ShadowSwordmaster Posted July 8, 2018 Share Posted July 8, 2018 What is everyone thoughts on the Evocators overall? I plan to get some both on foot and on dracolines. Quote Link to comment Share on other sites More sharing options...
SorryLizard Posted July 8, 2018 Share Posted July 8, 2018 5 minutes ago, ShadowSwordmaster said: What is everyone thoughts on the Evocators overall? I plan to get some both on foot and on dracolines. To me they look crazy good. Their basic attacks deal the damage to horde units and their special ability means they can do tons of moral wounds to things like Treemen or other big monsters. A unit of 10 - half with grandstaves - deals 20 4+ rolls to mortal wound plus their normal attacks. Plus they cast and dispel. 1 Quote Link to comment Share on other sites More sharing options...
DanielFM Posted July 8, 2018 Share Posted July 8, 2018 16 minutes ago, ShadowSwordmaster said: What is everyone thoughts on the Evocators overall? I plan to get some both on foot and on dracolines. Evocators: all-round better Retributors but cheaper, faster, more versatile. Evocators on Dracoline: a middle step between Palladors and Dracothian Guard. Not a no-brainer choice but good nonetheless. 2 Quote Link to comment Share on other sites More sharing options...
Richelieu Posted July 8, 2018 Share Posted July 8, 2018 I've come up with what I believe to be a very competitive Hammers of Sigmar list. I'll be testing it as the models become available. Stormhost: Hammers of Sigmar Lord Arcanum on Dracoline (General, Refracting Lens) (240) Knight Heraldor (HoS mandatory artifact) (100) Vandus Hammerhand (280) Gavriel Sureheart (100) Evocators on Dracolines x 3 (300) Evocators x 5 (200) Sequitors x 10 (240) Sequitors x 10 (240) Sequitors x 5 (120) Battalion: Cleansing phalanx (120) Total: 1940 The idea is to put Gavriel, the LAoD, Vandus and the Evos on Dracolines in the sky and keep the other 5 units as objective holders/board position controllers. You'll have 3 command points in your first hero phase. This will allow you to use Gavriel's CA twice and Vandus' once. Along with the Dracoline specific mount trait your whole little group will be putting out enough high value attacks to kill virtually anything. And with such a high charge, unless your opponent has left zero gaps in a bubble wrap wall you're very likely too get into range of something juicy. The strike force isn't super resilient, but it's highly mobile and can obliterate whatever it touches. The knight heraldor is in the list to allow the Dracolines to retreat and charge if they get mired in combat or to just let them trigger their mounts d3 damage. Vandus may not be entirely necessary, but I've always liked him. Might make more sense to just take a LAoT, or just more sequitors. There's plenty of room to play around with unit sizes. 1 Quote Link to comment Share on other sites More sharing options...
robinlvalentine Posted July 8, 2018 Share Posted July 8, 2018 Next week's Stormcast preorders have been announced: https://www.warhammer-community.com/2018/07/08/coming-next-week-heroes-old-and-new/ Interesting tidbit - you can make a Knight-Incantor from the Evocator box (I'd been wondering about this, as there's a Knight-Incantor model in the Battletome that I'd never seen before). Bit awkward, though, as presumably that then leaves you with four Evocators - though at least two of those can go towards getting your starter set Evocators up to full size... 1 Quote Link to comment Share on other sites More sharing options...
aceytrixx Posted July 8, 2018 Share Posted July 8, 2018 11 minutes ago, robinlvalentine said: Next week's Stormcast preorders have been announced: https://www.warhammer-community.com/2018/07/08/coming-next-week-heroes-old-and-new/ Interesting tidbit - you can make a Knight-Incantor from the Evocator box (I'd been wondering about this, as there's a Knight-Incantor model in the Battletome that I'd never seen before). Bit awkward, though, as presumably that then leaves you with four Evocators - though at least two of those can go towards getting your starter set Evocators up to full size... Yeah it'll be great for those of with 2 starter sets worth of Evocators. Use 4 to bring both squads up to 5 models and make a Knight Incantor. 1 Quote Link to comment Share on other sites More sharing options...
Requete Posted July 8, 2018 Share Posted July 8, 2018 5 hours ago, ledha said: the command trait MUST be take by the general instead of the normal one. the first item MUST be given to your first hero who receive a magical item Can you point me to where it says that in a book? I would really like to see where that's written down. Quote Link to comment Share on other sites More sharing options...
ledha Posted July 8, 2018 Share Posted July 8, 2018 3 minutes ago, Requete said: Can you point me to where it says that in a book? I would really like to see where that's written down. in each of the stormhost page Quote Link to comment Share on other sites More sharing options...
Requete Posted July 8, 2018 Share Posted July 8, 2018 3 minutes ago, ledha said: in each of the stormhost page Hmm, OK, I think I get it. The "extra abilities" on p. 117 under "Stormhosts" are the "Abilities" and "Command Abilities" in column one of the boxes at the bottom of pp. 126-33. The powers in column two of those boxes are things that have mandatory replacement. Sorry, still figuring out which words mean what. Thanks for your help. Quote Link to comment Share on other sites More sharing options...
ledha Posted July 8, 2018 Share Posted July 8, 2018 3 minutes ago, Requete said: Hmm, OK, I think I get it. The "extra abilities" on p. 117 under "Stormhosts" are the "Abilities" and "Command Abilities" in column one of the boxes at the bottom of pp. 126-33. The powers in column two of those boxes are things that have mandatory replacement. Sorry, still figuring out which words mean what. Thanks for your help. 2 Quote Link to comment Share on other sites More sharing options...
Bellfree Posted July 8, 2018 Share Posted July 8, 2018 2 hours ago, ledha said: Basically the costs of taking the amazing command abilities and 'free' abilities for these factions is getting stuck with some really mediocre command traits and some truly awful relics. Some of the relics are so bad, there's a non-zero chance that you would gain more out of having one less rule to remember than you would with their bonuses. The big exception is Tempest Lords. Everything in there is pretty solid. Quote Link to comment Share on other sites More sharing options...
Bellfree Posted July 8, 2018 Share Posted July 8, 2018 5 hours ago, ShadowSwordmaster said: What is everyone thoughts on the Evocators overall? I plan to get some both on foot and on dracolines. Both Evocators are great, the only problem you're going to run into is the same problem paladins and Dracoths have always had which are: Paladins(and foot evocators) Drop, kill the ****** out of something...and then sort awkwardly shuffle toward something else with their very limited movement. Dracoths(and Dracoline Evos) suffer from having a really high amount of points tied to a very small amount of wounds, which means that incidental mortal wound damage(mortis engine explosion, endless spell hits, d3 damage to the nearest unit, 1 time use d3 mortal wounds, those kind of things) is REALLY punishing for them. Quote Link to comment Share on other sites More sharing options...
Nox Posted July 8, 2018 Share Posted July 8, 2018 Here's a question for you guys...Evocators as a unit are wizards and as such should be able to interact with Chronomantic Cogs Quote Slow Down Time: The wizard manipulating the cogs can cast 1 additional spell in this hero phase. In addition, re-roll failed save rolls for that wizard. which should give them option of choosing re-roll saves and gain one additional spell. Now the warscroll for Evocators seem to make it pretty clear that they can only attempt to cast their Empower spell but with interacting with the cogs can they cast Empower twice? The Evocators warscroll says: Quote "...any number of units of EVOCATORS can attempt to cast Empower in the same hero phase." So the spell itself is not unique. What are you guys take on this? Quote Link to comment Share on other sites More sharing options...
Bellfree Posted July 9, 2018 Share Posted July 9, 2018 48 minutes ago, Nox said: Here's a question for you guys...Evocators as a unit are wizards and as such should be able to interact with Chronomantic Cogs which should give them option of choosing re-roll saves and gain one additional spell. Now the warscroll for Evocators seem to make it pretty clear that they can only attempt to cast their Empower spell but with interacting with the cogs can they cast Empower twice? The Evocators warscroll says: So the spell itself is not unique. What are you guys take on this? The rule gives explicit permission to violate the rule of one across multiple units but does not give permission to violate the rule of within one unit. At least that's my take. Quote Link to comment Share on other sites More sharing options...
Nox Posted July 9, 2018 Share Posted July 9, 2018 9 minutes ago, Bellfree said: The rule gives explicit permission to violate the rule of one across multiple units but does not give permission to violate the rule of within one unit. At least that's my take. That's also my take, thanks! Quote Link to comment Share on other sites More sharing options...
Malakithe Posted July 9, 2018 Share Posted July 9, 2018 Got my book whoooo 1 Quote Link to comment Share on other sites More sharing options...
Stridarion Posted July 9, 2018 Share Posted July 9, 2018 I love the new scion rules. Made 2 charges of 9" but can't count on that on average. What are our charge buff options? Quote Link to comment Share on other sites More sharing options...
Erdemo86 Posted July 9, 2018 Share Posted July 9, 2018 The evocators can have a staff, is it worth it? Quote Link to comment Share on other sites More sharing options...
Kadanga Posted July 9, 2018 Share Posted July 9, 2018 17 minutes ago, Erdemo86 said: The evocators can have a staff, is it worth it? If you are fielding them in units of 10 I would give half of them staffs, better odds of everyone hitting in melee then. Quote Link to comment Share on other sites More sharing options...
boombyeyeah Posted July 9, 2018 Share Posted July 9, 2018 38 minutes ago, Erdemo86 said: The evocators can have a staff, is it worth it? yes! just did run some tests on the druchii combat calc. the blade and szepter is only better against 2+ saves, equal against 3+, and twohandstaff get alot better against worse saves. And better range! 1 Quote Link to comment Share on other sites More sharing options...
robinlvalentine Posted July 9, 2018 Share Posted July 9, 2018 Are there any allies you guys think make sense for Stormcast in the new edition, or are you still mostly better off sticking just to their own units? Quote Link to comment Share on other sites More sharing options...
Trayanee Posted July 9, 2018 Share Posted July 9, 2018 Looking at the pictures in the new battletome, it seems obvious that Lord Arcanum on Dracoline is an optional variant for Evocators on CD. I don't like this approach because you end up with 2 unusable Dracolines and cant help it by purchasing another kit. Fortunately, we have Astreia Solbright available and I doubt anyone is going to object against using her as a generic variant. What do you think? Quote Link to comment Share on other sites More sharing options...
DanielFM Posted July 9, 2018 Share Posted July 9, 2018 2 hours ago, boombyeyeah said: yes! just did run some tests on the druchii combat calc. the blade and szepter is only better against 2+ saves, equal against 3+, and twohandstaff get alot better against worse saves. And better range! But they look way worse (imho). The staff heads shown (maybe there are nicer alternatives in the sprue) look way too chunky, clunky and baroque. On the other hand, the one handed scepter heads are sleek and look like actually dangerous, practical weapons. That, and you can model lightning between the swords and scepters ? Quote Link to comment Share on other sites More sharing options...
barjed Posted July 9, 2018 Share Posted July 9, 2018 Got two more questions. Celestant-Prime, while being a unique character, can benefit from the stormhost bonuses, correct? Does the Shock and Awe trigger on Aquilor's teleporting shenanigans? If so, that seems like a direct buff to Palladors. Quote Link to comment Share on other sites More sharing options...
Tiriom Posted July 9, 2018 Share Posted July 9, 2018 (edited) 47 minutes ago, Trayanee said: Looking at the pictures in the new battletome, it seems obvious that Lord Arcanum on Dracoline is an optional variant for Evocators on CD. I don't like this approach because you end up with 2 unusable Dracolines and cant help it by purchasing another kit. Fortunately, we have Astreia Solbright available and I doubt anyone is going to object against using her as a generic variant. What do you think? What makes you think you couldn’t use him as generic? I’m genuinely curious because he looks pretty standard, just like when I have multiple primes and combine units and just let my opponent know who the prime is. I personally love this approach I mean most people complain about cost of the hobby. Seems like a nice way to give us more options in one kit usable multiple ways. Obviously if you only want the LA then soulbright is available. I also see no problem swapping places with them if you want to use the kit variant as your LA for a game. Edited July 9, 2018 by Tiriom Quote Link to comment Share on other sites More sharing options...
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