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umlaut31

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Posts posted by umlaut31

  1. Interesting to see Bastian in a list, I recently got the model (so epic!) and I really want to use him in an upcoming tournament - what do people think on the below?

    I was also thinking of maybe swapping the raptors + aetherwings for evocators on dracolines for more movement outside of the Bastain/Yndrasta + redeemer castle. Would probably use call to aid as the holy command to recycle a unit, but I could move from the 2 drop to a warlord for the thunderbolt volley (although might be a waste on only 3 raptors?).

    Just trying to avoid using 6 raptors, prime etc as I took that to a tournament recently and it did okay but I did have a very similar army to lots of other SCE players (well, all of us without dragons at least)

     

     - Army Faction: Stormcast Eternals
         - Army Type: Stormkeep
         - Subfaction: Hammers of Sigmar
         - Grand Strategy: Hold the Line
         - Triumph: Bloodthirsty
    LEADERS
    Lord-Relictor (145)*
         - General
         - Prayers: Translocation
    Yndrasta (320)*
    Bastian Carthalos (300)**
    Knight-Judicator with Gryph-hounds (205)**
         - Artefacts of Power: Arcane Tome
         - Spells: Lightning Blast
    BATTLELINE
    5 x Vindictors (130)*
    5 x Vindictors (130)*
    5 x Liberators (115)*
         - Heavens-wrought Weapon and Sigmarite Shield
    5 x Liberators (115)*
         - Heavens-wrought Weapon and Sigmarite Shield
    2 x Dracothian Guard Fulminators (230)**
    OTHER
    3 x Vanguard-Raptors with Longstrike Crossbows (240)**
    3 x Aetherwings (65)**
    CORE BATTALIONS
     -  *Battle Regiment
     -  **Battle Regiment
    TOTAL POINTS: 1995/2000
    Created with Warhammer Age of Sigmar: The App

  2. 1 hour ago, Sagittarii Orientalis said:

    My lists are hardly affected by the new battlescroll update.

    Longstrike Raptors have absurd firepower, but their fragility is equally absurd.

    In fact, I never used Longstrike Raptors since the new SCE tome was released as they are easily wiped out by even the most modest shooting or spells. They are as good as dead as soon as you loose thunderbolt volley on the first turn. I have instead relied on 15 judicators and/or knight-Judicators supported by ballistas.

    How do you find the damage output of the ballistas, and how many do you use? I have quite a few sat on the shelf and a lord ordinator - love the models but never thought their damage would match up to the equivalent points spent on raptors, so for competitive games always lean towards raptors and thunderbolt volley. But always interested in changing things up!

  3. Hi all - another new stormcast player here, took a short break from AOS so using a new army to get back into AOS 3 and hoping to clear my grey piles of shame...

    I'd love some thoughts on the below lists using the models I have available to me (on top of the below I also have the rest of Dominion, 15 sequitors, Castellant, Ordinator, Lord Arcanums (foot, Gryph), Vexillor, Gryph hounds, castigators and 6 prosecutors... So unfortunately no paladins or dracoths etc!) - my aim would be to a have a solid list that I can really learn the mechanics of the game with, and hopefully give a fun and balanced game to both me and my future opponents!

    Overall they are both stormkeeps (as I'm not too great at the tactical use of scions and I love the idea of lots of redeemers counting for more bodies helping to hold objectives), but one with additional shooting (double tapping raptors) and the other with a run + charge dracoline unit (using the holy command), both backed up by the Celestant prime. I was thinking of translocating a redeemer unit onto objectives early doors and using call for aid (the second holy command in both lists) to mitigate an early lost unit, and then trying to grind the game out. I took a lord ordinator out of the lists for another ballista so I can spread them out a bit. Also Warbringers just for the re-rolls as I think it might be more useful than wards or celestial Vindicators extra dice etc

    Let me know what you think! Any comments or suggestions would be welcome :)

     - Army Faction: Stormcast Eternals
    - Army Type: Stormkeep
    - Subfaction: Celestial Warbringers
    - Grand Strategy: Hold the Line
    LEADERS
    Celestant-Prime (325)
    Lord-Relictor (145)
    - General
    - Command Traits: High Priest
    - Artefacts of Power: Mirrorshield
    - Prayers: Translocation
    Knight-Incantor (125)
    - Spells: Celestial Blades
    BATTLELINE
    5 x Liberators (115)
    5 x Vindictors (130)
    5 x Vindictors (130)
    5 x Vindictors (130)
    ARTILLERY
    1 x Celestar Ballista (140)
    1 x Celestar Ballista (140)
    1 x Celestar Ballista (140)
    OTHER
    6 x Vanguard-Raptors with Longstrike Crossbows (480)
    CORE BATTALIONS
     -  Soulstrike Brotherhood
     -  Warlord
    TOTAL POINTS: 2000/2000
    Created with Warhammer Age of Sigmar: The App
     
     
    Or
     
     
     - Army Faction: Stormcast Eternals
    - Army Type: Stormkeep
    - Subfaction: Celestial Warbringers
    - Grand Strategy: Hold the Line
    LEADERS
    Celestant-Prime (325)
    Lord-Relictor (145)
    - General
    - Command Traits: High Priest
    - Artefacts of Power: Mirrorshield
    - Prayers: Translocation
    Lord-Arcanum on Celestial Dracoline (200)
    - Spells: Azyrite Halo
    BATTLELINE
    10 x Vindictors (260)
    5 x Liberators (115)
    - Heavens-wrought Weapon and Sigmarite Shield
    5 x Liberators (115)
    - Heavens-wrought Weapon and Sigmarite Shield
    5 x Vindictors (130)
    ARTILLERY
    1 x Celestar Ballista (140)
    1 x Celestar Ballista (140)
    1 x Celestar Ballista (140)
    OTHER
    3 x Evocators on Celestial Dracolines (280)
    CORE BATTALIONS
     -  Soulstrike Brotherhood
     -  Warlord
    TOTAL POINTS: 1990/2000
    Created with Warhammer Age of Sigmar: The App
     
  4. 18 minutes ago, readercolin said:

    Few comments:

    A stardrake is surprisingly squishy.  Yes, you can run him up the field to do some damage, but he's only 16 wounds with a 3+ save.  All the "Unkillable stardrakes" that you see are running around with a +1 to their save from an artifact/command ability (ex. staunch defender in stormcast), and are backed up by a Lord-Castellent.  This gives them a +2 to their save, and each roll of a 7+ (5 or 6 against no-rend, 6 against rend 1) heals them a wound.  Without those two pieces though, throwing your stardrake into your opponent is just asking to lose the model.  Additionally, Stardrakes are surprisingly pillow fisted, and you will often find them not doing a whole lot of damage.  They especially struggle against large models, and are only particularly talented at clearing out chaff.

    Phoenix guard, as a block of 10, aren't really worth it.  You are effectively paying 160 points for 20 wounds and a 4+ save.  You know what else has 20 wounds and a 4+ save?  Freeguild guard.  And the guard count as battleline, as well as more bodies on the objectives.  If you want to see Phoenix Guard perform for their points, you need 2 things.  First, a larger block (20-30 guard in a single block).  Second, you need the Emerald Lifeswarm.  After all, for cities, the lifeswarm brings back d6 models a turn, effectively bringing back 2 wounds/turn.  But if you aren't willing to commit those two things to them, it would be better to just replace them with freeguild guard.

    Outriders.  I'm guessing that you have them here because you want a faster moving unit to run out, hold an objective, and still be able to get a few potshots in.  On the other hand, a unit of handgunners that moved will do a little bit more damage, about 50% more if they just stand still, and over 2x the damage if they are buffed by the general.  Basically, I'm just saying that the outriders aren't really worth their points, unless you want them hovering around a hurricanum with Hawk Eyed and reaaaaaaly emphasizing the fast moving aspect of them (which the rest of your list isn't).

    Shadow Warriors.  They are lovely models, and I like using them.  However, you already have a great deal of mobility in Tempest Eye, and I'm not sure you will be able to get their points worth in this list.  I prefer Shadow Warriors in other cities where you you are playing a more stationary game.  Not saying don't take them, but you would probably get more use by swapping them out for some more handgunners/crossbowmen.

    Thanks for the feedback - all very valid points! 

    Definitely understandable about the stardrake, and if I love the model I certainly don't want it being pillow-fisted and easily killable, that will make removing it after doing very little even worse haha! Maybe I will revert back to a FG General on Griffon, perhaps with some demigryph knights to help pack a punch at a key target?

    Also that's a great shout on phoenix guard Vs freeguild guard, I'd never really thought about comparing them points wise but I suppose they could perform fairly similar rolls, I think I just assumed the 4+ after save would help a little with the phoenix guard, and 2 units of 10 could be used to block and screen where needed being immune to battleshock from.tje anointed. But 40 models as battleline for the points (+100 spare) is tempting!

    I saw most of my army as pretty stationary to be honest (apart from the Drake and outriders) so the Shadowblades were there for last minute caps etc but agreed straight up shooting may be more effective!

    Lots to think about for sure! Thanks for the reply!

  5. Hi all,

    I’m new to Cities of Sigmar and have read through this discussion which has been super helpful, thank you!

    Up until now I have played a snake filled Temple Nest army in DoK and before that Khorne and really like the idea behind Cities of Sigmar, specifically Tempest’s Eye to try something a bit different with movement and shooting. I’m much more into casual gaming but also recently attended my first tournament and had a blast (finished with 2 wins out of 5 - which doubled my original target of winning at least 1 game!), so I’m looking for something that is a bit unusual, can hold its own in most games and also something that can be open to conversion/theming.

    I’ve put together a quick 2k list (see attached warscroll builder screenshot) based on a few ideas:

    - Castling up the FG general, crossbowmen, Hurricanum and Battlemage (on a Balewind with 36” strike of Eagles and 24” Aqshy fireball), screened by the handgunners – ranged output and MW on an objective (40 shots from the crossbows at 2+, 2+ with buffs is not to be laughed at by any unit, even without rend)

    - Running first turn with the Phoenix guard and Anointed (good range with Tempest’s Eye extra movement) – either grabbing an objective or generally being a hard to shift nuisance

    - Aggressive first turn movement with the Stardrake – 22” fly move first turn (12” + 3” TE, CP run of 6” + 1” for TE) with re-rolling charge and a 2+ re-rolling 1s save on the first turn to pin the opponent’s army down (as far as I am aware the Stardrake can still shoot Lord of the Heavens in the shooting phase despite running as it’s not a shooting weapon and just an ability at the beginning of the phase?)

    - Shadowblades and Outriders to capture/screen objectives and move wherever needed as the game progresses

     

    Really interested in some feedback as I have never actually played CoS – and youtube batreps can only go so far!

    I toyed with the idea of changing the Stardrake to a FG General on Griffon and use the spare points for more crossbows and maybe an Assassin or some FG guard with shields but not sure. Honestly I just like the idea of having a massive dragon (and the model is amazing) – my idea is that a spire in the mountains by the Tempest’s Eye city had a Stardrake inside it (after a star fell) and after being found/tamed by the Lord Celestant, the troops in my army now follow it into battle out of faith and loyalty

     

    Thanks in advance 😊

    Screenshot_20200219-154833_Chrome.jpg

  6. Thanks for the advice, definitely lots of versatility! 

    Good to know you have had some success with this kind of list too - especially with the mixed battlelines as was worried it would have to be lots of pinks etc. 

    Do you find your gaunt summoner is too much of a target without treasonous bond or do you give him an artefact to help with protection? Or is it a case that he has so much range he can avoid being hurt easily by keeping his distance? 

    I was also looking at the vortex beast as I love the model and they seem quite few and far between, either that or a chaos sorcerer lord on manticore instead of some skyfires but not sure he is good enough in either combat or magic!

  7. Hi everyone, I've been playing AoS on and off for a few years now and really keen to start a Tzeentch army as my next project. The prospect of high movement and a big magic phase + some really cool models is something I'm very keen to try (after playing Khorne and Beastclaw in the past). I'm doing quite a bit of theoryhammer at the moment as I  have only managed a few smaller games with proxy models, but I'd love some feedback on my list below as a starter for 10.

    I'm not looking for a top tier army but my local meta is quite competitive (or at least, a few trick lists with either lots of shooting, lots of monsters/dragons etc) so I'm trying to come up with something to work towards that can hopefully handle a few different threats and  give me some different options for each game before I buy any models! Not sure how competitive the Skyshoal batallion is, but I love the Skyfire/Enlightened models and thought the lower drop, extra move and CP + artefact would come in handy (as well as the rule of cool obviously)!

    Allegiance: Tzeentch
    Mortal Realm: Ghur

    Lord of Change (380)
     - Gryph-Feather Charm
     - Tzeentch's Firestorm

    Gaunt Summoner (160) - General
     - Arcane Sacrifice
     - Treacherous Bond

    Tzaangor Shaman (160)
     - Windshief Charm
     - Fold Reality

    10 x Pink Horrors (180)
    Bolt of Tzeentch

    10 x Pink Horrors (180)
    Treason of Tzeentch

    5 x Chaos Warriors (90)
    Hand weapon & Shield

    Battalion - Skyshoal Coven (130)
    3 x Tzaangor Skyfires (200)
    3 x Tzaangor Skyfires (200)
    6 x Tzaangor Enlightened on Discs (320)

    Total - 2000pts

     

    I guess my thinking with the list was to move the Lord of Change up with a unit of Pinks, and keep the Gaunt bonded with the Chaos warriors (to offer the gaunt a bit more protection with Look out Sir and 2+ shrug onto a 10 wound unit) whilst he uses arcane sacrifice on the other unit of Pinks to generate fate points. Tzaangor shaman to support enlightened with buffs on those crucial charges and skyfires to offer ranged support/kill off enemy characters, as well as the shaman being able to fold reality when things get difficult or windshief charm + summoning for late game board control. All being well it's 7 (8 with the potion) spells a turn (hopefully realistic with Gaunt  re-rolls from arcane sacrifice and the LoC command ability affecting all wizards in my list) so should be a fair amount of fate points for summoning as needed, and I have a few high damage spells that hopefully will be in range early on in the game.

    Open to any suggestions or changes, and if I have missed anything obvious please let me know! I wasn't sure if I should swap one unit of pinks for some Tzaangors (but how effective are they in units of 10?), and then maybe flesh this unit out a bit by dropping the batallion (and one unit of skyfires) and getting more battleline bodies. Also thought about popping the Gaunt on a balewind but not sure if losing mobility for the rest of the game could make things difficult. Does anyone have any experience of similar lists or aspects from this list?

    Thanks in advance! 😊

     

     

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