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Found 3 results

  1. Hi Folks, the new campaign system Firestorm for AoS is in the way and with it new allegiance abilities. The Anvilguard's Implacable March is the one I found most interesting. Anvilgard armies are made up of some of the hardier, more ruthless armies of Order, drawing from the Stormcast Eternals, Free Peoples, Devoted of Sigmar, Dispossessed, Darkling Covens, Scourge Privateers and Order Serpentis. Very exciting is the Battalion of the Scourge Privateers the "Realm Reavers". Here is a example army list: Allegiance: Anvilguard Leaders Black Ark Fleetmaster (40) Battleline 20 x Black Ark Corsairs (160) - Vicious Blades & Wicked Cutlasses - Scourge Privateers Battleline 20 x Black Ark Corsairs (160) - Vicious Blades & Repeater Handbows - Scourge Privateers Battleline 2 x Scourgerunner Chariots (200) - Scourge Privateers Battleline 10 x Drakespawn Knights (320) - Order Serpentis Battleline Behemoths Kharibdyss (180) Battalions Realm Reavers (180) Total: 1240/2000 Sadly we cant fit the Realm Reavers in a Allied Detachement, but some fast Drakespawn Knights made it in. The battalion rule says: A Black Ark Fleetmaster, 2 Black Ark Corsairs units, an unit of Scourgerunner Chariots and a Kharibdiss. Feared Taskmaster: In your hero phase a battalion unit within 8" of the Fleetmaster can do one of the following; move as if it were the movement phase (not run), shoot as if it were the shooting phase, charge as if it were the charge phase, or if there are any enemy units within 3" pile in and attack as if were the combat phase. Capture That Beast!: Re-roll wound rolls of 1 against Monsters. ...During our hero phase the enemy is forced to move 6" away from us (on a roll of 5+ that means 1/3 of the enemy units engaged are affected), but at the same time the Feared Taskmaster lets the Realm Reavers charge after the enemy. We cant do that immediately after the 6" move, but it can be used to encircle the enemy. Things get interesting with flying Units like dragons though, which can encricle the enemy easier. Whats your thoughts and armylists with the Anvilguard allegiance? Kaleun -> some teleporting Stormcast might be brutal in a Anvilguard armylist
  2. Hello. I have a friend who's really interested in this line of play/models and was wondering what everyone's thoughts were on the state of their play. It looks like a massive horde army with layered saves and a battalion to allow mortal wounds caused in your hero phase. The War Altar looks like a fairly solid piece of shooting power (vs Chaos, especially) with a decent 4+ save, 10" movement, utility prayers, but crappy melee. What really stood out to me was the ability "Sigmar's Shield," since the wording states "within range of this model," meaning that the ability is stackable between other War altars. A 2000pt list would be built like this: Allegiance: OrderWar Altar Of Sigmar (250)- General- Trait: Master of Defense- Artefact: Phoenix StoneWar Altar Of Sigmar (250)- Artefact: Phoenix StoneWar Altar Of Sigmar (250)Warrior Priest (80)- Sigmarite Warhammer & ShieldWarrior Priest (80)- Sigmarite Warhammer & ShieldWitch Hunter (60)- Pistol & Silver Greatsword40 x Flagellants (260)40 x Flagellants (260)40 x Flagellants (260)10 x Flagellants (80)Pilgrimage of Wrath (160)Total: 1990 / 2000Allies: 0 / 400Wounds: 178 There are a few gems in here. Each War Altar starts with the 15" aura for the 6+ save vs. slaying wound, which would be 3 total, and the Warrior Priests can cast another 6+ save versus wounds, for a grand total of FIVE 6+ saves for the Flagellants. Against a huge strike of 30 wounds this would statistically reduce like: 30 -> 25 -> 21 -> 18 -> 15 -> 13 However, the reroll failed hits/wounds prayers from the Altar and Priest would add great offensive capability, since it may not be worth it to stack saves past the passive 3 from the altars. A unit of 40 Flagellants who lost 5 models would gain 2 extra attacks, and with the prayers maximized from the altars (2 x +1 to hit/run/charge, reroll failed hits) and priest (reroll failed wounds) would result in: 1"/140a/3+/4+/-/1 And statistically 91 attacks going through successfully from the surviving unit of 35. The altars also have the D3 ranged attacks that are -2 rend and 6dmg each vs. chaos (well, doubles damage suffered - essentially 6 for ease of discussion). Not to mention, immunity to battleshock. Slay the Unbelievers! Has the potential to deal 16 mortal wounds in your hero phase, but on avg 6 (2 x 3, if priests are positioned correctly within 6" of two Flagellant units). The downside is that it becomes tough to maximally buff every unit, but it's nice to be able to buff up a charge roll, run roll, or hit rolls depending on the situation, and blast into enemy units with some fairly powerful shooting. Also, it is very warshrine-dependent - if the enemy snipes your shrines (which may prove difficult, as they are 11 wounds each, 4+ save), you're left without your best buffing source. Thoughts?
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