Yeah I have to agree, I dunno I felt like I needed chaff killing at range, and maybe the buff spells would help. But you're right, the more I look at Death, the more I am amazed. It's such a cool toolkit, even in Purple Sun is going to make people hate me haha if I roll it up. So I will switch him to Death :)
Haha yeah the Purple Sun is hated throughout :) You could run into trouble casting it with a level 2, though. I would definitely swap one spell for Spirit Leech, it's just too good with LD9. Soulblight is always welcome and Doom and Darkness goes great together with a Hellcannon, should you decide to get one.
Running the math, Ironsworn work out to be the same in points but don't have a gun. I figure the fireglaive shots will help out more (especially with the little trick I found out that naptha bombs reduce Stand and Shoot to 6", thus negating long range penalty for the fireglaives). They're my mage bunker so really just there to keep the Prophet and Daemonsmith alive while I spell sling. Yeah start out 10 wide (unless I think I'll be charged Turn 1), then contract with a reform if I'm expecting to be charged.
Wait, what do you mean about the Naphtha Bombs and the long range penalty for the Fireglaives? It doesn't change that. You measure the distance to the target unit at the moment they declare the charge. If they are 10" away for example, your Fireglaives will shoot long range and the Naphtha bombs are treated as if the enemy would be 6" away, so also long range. The only advantage the Naphtha have is that you can also use them if your enemy is 1" away or so, the Fireglaives not. And all in all I'm not really impressed by the bombs, D3 S3 hits are not that great, it will almost always be in long range, and the Daemonsmith pays a hefty 15pts for that. I'd go for the pistol, 12" range, also quick to fire, S4 AP hit, 10pts cheaper.
Oi, there you go, just re-read that paragraph on p17 in the rulebook, you're absolutely right! Enemy is treated as within 6", that means short-range for the Fireglaives. That is indeed very interesting! And of course also doesn't work with the pistol. I have to re-think some of my lists ;)
This is all kinds of interesting! Really great spot, thanks for enlighten me! You could also give the Naphtha bombs to the overseer. Yes, you lose one Fireglaive shot when doing stand & shoot, but he only pays 5pts for the bomb, not 15. And you gain the shot back by giving the Deamonsmith a pistol ;)
I added this (properly credited obviously) over at the Legion of Azgorh tactics page
on 1d4chan. You can also check that out, lots of infos on list building etc.
Yeah I do like making the chaff blocks Immune to Psychology. That said, I am thinking of taking like Razor Standard or Eternal Flame instead. With the LD10 re-roll Leadership bubble from the Infernal Guard, they should hold. I was taking the Banner of Slavery as extra insurance, but he is a pretty decent fighter. Could switch to great weapon and Armour of Destiny probably.
Agreed, 12" LD10 bubble with re-rolls should be plenty to have the Hobgoblins stand their ground.
Anyway, see below for my amended list. Let me know of any other issues you can see:
Level 4 Prophet, Mask of the Furnace, Black Hammer, Lore of Hashut
Level 2 Daemonsmith, naptha bombs, Chalice, Lore of Death
BSB Castellan, great weapon, Dragonhelm, Talisman of Preservation
27x Infernal Guard, fireglaives, standard bearer w/Banner of Speed, musician
(2) 20x Hobgoblins, shields, bows
6x K'Daai Fireborn
Dreadquake Mortar, hellbound, ogre
My alternative to this drops the Dreadquake and Destroyer for two Hellcannons and I pump up the fireglaive bunker to 37. Another option I'm considering is dropping hellbound from the Dreadquake and the Destroyer, and just taking another 6x Fireborn (common consensus seems to be that the Destroyer is fun but a little too easily baited due to auto-Frenzy).
Battle plan wise I want to advance to the mid-field and bait charges, then hit people in the flanks with my faster units. Artillery soften up enemy mage bunkers and hit enemy artillery as well (I'm expecting a lot of Wizards at the event because we're doing Storm of Magic doubles as well). At least in 8th cannon spam isn't a thing (Empire is capped at 2 and I think Dwarves usually only take 2 as well).
1) The Chalice. Mhm, I haven't yet really made up my mind there. It can be nice, sure, bit it is tricky. And I just never ever would leave my hold without a dispel scroll, it is too important. I never played Storm of Magic though. But still, no scroll? Risky.
Thought again about the characters. Currently you have the Prophet with the Black Hammer. You might want to reconsider this. The Castellan is actually the better fighter, he just lacks a wound but has a higher WS. The Prophet is never going to be a really good fighter, your Castellan should do the heavy lifting. And the Prophet has the darkforged weapon which would be lost if he takes the Black Hammer. Darkforged weapon has two good results for magic, a breath weapon, or one of three results for close combat. And it's included in the points. How about this:
Prophet: Mask of the Furnace, Dispel Scroll
Castellan: Black Hammer, Potion of Speed, Enchanted Shield, Talisman of Endurance (this is how I like to field mine)
I didn't calculate it all, but if there are points, you could give the Prophet the Blood of Hashut. It's pretty nasty against the right opponent...
2) OK, so one large Fireglaive block. You plan on putting all three characters in there? So that will be almost half your army. Hope nobody has the sword of anti-heroes! ;) Or Dwellers Below or something. Don't you at least want to keep one of the wizards close to your war machine to get the buff?
3) Yeah that Destroyer's LD8 is not toooo great with frenzy. But if you keep him in the LD10 BSB bubble, you should be fine. I mean it is
a total beast. You could also think about fitting 5 wolfraiders in somehow and keep them between the Destroyer and the enemy. If he cannot make
the charge, he doesn't have to test.
4) Dreadquake vs Hellcannon is tough, they are both great :) as are all the other war machines. I mean that dreadquake is really powerful, and it can keep key enemiy units at bay with the Quake rule - and it's especially great for war machines, they are all move or fire! And they lose on 1 and 2! And that range! On the other hand, hellcannon works really well with that lore of death spell. But you have to have it. It's tough. I mean a hellbound Mortar with Ogre has T8 and W7, that's massive! Damn they are both so good...