377.png

    I assumed that there are no bonuses and rerolls and that the Hurricanes did not move and that the difference in range didn't mattered.

    It seems that Hurricanes are better than Longstrikes in damage output (except versus a save of 3+ or better),  and they are also cheaper (140 versus 180). Longstrikes have better range something that matters in a real game.

    • Thanks 2
  10. 1 hour ago, XReN said:

    2k list lacks 3rd battleline 

    Oh, yeah, my bad, I've never played at more than 1000 points and I forgot the third battleline.

    1 hour ago, Namelessone81 said:

    yeah thats the consept :)

    my list is a little stronger with units :

    LEADERS
    Lord-Arcanum (180) - General - Command Trait : Staunch Defender  - Artefact :  Armor of Silvered Sigmarite  - Spell : Azyrite Halo
    Lord-Exorcist (140) - Spell : Lighntning Blast
    Knight-Incantor (140) - Celestial Staves (Artefact) : Staff of Focus - Spell : Chain Lightning
    Knight-Incantor (140) - Spell : Celestial Blades
    UNITS
    20 x Sequitors (400) -Tempest Blades and Soulshields
    5 x Sequitors (120) -Stormsmite Mauls and Soulshields
    5 x Sequitors (120) -Stormsmite Mauls and Soulshields
    10 x Evocators (400) - 5 x  Grandstaves - Lore of Invigoration : Speed of Lightning
    BATTALIONS
    Grand Convocation (130)
    ENDLESS SPELLS
    Everblaze Comet (100)
    Purple Sun of Shyish (100)
    Soulsnare Shackles (20)
    TOTAL: 1990/2000     EXTRA COMMAND POINTS: 1     WOUNDS: 111
    LEADERS: 4/6    BATTLELINES: 3 (3+)    BEHEMOTHS: 0/4    ARTILLERY: 0/4
    ARTEFACTS: 2/2    ALLIES: 0/400

     

    This looks more solid, my list is more aimed at super-casual games.

    • Thanks 1
  11. 3 hours ago, Namelessone81 said:

    Fellow Eternals ! 

    I was wondering if anyone has seen any successes with the “grand convocation” battalion or a magic - endless spell combo army ? 

    I am experimenting with an magic based army at the moment and would like to hear what everyone else did ;) 

     

    I got an idea for a really stupid list (it won't win any tournament), but if you want to play some endless spells you may like it.

    Allegiance: Stormcast Eternals
    - Stormhost: Tempest Lords

    Leaders
    Lord-Arcanum (180)
    - General
    - Trait: Bonds of Noble Duty
    - Artefact: Patrician's Helm

    Endless Spells
    Balewind Vortex (40)
    Purple Sun of Shyish (100)

    This is the main core,  with the Lord-Arcanum all you have to do is to cast the Purple Sun of Shysh and then spam his command ability to add Xd6" to the move of the Sun to plant it right in the middle of the enemy forces. To help with the +d6" move to an endless  spell I think that the Tempest Lords Stormhost does a good job, as it  gives 1 CP on a 4+ at the start of the round and 1 CP on a 5+ every time you use one. The Balewind Vortex is used to an extra cast and to add more survivability to the  Lord-Arcanum (it adds +1 to the save), but you may prefer the Chronomantic Cogs for a little versatility.

    From there you may whant to add some other units or battallions depending on the point level that you're planning to play.

    At 1000 I would do something like:

    Allegiance: Stormcast Eternals
    - Stormhost: Tempest Lords

    Leaders
    Lord-Arcanum (180)
    - General
    - Trait: Bonds of Noble Duty
    - Artefact: Patrician's Helm
    Knight-Incantor (140)

    Battleline
    5 x Sequitors (120)
    - Tempest Blades and Soulshields
    - 3x Stormsmite Greatmaces
    5 x Sequitors (120)
    - Tempest Blades and Soulshields
    - 3x Stormsmite Greatmaces

    Units
    5 x Evocators (200)

    Endless Spells
    Balewind Vortex (40)
    Purple Sun of Shyish (100)
    Chronomantic Cogs (60)
    Soulsnare Shackles (20)
    Quicksilver Swords (20)

    Total: 1000 / 1000
    Extra Command Points: 0
    Allies: 0 / 200
    Wounds: 46

    Here I added another wizard as a backup, in case the Lord-Arcanum dies. The Soulsnare Shackles are there to slow down enemy units so that they remain in the Sun's range. Quicksilver Sword are just a "filler" because I'm not going to leave 20 points empty.

    And at 2000 I think something like this would be fun to play:

    Allegiance: Stormcast Eternals
    - Stormhost: Tempest Lords

    Leaders
    Lord-Arcanum (180)
    - General
    - Trait: Bonds of Noble Duty
    - Artefact: Patrician's Helm
    Knight-Incantor (140)
    - Celestial Staves (Artefact): Staff of Focus
    - Spell: Chain Lightning
    Knight-Incantor (140)
    - Spell: Azyrite Halo
    Lord-Exorcist (140)
    - Spell: Celestial Blades
    Drakesworn Templar (460)
    - Storm Lance

    Battleline
    5 x Sequitors (120)
    - Tempest Blades and Soulshields
    - 3x Stormsmite Greatmaces
    5 x Sequitors (120)
    - Tempest Blades and Soulshields
    - 3x Stormsmite Greatmaces

    Units
    5 x Evocators (200)
    - 5x Grandstaves
    - Lore of Invigoration: Speed of Lightning

    Battalions
    Grand Convocation (130)

    Endless Spells
    Balewind Vortex (40)
    Purple Sun of Shyish (100)
    Chronomantic Cogs (60)
    Soulsnare Shackles (20)
    Everblaze Comet (100)

    Total: 1950 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 72

    • Like 2
    • Thanks 1
  12. 3 hours ago, ledha said:

    For the people who like the Celestant Prime, don't forget he can be included in any stormhost.

    A Celestant Prime attacking in hero phase with the Anvils of Heldenhammer command ability can be a real pain for your opponent if he wasn't able to snipe him after his arrival. And he synergize very well with the command trait of Anvils, resulting in a -3 for the bravery of everyone around both of them.

    Hammers of sigmar give him a 6++ (actually very cool with Aventis, who can have TWO 6++, while the tauralon can rock THREE 6++ save) , and knight excelsior give him some regen after beating up a unit.

    Can you give command traits to named characters?

  13. 14 hours ago, PJetski said:

     

    After some experience with the new battletome I've written up a list of changes I think could improve the balance of the army. I think these changes would make the army more balanced internally and improve some of the weaker units so they can see more play (Exorcist, Retributors, most battalions) and tone down the power of some units that are just a little bit too powerful for their point cost. 

    [...]

    What do you guys think? Did I buff/nerf untis too much, or not enough?

    Sacrosanct Chamber
    Sacrosanct chamber Evocators up from 200 to 240 (still haven't played with those but they are powerful, would they be played at 240 points? Probably yes)
    Lord-Exorcist down from 140 to 120 (at 140 he is definitively overcosted and he is also too situational, 120 to me is still too much, a Lord-Relictor is better in any way)
    Lord-Arcanum down from 180 to 160 (he unlocks Sequitors as a battleline and he is the cheapest unit that does that, maybe he is right at 180)
    Castigators are now Battleline if LORD-ARCANUM is your general (not really needed, we have judicators for a shooting battleline and sequitors fot the sacrosant chamber)
    Ordinator down from 140 to 100 (hell yes! With his change in the new edition his point cost is usually not justificable)
    Dais Arcanum reduced from 40 to 20 (20 points?! That would be crazy good! Maybe too good, a save of 2+ for a mage is too much for only 20 points and on top of that he flies and has 2 unbinds)
    Grand Convocation up from 130 to 140 (why? This battalion is not crazy good, +1 to casting is not bad, and it's easly disruptable)

    Strike Chamber
    Retributors down from 220 to 200 (we can all agree that this would be a nice change)
    Decimators down from 200 to 180 (200 seems right)
    Liberator maximum unit size changed from 30 for 520 to 20 for 320 (this seems arbitrary but it would make liberators a lot more playable)
    Gavriel Sureheart up from 100 to 160 (no! Just change his ability to affect units only once)
    Celestant-Prime down from 340 to 300 (maybe that's too much? I don't know)
    Prosecutors are Battleline if a LORD-CELESTANT is your general (not really needed, prosecutors are not that good because they have only 2 wounds to a total of 6 for 100 points)
    Lords of the Storm down from 140 to 100 (battalions got nerfed to oblivion, this would bring them out of the grave)
    Devastation Brotherhood down from 110 to 100 (battalions got nerfed to oblivion, this would bring them out of the grave)
    Hammerstrike Force down from 120 to 100 (battalions got nerfed to oblivion, this would bring them out of the grave)
    Thunderhead Brotherhood down from 160 to 100 (battalions got nerfed to oblivion, this would bring them out of the grave)
    Vanguard Wing down from 140 to 100 (battalions got nerfed to oblivion, this would bring them out of the grave)

    Extremis Chamber
    Vandus Hammerhand down from 280 to 240 (his command ability is good, he also gives battleshock immunity, I think 280 are somewhat right for him)
    Concussors, Tempestors, Fulminators, Desolators are now Battleline if a DRACOTH or STARDRAKE is your general (this or the point discount, you can't have both)
    Concussors down from 260 to 240
    Desolators down from 220 to 200

    Vanguard Chamber
    Vanguard Angelos Conclave down from 160 to 120 (battalions got nerfed to oblivion, this would bring them out of the grave)
    Vanguard Justicar Conclave down from 120 to 100 (battalions got nerfed to oblivion, this would bring them out of the grave)
    Vanguard Auxiliary Chamber down from 160 to 120 (battalions got nerfed to oblivion, this would bring them out of the grave)

  14. 46 minutes ago, mystycalchemy said:

    While technically true, this isn't quite what you're thinking. The Lord-Relictor's Lightning or Healing storms are no longer prayers. They are simply abilities that are triggered on a dice roll of 3+. Meaning the Lord-Relictor can still Lightning or Healing Storm + Relocation (or whatever other prayer)

    Seriously?! Thank you!

  15. 1 hour ago, Erdemo86 said:

    Why always so salty:

    1.Evocators better than before!

    2.the command abilitys would be overpowered as f... if you could use them more than once, so its a welcome nerf! ( imagine 15 longstrike with 10 cp)

    3. we all played cycle of the storm like tjis on our community so wtf

    4. Stacking gavriel is allowed! Buff!

    1.  As I said it was pretty obvious that it was a print error on the page of the spell lore, so while we now have an official confirmation nothing really changed;
    2. The command ability of Anvils and Vindicators would have been overpowered and their "nerf" is right and no one will ever justify the opposite. What I hate is the change for Hammers of Sigmar that before the FAQ was fine (1 CP for a 33% chance to bring back a dead unit? It's hardly overpowering, even after you look at all the other faction that can summon for free or can do so without having to gamble a CP) now it's entirerly random and unreliable, why would anyone use this stormhost anymore?
    3. I know that a lot of people used Cicle of the Storm with this rule but I hoped (and I did so really hard) that they would modify, or at least clarify, the ability in a way that left the saved unit with 1 wound remaining after all attacks have been resolved. As it is now Cicle of the Storm just gives 1 more wound to a model on the turn he dies.
    4. Because before you couldn't do that? As I read it even before you could do that, so nothing new there.

    So onto the true question : Why I'm so salty? I'm salty because most of the models that I have are just not what they used to be:

    • Liberators are a joke compared to sequitors, heck, they are even less powerful that chaos warrios that cost less points and have a shield that gives them a save of 5+ on mortal wounds (and chaos warriors are just mortals while liberators are immortals warriors that have prepared for centuries for war);
    • Retributors dealing 2 mortal wound on an unmodified 6 disables their combo with a Lord-Celestant...
    • ... that has his command ability nerfed to work only if he is in melee with an enemy and lasts only for half a turn;
    • Lord-Relictor can "cast" only one prayer at a turn and got a point price upped from 80 to 100;
    • Even Vandus himself did not survive the NerfHammer and similarly to the Lord-Celestant his command ability lasts only for half a turn;

    So how do I have to feel these changes? Before AoS2 was announced I was working on an Hammers of Sigmar battallion, but now the Thunderhead Brotherood is useless and even the new stormhost rule got nerfed. Can you imagine the people around me saying thing like "oh no, new Stormcats, so boring" or "Stormcasts where already so strong".

    Now I have around 150   of useless and nerfed Stormcast and I can't feel salty? Even the new and ecxiting stuff got nerfed even before I had a chance to play with them and I can't feel salty?

    Now if you excuse me I'm going to cry in a corner...

    • Like 1
  16. The new FAQs hit hard on us:

    • Evocators know spells from the Lore of Invigoration, this was most likely to have been a print error in the battletome
    • Hammers of Sigmar's command ability can now be used only once per turn, so if before it was bad now it's just useless
    • Celestial Vindicators  and Anvils of the Heldenhammer cannot use their command ability twice on the same unit in a turn, this seems right else the dreaded "just archers" formation would have been broken
    • Cicle of the Storm now save the model 1 wound but after you do so you have to assign the remaining wound making it one of the worst abilities ever. (for reference: Q: Sometimes an ability will say that a slain model is not removed from play, and you instead heal 1 or more wounds allocated to the model. If there are any wounds remaining to be allocated to the slain model or the unit it belongs to, are they negated? A: No, unless the ability specifically says it negates any remaining wounds or mortal wounds.)
  17. 11 minutes ago, Morovir said:

    Has there been any change in how dual-wielding weapons is handled for Liberators, as with how they currently are, it seems like the Knights Excelsior rules essentially render them obsolete?

    They now gets an extra attack on rolls of 6 instead of rerolls of 1.

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