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Richelieu

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Posts posted by Richelieu

  1. 25 minutes ago, Kemika said:

    Oh thanks, I read his warscroll on the GW website not in my battletome...

    Sure, he's a must pick now for the Hammers of Sigmar Stormhost.

    Can't decide yet if I will run him with my fulminators and Vandus or with Evocators on Dracoline...

    I think vandus is also quite good for hammers.  A 48" diameter bubble of battleshock immunity without having to use a command ability is pretty big for SC.  Plus he hits very hard and has a top notch command ability.  Only issue is he's rather fragile for his points.

  2. 15 minutes ago, Kemika said:

    When I read his CA, it states that it affects the charge phase, but it's not written that the CA must be use in the charge phase ? Or is it my bad interpretation ? ^^

    The text for his command ability has changed from what it originally said.  The first sentence is now: You can use this command ability at the start of the charge phase.

    • Like 1
  3. 23 minutes ago, DanielFM said:

    The CA really ruins the Tauralon version for me (and yet I'm fielding it ?). Was it that difficult for GW to give him a decent command ability? 

    I would really like to have the LAoGC CA while using a Tauralon, but that's so many points... I can't justify both.

    It doesn't help that I most of my lists include the Tauralon together with a Lord Aquilor or even a Drakesworn :D

    I agree it's a pretty disappointing CA.  I'll mostly be using Stormhost CAs anyway, but when I'm not, I'd still rather make a single unit guarantee a 6" run than a bunch of units getting +2" run.

  4. 20 minutes ago, Requizen said:

    I think you'll see lists with two, especially once the Tauralon is out. A Tauralon + smaller version (personally a fan of the Gryph-Charger for the heal, speed, and CA) feels quite strong with the right list.

    I know it's expensive, but the dracoline version with pride leader trait accompanied by a unit of Dracovocators is a really mobile, reliably hard hitting strike force.  I am a big fan of the heal on the GC version though.  

  5. 6 minutes ago, Kadanga said:

    I thought it would be, but it turns out stuff die on their exact wound quite a lot. I had a game yesterday where I triggered the cycle in every turn (until my LA died ?). I also used it to negate 1 incoming damage in my opponents last activation in the combat phase if I hand't used it already. It might sound iffy but we had a situation where this saved one evocator, meaning 4 attacks and ~1 mortal wound more to dish back.

    Yeah, 1 wound saved per turn is absolutely no joke.  I saved key models for one turn every turn against Nurgle's never ending steam of mortals last game.  Keeping Vandus alive for one additional turn is a massive point swing.  And then your opponent has to dedicate resources that otherwise would have been freed up to laying down another damage on that though character.  There's huge efficiency loss for them.  

  6. This entire conversation is moot anyway since overflow winds don't just magically evaporate.  

    I have a pile of wounds to allocate.

    First one kills hero.

    He is slain, but not removed and instead heals one HP.   It is the same model.  He was not replaced.

    Then there are still wounds left to be allocated and since the unit you were allocating to is still there, you have to allocate to the hero and he dies again.

    Thinking it works the other way is wishful thinking.  

  7. 2 minutes ago, Towenaar said:

    One way of reading it says a model could be resurrected as many times per turn as you have models that can use the ability.

    That's not one way of reading it, it is the only way of reading it.  The ability refers to "this" Lord arcanum, not "any" Lords arcanum.  

  8. 1 hour ago, Towenaar said:

    I guess in this scenario your opponent is much better off killing one of your Lord Arcanums before any other heroes. They can rez each other once per turn but I wouldn't call it gamebreaking or say it made them invincible.

    I don't disagree that this is the strategy that they would want to pursue, but in an optimized list built around being invincible, this is much easier said than done.

  9. 1 minute ago, Towenaar said:

    I think that's a leap. You can just Arcane bolt them after they have resurrected and they die instantly.

    Assuming you don't have another Lord Arcanum, which I absolutely would if the ability worked that way.  Having to put damage on something from 2, 3 or more different sources per turn is extremely difficult.

  10. 8 hours ago, Requizen said:

    RAW? Yes, you are 100% correct.

    But if your opponent wants to reach across and slap you for doing so I wouldn't object :P 

    C'mon @Requizen, in a world of Goblins that deal 64 damage and engines of the gods that pump out 140 points of models per turn the Golden Boys need every edge they can get!

    Edit: I submitted an FAQ request for it even though RAW is perfectly clear.  

    • Like 1
  11. 2 minutes ago, Towenaar said:

    Because the model was a single unit and was wiped out I think he would rez with 1 wound with the final mortal wound ignored.

    If you play it that way then heroes are effectively invincible, which is why most people on here have agreed it should be played the other way. 

  12. 1 minute ago, Sev said:

    Thank you ;)

     

    I forgot the next example  :

    The same nasty Khorne prayer does 6 MW to a Lord Relictor (5hp).

    Relictor dies, get rez with 1hp and we forget about the last MW or does these 6 MW prevent any rez possibility on the Relictor?

    It is unclear, but the consensus on the forum is he dies, is rezd, and then dies again.

  13. 3 minutes ago, Sev said:

    Hello,

    Regarding the Arcanum rez ability, how do you guys play it?

    Say we got a 4 Fulminators unit.
    Each one of them has 5hp.

    Khorne priest does a 6 MW prayer.

    1°) One fulmi dies, one has 4hp left. Arcanum rez the dead guy with 1hp? (so 2 models are wounded in the same unit and i think it's not correct rules wise)

    2°) One fulmi dies, get rez with 1hp, then dies again cause of the last MW?

    3°) You can't use the Arcanum rez on multiple models unit

     

    Thanks for your help :)

    Number 2

  14. 29 minutes ago, Mark Williams said:

    My gut reaction is that the ability only counts for "normal moves". I agree the rules feel like they are all over the place right now though. With command abilities being poorly worded and people trying to pull off weird stuff... we are in need of a more updated FAQ pretty bad...

    I totally understand your trepidation, but GW went out of their way to very clearly explain movement in the new core rules.  If you follow all the rules with no stretching, twisting or interpretatio you wind up with an ability that can be used in the move phase, charge phase and combat phase.

  15. So I have a super strict reading of the Stardrake mount trait "Stormwinged" that makes it incredibly powerful.

    For reference:

    "After this model has moved, you can pick 1 enemy unit that this model passed across, and roll a dice.  On a 2+ that unit suffers d3 mortal wounds."

    FAQ has made it clear that pile ins are moves.

    FAQ has also clarified that you can move forward and then backward with a flying model to count as having passed over another unit.

    Therefore, with every pile in move, your Stardrake can move over the enemy unit and right back to where it was, triggering this ability.

    Thoughts?

  16. On 7/9/2018 at 12:15 PM, PJetski said:

    Lens of Refraction is an insane hard counter to Kroak. It's very strong against any army with wizards that do 1 to D3mw spells (there are VERY few d6 mortal wound spells) so expect to see a lot of it in tournaments. It will be very easy for any army to bully Kroak out of the top tables.

    4x Engine of the Gods is a problem that needs to be addressed. Summoning 80 skinks per turn with very little opportunity cost is not good for the game.

    I disagree that Lens is a hard counter top Kroak.  It only shuts off one of his two powerful ways to win.  17+ summoning points per turn is a huge amount of free models/points.  

    Don't get me wrong, I love lens and I think it is nearly an auto include for well rounded lists.  Niche lists that try to win through alpha strikes or some specific tactic will still probably take artifacts that augment their game plan rather than defend against their opponent's.

  17. 1 hour ago, Requizen said:

    I'm leaning towards Staunch + Ignax, personally. Mirrorshield shuts down shooting armies, but generally so does a 1+rr (healing) save with a 4+++ MW save.

    If you think you need Lens and you have a Battalion, you can go Lens on a foot dude, and then Mirrored Cuirass on the Stardrake. 5+++ isn't as good as 4+++, but you get both effects. 

    Agree.  Especially in the new world of "unmodified 6s" where that mirrorshield does nothing to protect you against the shooting that does mortals.  

  18. 7 minutes ago, Urauloth said:

    How on earth did you all decide on your stormhost? I thought I was settled on my decision until I actually got the battletome, but now I'm really torn because I like the lore, colour schemes and modelling potential for about 4 of them and it's also hard to shake the idea of cooking up one a late-striking host from wholecloth. This is so much harder than I thought it would be!

    Anyway, I'm completely new to SCE, so I have a couple of noob questions if you don't mind. One of those is Judicators; Starting with Soul Wars etc, I already have Castigators, should I look into Judicators as well? I like the models and the longer range of their bows looks like it might be useful, but I've no idea how they're currently considered or how the two stack up. Olso on the subject of shooting, I know people were worried about longstrike Raptors being ruined by LOS! when it was first revealed, but since they deal MWs on unmodified 6s now, are they back on top of the sniping game? They look like a good investment, but I'm coming to the army from a place of never having used anything that shoots (Bloodbound, Deathrattle, Flesh-Eaters) so I might just be overawed at the idea of doing anything in the shooting phase at all.

    Just keep this in mind: you can paint your army however looks cool to you.  Then use whichever stormhost rules you feel like playing with at any given time.

  19. 3 minutes ago, Requizen said:

    And personally I think a unit of each is quite good. You can fill up an army really fast just on this battalion alone if you're not careful.

    I think this battalion could be key to competitive stormcast.  I played a game against Nurgle on Monday and the incidental mortals and spell damage my opponent out out completely wrecked my low wound count army.  I ended up winning through some strong objective play and a couple mistakes on my opponent's part, but I was nearly tabled.  

    If I think about how the game went and substitute a phalanx army (including refraction lens) for what I brought, I would have completely controlled the board and never been in any danger of losing much of the army.  

  20. 17 minutes ago, Emissary said:

    Yeah, pretty much.  I have another 10 witch aelves to use for the 3rd battleline unit but I can't find the points.  

    I think it's a great list.  I've put together nearly identical ones myself.  I love Slaughter Queen cauldron general, but I don't think she's a huge loss if you need to have Blood Sister battleline.  I'm not sure I'm sold on cogs though, 7 is too high of a cast to rely upon without any bonuses.

  21. 4 hours ago, mDaro said:

    I can't stop thinking the bows with 3/3 and -1 rend outweigh the extra attack......I haven't built my 10 yet. I keep seeing this but isn't that rend more important?

     

    The range is the most important feature to me.  Being able to camp an objective and still hit targets 24" away is huge and essentially the only reason I take them.

    • Like 3
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