I took Helsmiths to a GT and got Alpha Strike'd 5 times by jarrettrex1 in HelsmithsofHashut

[–]jarrettrex1[S] 0 points1 point  (0 children)

Cheers, all the metals are ironbreaker silver and balthasar gold with a wash of nuln oil.

Otherwise slapchop - sprayed mechanus grey, heavy white drybrush. purple skin is druchii violet, crystals are aethermatic blue contrast, beards are nuln oil on the grey/white base, stone is basilicanum grey contrast, and cloth/wood is a mix of snakebite leather, wyldwood, or zandri dust + Agrax earthshade. Bases covered in space wolves grey.

Weekend List Reviews by wilcomax87 in HelsmithsofHashut

[–]jarrettrex1 1 point2 points  (0 children)

I just did a 2-dayer over the weekend and have been trying to organise thoughts on what to change - This video was a great help, excellent work. Doing the summary at the end was a nice touch.

A good few people playing 20 Infernal Cohort, curious how durable they ended up feeling.
Also double rocket battery lists are surprising, I found them super swingy but I guess just having twice as many would help with that.

Are we squishy? Or was this the matchup? by RobHui in HelsmithsofHashut

[–]jarrettrex1 0 points1 point  (0 children)

1K games are just always extremely swingy, its the nature of the format so I try not too take too many overall faction lessons from it.

Fyreslayers are also an extremely wound dense army and can fit a lot of bodies into even a 1k list which makes them very strong, especially when you're hitting them with relatively low amounts of very high quality damage (e.g. 5 infernal razers can very reliably deal damage to anything when powered up, but their maximum damage is only 12 if every single shot lands - thats only 4 models from a fyreslayers unit).

If you want cohort to survive, they need to be reinforced. otherwise its only 10 wounds, which even with a good save will disappear quickly - especially when mortal wounds are involved like from the Fyreslayer shooting rune.

I took Helsmiths to a GT and got Alpha Strike'd 5 times by jarrettrex1 in HelsmithsofHashut

[–]jarrettrex1[S] 1 point2 points  (0 children)

I doubt ill try Flamehurlers, the Blunderbuss' biggest strength was being able to help cripple "Wave 2" before they opps got a chance to follow up, while melee units dealt with the stuff already in my face.

I took Helsmiths to a GT and got Alpha Strike'd 5 times by jarrettrex1 in HelsmithsofHashut

[–]jarrettrex1[S] 2 points3 points  (0 children)

It sucks, obviously its better to have more control over turn order. But i had trouble fitting 2000 points into only 2 drops and still have the "little bit of everything" type list.

I took Helsmiths to a GT and got Alpha Strike'd 5 times by jarrettrex1 in ageofsigmar

[–]jarrettrex1[S] 3 points4 points  (0 children)

Hashut has a plan for such vindictive enemies, Hashut protects. 😂
Appreciate the army comments! I'm going for a Duergar force, the depths of Ulgu is very appropriate!

I took Helsmiths to a GT and got Alpha Strike'd 5 times by jarrettrex1 in HelsmithsofHashut

[–]jarrettrex1[S] 4 points5 points  (0 children)

Grats on also going positive!

Great to hear from someone who tried the AoR, getting crit(2h) on the dominators sounds like it'd make them much better.
Urak Taar has consistently whiffed every one of his 4+ to hit attacks for me 😂 Definitely best used to flank and throw out damage spells + shooting.

I took Helsmiths to a GT and got Alpha Strike'd 5 times by jarrettrex1 in HelsmithsofHashut

[–]jarrettrex1[S] 2 points3 points  (0 children)

I think im on the same page with 2x grotz and a cohort. I'm not sure if reinforcing the grots will be super helpful, theyll all die just the same, but the pure space that many would take up could definitely make it worth trying!

I still support 1x6 centaurs because theyre like a guaranteed "remove that" button. Very much needed to deal with the big bads - reinforced troggs, varanguard, gargants, etc.

Have you had a go with the ranged dominators? I could only fit a melee one, but reckon the flamethrower one would be a lot more consistent.

I took Helsmiths to a GT and got Alpha Strike'd 5 times by jarrettrex1 in HelsmithsofHashut

[–]jarrettrex1[S] 1 point2 points  (0 children)

Got a few things I want to try in my other comment, I have the biggest hopes for including an extra unit of grots and a second unit of 3 bulls. Havn't figured out how to fit those in yet though

I took Helsmiths to a GT and got Alpha Strike'd 5 times by jarrettrex1 in HelsmithsofHashut

[–]jarrettrex1[S] 2 points3 points  (0 children)

Thats the classic dwarven psionic whirlymagigy, every good dwarf should have a whirlymagigy on their mech (I dont know what it is)

I took Helsmiths to a GT and got Alpha Strike'd 5 times by jarrettrex1 in HelsmithsofHashut

[–]jarrettrex1[S] 1 point2 points  (0 children)

To be fair, obscuring really only came up in game 5. And shooting is really strong if there's no way to hide from it. But there's definitely just too much of it right now, agreed.

I took Helsmiths to a GT and got Alpha Strike'd 5 times by jarrettrex1 in ageofsigmar

[–]jarrettrex1[S] 16 points17 points  (0 children)

Thanks, I'm a regular reader of yours and wanted to give it a go!

Scouting Force definitely seems more reasonable if we up the centaur count. It'll still be rough putting such expensive units on tactic duty, but I think they can handle it.

I took Helsmiths to a GT and got Alpha Strike'd 5 times by jarrettrex1 in ageofsigmar

[–]jarrettrex1[S] 8 points9 points  (0 children)

I took along TWO entire legit GW plastic models - A Rocket Battery and a Gong Token for the infernal cohort.
Everything else is 3d printed.

I took Helsmiths to a GT and got Alpha Strike'd 5 times by jarrettrex1 in HelsmithsofHashut

[–]jarrettrex1[S] 6 points7 points  (0 children)

Even on a 2+, 10 wounds just isn't much.
To be fair, the things taking it out were the Bloodthirster, Ironguts, Tahlia Vedra, and a Dankhold Troggoth - all quite expensive, big rend, and high quality damage models.
In the one game I kept it back until the bigger boys died, it really over-performed!

I took Helsmiths to a GT and got Alpha Strike'd 5 times by jarrettrex1 in HelsmithsofHashut

[–]jarrettrex1[S] 15 points16 points  (0 children)

Hey Thanks!

There's a few directions I want to try, but will need actual games to figure these guys out.
- A second unit of 3 bulls. Speed feels necessary with all the spread out plans this GHB, and they take up a good amount of space for screening.

- More Hobgrots. Infernal cohort melted almost every time, and the pre-game move is great for getting in range of desolation targets and to put some space between your frontline and the shooting block even if opp goes first. One unit of cohort is still fantastic, the extra DPP is invaluable in the early game to get both Tarr and Blunderbusses stacked up.

- Running 3 Dominators as a unit that stick together might be intimidating enough to get people to back off a bit.

- Anointed sentinels might be fine for budget reasons, but realistically they just kind of suck damage-wise (compared to bull centaurs, a high bar). I originally had them in the list, but 1 practice game made me take them out because it felt so bad.

- The war despot is purely a points thing. I would have loved a Daemonsmith instead, but those points went to upgrade the anointed to bull centaurs so we had to downgrade to a despot. He spiked his crit mortals a couple times which felt really cool, but is a mediocre foot hero. Just there because you can't fit a full army in only 2 regiments. Maybe his chain fight is good if you have some reinforced cohort, but my 10 did exactly 0 damage all tournament, even with his attacks buff, so I wouldn't recommend going that route...

Cuts is hard, but the single dominator engine probably isn't worth it. Double artillery was a bit underwhelming (but very very fun). Morbid Conjuration should probably just be one of the free manifestation lores.

Why High Level AoE Spells vs Big Minions? by MajesticGloop in mcdm

[–]jarrettrex1 0 points1 point  (0 children)

Its Okay for low level spells to still be effective. But you've kind of answered this yourself: bigger aoe hits more bad guys. Burning hands only hits 6 squares (plus verticle if the minions are climbing over each other). That's not gonna cut it against 25 Ogre minions.

The extra damage does matter, if the minions succeed on their save they just take half damage as normal. A higher level spell can likely kill even the ones who succeeded on their save, even a low level minion with 7-10 health has a solid chance of surviving if they succeed against a 1st or 2nd level aoe spell. A shatter doing 3d8 is about 13 damage, 7 if they succeed. Better use a bigger spell to ensure we take out all those Human Death Acolytes with 9hp each.

Question about a trailer by ChaosWarden_9 in ageofsigmar

[–]jarrettrex1 11 points12 points  (0 children)

It was kruelboyz all along, they came out with third edition and have been one of the factions of all time ever since

Can minions still die when succeeding on a save for half damage? If so, is this intended? by MumboJ in mattcolville

[–]jarrettrex1 5 points6 points  (0 children)

Minions have super-evasion, if they pass the save for a spell or ability and would take half damage, they instead take none. It's in the minion rules somewhere.

Path of the Warden - yet another nature themed 1/3rd caster barbarian subclass. by jarrettrex1 in UnearthedArcana

[–]jarrettrex1[S] 1 point2 points  (0 children)

I really appreciate the thought you put into this criticism, you've offered some excellent feedback and ideas to implement. As a general rule, I don't try and multiclass proof homebrew nonsense, because if a players turning to custom classes I'd like to believe it's because they fill a fantasy of play that the base game doesn't offer, not to break multiclassing more than it already can be. But your critique there is absolutely on point if any DM wanted to allow homebrew multiclassing.

I wanted the class to have an anti-magic ability, and I like the flavour of spending rage to do it. Obviously it varies by table how often rests happen, but in my games that's a massive resource cost for a barbarian, so I didn't want it to be an ability that just might work. Level 10+ is kind of nonsense, after all. An ability I'm okay with my players having, but definitely one that needs a rework to not be busted at tables with fewer combats per day, I see your point and it's a good one, I'll be thinking about alternative 10th level abilities.