|
Post by Jack Shrapnel on Oct 15, 2017 7:24:39 GMT -5
So Tempest Eye Allegiance allows me to start trying out the couple of Khardron Overlords units I've picked up as I started building this army. Benefits are rerolling save rolls of 1 on first turn, and adding 2" movement (4" if flying) to units.
Heroes:
Vandus Hammerhand - General - (rides up to give his +1 attack buff to the retributers) Knight Azyros (aggressive hero that accompanies prosecutors, giving the mortal wound area of effect threat) -drakescale armor - rereoll saves if D1 Knight Casellant (backfield hero who buffs prosecuters first turn - giving them a 2+ save rerolling 1's first turn if in cover) - -spellshield (dispels 1x)
Units:
Arkanaut Company - three light skyhooks Gunhauler - skycannon 5 crossbow judicators 5 bow judicators 6 prosecutors with hammers 5 retributers with starsoul mace 5 retributers with starsoul mace
Batallion:
Hammerstrike Brotherhood - allows the rets to deepstrike within 12" of prosecuters
|
|
|
Post by Jack Shrapnel on Oct 27, 2017 7:27:28 GMT -5
Tempest Eye - using a variation of the list I tried last night to see if the gunhauler was hot garbage... it was... okay? So here's a version using stormcast, swifthawk agents, kharadron overlords and eldritch council.
Tempest Eye allegiance: +1 saves first turn and +2"/4" movement
Heroes:
High Warden - general, master of defense, phoenix stone Loremaster Celestant Prime
Battleline:
5 reavers 5 reavers 10 arkanaut company with 3 skyhooks
Units:
20 swordsmasters 3 Endrinriggers with grapnel hook 6 prosecutors with hammers
Warmachines:
Grundstock Gunhauler with sky cannon
2000 points
So the prime has the option of in the first movement phase, staying up in the air to power up the hammer, or dropping to 9" away from a target given he's going to be having a 2+ save in the first turn if he wants to go fight something. I think powering up is likely the best choice, however having a D3 mortal wound bomb is pretty nice right from the get-go. Of course, sitting back with the rest of the force and just dropping the bomb as extra artillery is an option too.
The prosecutors, High warden, gunhauler are all getting a +4" movement first turn - so the high warden has a 20" movement and the rest 16" - so can get in range of anything they really want (and with the prosecutors 3D6 charge they're hitting wherever they want as well)
reavers and arks pepper things, while the loremaster buffs the gunhauler for a more accurate cannon shot. Endrinriggers use the grapnel to bounce around snagging objectives, but there's really not enough of them (yet!) for me to use them very aggressively.
The swordsmasters are my main choppy unit. an 8" move turn one and a 3+ rerollable vs. shooting (2+ in cover) makes for a pretty survivable turn one! 45 3+/3+ reroll 1's, -1 rend isn't anything to sneeze at either.
|
|
|
Post by Takharsis on Oct 28, 2017 3:39:15 GMT -5
The first list seems decent. Hammerstrike brotherhood is top tier, and it looks like you could take Stormcast allegiance on top of Tempest eye, with your KO allies, so you could take Lantern of the Tempest, - 1 to hit shooting attacks that target dudes around the knight Azyros. If your opponent knows you're running tempest eye, he might be weary of rushing in, and deploy accordingly. But that gives you the opportunity to position on the objectives properly
The second list is a little light on heroes if you get one of the battle plans that heroes are necessary. Vandus' extra attack buff is Reaaaallly nice on the Retributors.
I like the gun hauler as a rear objective camper. He's got decent range and 10 wounds makes him hard to tear off.
|
|