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![[Post New]](/s/i/i.gif) 2016/08/24 13:02:53
Subject: [2000] - Skryre Firestorm
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Enginseer with a Wrench
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Allegiance: Skryer (yeah yeah I don't get any of the chaos allegiance bonuses but this is essential for the list to function)
Arch-Warlock
Archspark Voltik:
Warlock Engineer
Warplightning Cannon
Gautfyre Skorch:
Warlock Engineer
3 Stormfiends w/ warpfire throwers
3 Stormfiends w/ warpfire throwers
3 Stormfiends w/ warpfire throwers
Warpfire thrower team
Warpfire thrower team
Warpfire thrower team
Warpfire thrower team
Warpgrinder team
Clan Skryer battalion
Any thoughts?
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![[Post New]](/s/i/i.gif) 2016/08/24 15:56:29
Subject: [2000] - Skryre Firestorm
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Terrifying Wraith
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I like rattling guns for my stormfiends over warpfire throwers
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![[Post New]](/s/i/i.gif) 2016/08/24 16:36:29
Subject: [2000] - Skryre Firestorm
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Beautiful and Deadly Keeper of Secrets
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You can still take the alliance traits even if you go for a specific allegiance
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![[Post New]](/s/i/i.gif) 2016/08/24 17:37:27
Subject: [2000] - Skryre Firestorm
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Enginseer with a Wrench
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ZebioLizard2 wrote:
You can still take the alliance traits even if you go for a specific allegiance
Nope. Check page 156 of the general's handbook you must choose between grand alliance allegiance and sub-faction allegiance. The allegiance abilities on the following pages can only be used by armies with that allegiance (e.g an army with the order allegiance can use the order abilities, but not an army with the stormcast allegiance.)
To answer Spyro_Killer, the gautfyre skorch subset of my battalion lets me effectively set the models within it anywhere on the board (as long as they are with 8" of the warpgrinder team), so they can appear within warpfire range turn one and put out 18 d3 mortal wounds.(plus an extra 5 D6 from the weapon teams and the warlock.) then charge afterwards. I'm honestly not keen on the ratling guns, they look impressive on paper but I tend to average about 3 or 4 unsaved wounds with them. Hitting and wounding on 4's hurts them badly and going pure Skryre I don't really have any way to buff that up. Going with the warpfire also ignores negative hit modifiers (one of my friends runs big units of plaguebearers, so I know how much of a hassle that can be.)
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![[Post New]](/s/i/i.gif) 2016/08/24 17:39:36
Subject: [2000] - Skryre Firestorm
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Fresh-Faced New User
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You're going all-in on deep-striking stormfiends and warp-fire throwers. Just remember the whole coven needs to put in reserves and placed within an 8" radius of the warp-grinder when they surface. That first turn of warp-fire shooting will do some crazy damage, but if your opponent is playing something with mortal wound saves (Phoenix Guard, etc) it may not be as devastating as you hoped. Also, if your opponent has flankers/deep strike of his own he could possibly take out your Arch-Warlock or Archspark Voltik coven. Also, depending on what battleplan you're playing, keeping 80% of your army in reserves could hurt.
All that said, I approve of the cheesy rat list. Even if there are potential weaknesses, this is the kind of list that can blow up Nagash or Archaon before they even get a turn.
Per the GHB FAQ: even if you take Skryre allegiance to get Stormfiends as battleline, you can still take the allegiances abilities for its grand alliance (Chaos). Once Skryre gets its own specific abilities, you'll have to choose between one or the other. With that in mind, I'd probably give your Arch-Warlock the "Cunning Deceiver" trait- since the others all either give to-hit modifiers to your own guys (who almost all auto-hit in the shooting phase), or require him to be too close to the action. Since the Arch-Warlock is one of three models you place at the start of the game, odds are he will either be hiding in the back or picked off before your reserves surface. There also aren't very many good artefact options for you, but I'd probably give the Gautfyre Scorth's Warlock-Engineer the "Beguiling Gem" - just since he'll be right up in the action with the Stormfiends.
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![[Post New]](/s/i/i.gif) 2016/08/24 17:48:05
Subject: [2000] - Skryre Firestorm
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Enginseer with a Wrench
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Ahhh, didn't know about the FAQ, thanks for patching that up Thanks for the advice as well! I agree with Cunning Deceiver, honestly nothing else to choose from. In terms of artifacts, was thinking of crown of conquest on the gautfyre warlock to stop stormfiends from running (yeah there's only a 1 in 6 chance of one running if a model dies, but if one does I've just lost a 100pt model, plus there's plenty models with negative bravery modifiers.) Don't know what else though. Might just take favour of the gods on the arch-warlocks for a little bit of extra survivability.
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This message was edited 1 time. Last update was at 2016/08/24 18:07:04
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![[Post New]](/s/i/i.gif) 2016/08/25 15:35:20
Subject: [2000] - Skryre Firestorm
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Terrifying Wraith
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I wasn't aware of the formation sorry. Then I see the logic in the warp fire throwers and I love the full on risk/reward list you're building towards  . I'd love to play it
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![[Post New]](/s/i/i.gif) 2016/08/25 19:30:59
Subject: [2000] - Skryre Firestorm
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Humming Great Unclean One of Nurgle
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Keep in mind you get an extra artifact from including a warscroll battalion. I assume you play with random initiative? if so, then drop your surface models in one deployment (since they are part of a battalion you can do that) to secure turn choice and choose to go second. That way, if you get a double turn its basically auto-win as you just pumped a rough average of 90 mortal wounds into their army from the warpfire throwers, on top of everything else, without them being able to do anything.
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