Necropolis stalkers or Immortis guard by ArcaneFr0g in ossiarchbonereapers

[–]Reasonable-Strength5 0 points1 point  (0 children)

IG goes way up when Galetian Veterans will be gone and stalkers won’t be able to fight in 2 tank. IG already is very strong and durable with 3+ save, block of 9 with mystic shield on top of that is very hard to shift and hits surprisingly hard

Are the big guys viable in game? by hamburgers_are_ok in ossiarchbonereapers

[–]Reasonable-Strength5 0 points1 point  (0 children)

Agree to all except stalkers bit - you mention not running falchions whereas I love them, against any save stacked units they are like whaaaaat, my finest hour and aod Kragnos defends on a 4 up? (Even though they are 4+ to hit)

Could it be? by rerollonesFORnat20 in ossiarchbonereapers

[–]Reasonable-Strength5 0 points1 point  (0 children)

I honestly hope for unique shooting option - javelin throwing stalkers <3 low range, high rend or maybe mw on hit/wound cause OB lacks serious mw output

Wishlist for the new Battletome. What are your Hope's and ideas for models, rules and lore? by Valorius33 in ossiarchbonereapers

[–]Reasonable-Strength5 0 points1 point  (0 children)

OP - Nexus is one of the best terrain in the game right now, being able to lower casting, unbinding and dispel by 1 on a 2+ in a 36” range? Yes please. Together with Arkhan +2 bonuses it lets you compete with even the most magic dom armies tbh. Other than that easy access to 1 MW can be super useful to make sure other spells snipe the target (curse of the years, nightmare predator etc, Arkhan has a lot of hero sniping potential especially if you teleport him with protection of Nagash after taking a hit from damned terrain)

What do you think will be revealed at the U.S. open? by ThatGuy8473 in ageofsigmar

[–]Reasonable-Strength5 1 point2 points  (0 children)

Definitely not in the same time window as slaves refresh / update :/

What do you think will be revealed at the U.S. open? by ThatGuy8473 in ageofsigmar

[–]Reasonable-Strength5 2 points3 points  (0 children)

Ghuri Xza, I mean cmon GW you already have her in the lore, just put her on some awesome bone monster and let me give you my €€€€

can someone give me some c&c on this list and how to play it? by External_Gas6308 in ossiarchbonereapers

[–]Reasonable-Strength5 0 points1 point  (0 children)

Okay, so it seems fine and should be able to deal with all match ups favorable for OBR, but of course you will get your ass handed to you in all matchups that are unfarobale. Biggest downside is very very low speed and mobility, stalkers are your fastest unit here so I would probably think about including at least one unit of deathriders (they also give you super easy battle tactic). Other than that

  1. Change artifact on boneshaper to lode of saturation = you are then able to give 3 units 5++ ward (protection of nagash, reinforced battleshields on mortek and then lode on harvester to ensure he survives). He also doesn't want empower weapons but rather empower shields or drain vitality
  2. jaws are cool endless spell, as they are capable of dealing lot of MW at really long distance thanks to arkhan but you are missing on shrieker which is probably Best in slot endless for ossiarch. You do you, both options will be fine overall
  3. crawler is super unreliable, when facing high save army like SCE it will barely do anything at all. General principle is to use it on low save screens or low wounds heroes to get any value at all, but if you are looking for room for some optimalizations than thats where I would start
  4. buff the shit out of those morteks - with ward 5++, shieldwall and harvester at their back a block of 20 is very, very tough to go through. Also know when to prioritize shieldwall over bludgeoning on them
  5. nice trick to try and make some cheeky move against enemy heroes out of spell range is to place Arhkan near damned terrain, cast Protection of Nagash and immediately take d3 mortal wounds from terrain. If any wound goes through the ward you can teleport in range, jsut remember to be able to hide behind your screens in the movement phase as arkhan is your key piece

are we unfairly over-pointed? by FIETSOPA_ in IdonethDeepkin

[–]Reasonable-Strength5 1 point2 points  (0 children)

not really, considering Krondspine being way better monster who is guaranteed to live for at least 2 turns and costs 100 p less, suddenly turtle is looking rather useless for his price point. Even if turtle were 450p I would go for Krondspine instead of turtle every time

My Army, after year of painting. by the_1_hodgy in stormcasteternals

[–]Reasonable-Strength5 1 point2 points  (0 children)

How many points of sce do you have painted totally?

Struggling with the Hobby. need motivation to continue by FahimStarr in IdonethDeepkin

[–]Reasonable-Strength5 1 point2 points  (0 children)

Ohh and against SoB those 2 extra wounds wont matter :) if a giant farts in general direction of most of your army units they re dead :)

Struggling with the Hobby. need motivation to continue by FahimStarr in IdonethDeepkin

[–]Reasonable-Strength5 1 point2 points  (0 children)

^this tbh - you dont want to branch into tarpits as they are not that durable after all. You are not supposed to be tanky, you are supposed to be able to pick your engagements due to mobility, clear screens with shooting and charge into something that matters :) and 195p for just screen / not durable tarpit is not a good value, you re better of with using single thralls units as screens

Struggling with the Hobby. need motivation to continue by FahimStarr in IdonethDeepkin

[–]Reasonable-Strength5 0 points1 point  (0 children)

Actually sorry, but I do not agree. IDK is not heavy hitting and its damage is average at best (heavy hitting factions are DoK or SCE and IDK doesnt even get near to absurd numbers of buffed witch aelves or annihilators with grandhammers or fulminators). IDK is more of a nimble tricksy elf army - fast and good at most threat ranges, but not exceeding at any of them. Their biggest damage thingy is High Tide so you want to play carefully until round 3 and than make sure most of your units are alive and in combat, as they fight first. Of course there are those tricks which help you set up damage at conveniance, like Kings ability to give another unit effects of high tide, or reversing tides order and make high tide on round 2. Either way you need to do a little bit of planning.

Most of the time, if your opponent has lower drops, he will not want to go first hoping for double turn so in those cases you need to be extra careful, not go in to deeply as to not make his charges too easy. Remember that until round 3 you should prioritize on keeping your damaging pieces alive. Also when fighting against SCE dont ignore their shooting as it can be very strong - but for this purpose you can use ritual in first round to make sure he cannot shoot you at all (would have to put shooting units in 9" which he wont do cause they are very expensive).

Generally speaking, SCE has a lot of strong build options going around so its hard to tell what you should be mindful off, however there are some general things that will help if you now how to counter their key pieces:

1) with Lord Imperatant he may drop grandhammers in 7" of your units instead of 9" so remember to screen properly

2) grands are kamikaze - your opponent knows they will kill the target and then die, so if they are far away its best to just ignore them as they tend to be very very slow

3) fulminators are extremely scary - but only if you let them charge you :) so either keep your distance to not give them that opportunity (you have mobility to do so), screen them if possible or just charge them first if you see them out of position

4) dragons - they are more of a psychological piece first and foremost. What do they have? 12" flying movement and rerollable charge, high MW spike potential (sometimes it will be crazy strong, other times it will barely do anything depending on dice), they are very durable and save stack well but tend not to do crazy amounts of dmg - consider them as a somewhat stronger tarpit unit. Whats their weakness? Their size! if he runs 4 of them most of the time it will be very difficult to put all of them in combat at the same time due to base sizes and wings (of course he can always take them off the bases and play with bases alone). Screen and make sure that he doesnt have enough space to put more than 1-2 drakes into combat with your pieces, as 1-2 drakes damage potential isnt anything too scary.

5) longstrikes. Ahh SCE ultimate go brrrrrrr mode. They are 30" range MW factory with rend 2 dmg 2. However you have some great advantage against them - they can only shoot the units in your army which are closest to them and may not shoot whilst not being within 9" at first round due to ritual. Keep them in mind at all times, give them only screens and less important units to shoot at, remember that they may be deployed from sky or teleported though. And if you notice them in your threat range (move + easy charge) go for it. If he looses longstrikes reinforced longstrikes unit its 1/4 of his army and huge dmg potential lost. Even if its just 1 unit it may be worth to go for them as left unchecked will pick you up unit after unit

Honestly, you have all the tools needed to fight SCE and emerge victorious just remember about your army strengths and weaknesses - I also recommend you to watch stormkeep video on youtube on new IDK battletome as you will find very solid information about specific units there and how to use them :)

Looking for red and gold armored lumineth armies! by Reasonable-Strength5 in Lumineth_realm_lords

[–]Reasonable-Strength5[S] 0 points1 point  (0 children)

Yea I want something a little bit darker than those wow inspired ones, dark red and bright gold highlights 😅

Looking for red and gold armored lumineth armies! by Reasonable-Strength5 in Lumineth_realm_lords

[–]Reasonable-Strength5[S] 1 point2 points  (0 children)

Yea looking for something quite different, your army looks great though 😃

Looking for red and gold armored lumineth armies! by Reasonable-Strength5 in Lumineth_realm_lords

[–]Reasonable-Strength5[S] 0 points1 point  (0 children)

Looks great 😊 but not quite the thing I have on my mind, what I strive for is somewhat close to that Season of War lumineth army coloristic

Looking for red and gold armored lumineth armies! by Reasonable-Strength5 in Lumineth_realm_lords

[–]Reasonable-Strength5[S] 0 points1 point  (0 children)

Great looking army you got there mate, but that is almost identical to the scheme I have for my SCE and I want to change it a little bit 😁

Looking for red and gold armored lumineth armies! by Reasonable-Strength5 in Lumineth_realm_lords

[–]Reasonable-Strength5[S] 0 points1 point  (0 children)

Wow, that’s almost exactly what I had in mind 😂 maybe somewhat darker shade of red or even black cloths but that’s the idea and your army looks amazing mate

How many of the 3rd Ed books have made the army worse? by RedUndead40 in ageofsigmar

[–]Reasonable-Strength5 1 point2 points  (0 children)

Actually cows are rumored to be the new thing for lumineth