Fyreslayers have completely changed with the introduction of the new tome. Going from sit and Squat horde too much more elite.
Tanky and hard punching the way they should be. I believe the massive horde units are scary but no longer required allowing Fyreslayers to control more of the gaming table. Time will tell if this approach is ur-gold or just a naive kindling…..
Post Bobo thoughts ?
The list did better than expected earning myself a 13th place finish and the best in faction award meaning I still have no idea what i am talking about and probably just got very lucky! :’)
Even still I am proud of the new improved lodge over the weekend toppling some angry ogres, some slippery snakes of khaine, some angry bird demons on discs and some shiny new Slanesh (keeper is one scary dude). The loss was too the 6th place finisher sylvaneth on arcane of power. It is a mission that I knew would be difficult win this tournament but against a list which can 1 drop and capture all 3 points turn 1 with plenty of screening and strong capability of sniping my own heroes… My opponent was very gracious and a true gentleman and played the game out with a hitch.
The list feels strong. The boys take a huge effort to shift with most games resulting in a 1.5k kill-point swing in the favour of the angry red-heads. As always mobility is the hardest mechanic to contend with so having a deep-strike option and the ember storm prayer allowing for the run and charge pay for themselves twice fold. Fyreslayers are much more fun to play and can really stand up in the new meta.
The Allegiance abilities did not change too drastically from the old book so I wont go over each.
The main two ‘biggies’ in this list is when to use the Rune of Relentless Zeal as the additional movement is vital and shouldn’t be wasted.
It was not always an obvious turn 1 dart up the board but more often than not you want to be either deleting a overreaching unit turn 1 with your emberstormed Hearthguard or securing objectives turn 1
Rune of Fury is your big turn moment. Rerolling those hits of 1 on your poleaxes just means more 6’s = 2 mortal wounds. The enhanced effect on a dice roll of 6 provides an extra attack to all fyreslayer units. I am yet to loose a game if I roll that six and I do enjoy letting my opponent know before I roll said dice for pure dramatic tension and entertainment. 15 lord of the lodge HB attacking 3 times each TWICE. That is 90 Attacks doing on average 30 mortal wounds before you opponent can attack back. Its just a bit silly in the most glorious of ways.
Artefacts, Command Traits & Abilities
Oath makers and skull takers – Not only having one of the best ability names in the game this is the mechanic the list is built around. Sacrificing bigger units and 50 points to ensure your Hearth Guard pay for themselves in spades every game. There is a lot of contention with the dubbed ‘activation wars’ such make sure you read the recent FAQ released by GW regarding how similar rules interact with each other unless the warscroll states otherwise (looking at you Slanesh). Knowing when to use this command ability is the finesse to the list as wasting a cp when you didnt need to attack first or twice in the Lotl scenario can come back to bite you, is a CP worth letting your opponent fight. With the low model count of the army the answer is often yes as you can really feel every HB that leaves the table.
Hermdars Command trait Warrior indomitable is another great addition to making an already tanky army ridiculous -1 to wound wholly within bubble giving your very important heroes an extra layer of protection.
The runefather also comes with an inbuilt offensive ability giving a 12′ bubble of +1 to charge. Hello running and charging LOTL hearth Guards.
A strong combo and double turn defence ability is the Runesmiter on Magmadroth’s Grand Ritual of Awakening. 12 inch bubble of +1 to save. Stackable with other prayers and of course the Battlesmiths +1 to save bubble. IF you get double turned or, as i try and go second, don’t get the double turn you get additional value from this buff.
Speaking of the Battlesmith – The Nulsidian Icon Artifact. I will struggle to find a list where I do not include this item. A 50% chance to flat out ignore any spell in the game on units wholly within 12″ I have ignored the dreaded Warp Lightning Vortex, and this tournament the Slannesh spell mirror would have claimed all the Lords of the lodge heroes if it wasn’t for the icon showing up and putting in work.
Knight Incantor. In a tournament pack with Places of Arcane power it really pushes my hand but really i’d pay the 140 points for the once per game auto unbind any day.
Magic, Endless & Realm Spells
At first I was not sure on the magmic invocations. Going off on a 3 up with a chance of going away when you need them most seemed like a risk, but after playing with them I believe they are amazing at solving issues and this list has two big issues. Hordes and Shooting.
Flamespitter – 60 points of horde clear. Combining this with the magmadroth spit attack and there is your horde / chaff clear.
Runic fyrewall – 40 points for a 12 inch bubble of mystic shield. Rediculous for an army that can potentially get an armour save to a reliable 2+ Also with how the wording is currently if you place your 32 mm heroes touching the wall they are completely safe from any shooting attack that requires line of sight. If this goes off turn 1 and can get my runemaster hugging it turn 1 we are half way there!
When building this list I decided to work around the Hermdar command ability and the additional meatiness the new book has brought. The list moves away from the current death star build and instead I have tried to create a toolbox approach which is incredibly refreshing and fun to play.
Ideally I would choose turn to go second however with this list being 7 drops I rarely get the choice. Luckily this puts my opponent in a difficult position. Does he give the tanky dwarfs turn 1 and allow a rune buffed charge onto the objectives/tactical middle ground with the tough job of moving them or do they choose to go second and potentially take a big first hit and potentially devasting double turn.
Enemy threats – Combining the -1 to wound bubble and the -1 to hit prayer on whatever could potentially threaten your Hearth Guard cripples any hammer. Ideally any threats shout be dealt with immediately with a double pile with the LotL HG with the Rune of Fury but if that fails as sometimes the 6’s don’t show the debuffs make sure you survive the counter swing.
Runemaster with Ember storm needs baby-sitting as if he dies our mobility takes a big hit. I find hiding next to the runic fyrewall or amongst the 15 HB the best bet here.
Mag Smiter / Grimwrath are our bullies. Send the Magsmiter in with +1 to save prayer/ Grand ritual of awakening for an additional +1 to save. And either a mystic shield from Incantor or Runic fyrewall bubble for a 2+ rerolling 1’s save reducing rend by 1 (Magmadroth trait). Great for keeping large units of witch elves/ monks/ hedonites off your HB while reliably whittling them down with the shooting attack and tail swipe. Avoid Mortal wounds however as they don’t even proc the bleed mechanic.
Grimwrath is often my unsung hero being a cheap throw away unit or a great babysitter of back objectives with the 5HB. Any summonable or flanking unit will struggle to lift those 6 models without taking more casualties in return. His 4+ save with a 5+ shrug in combat makes him surprisingly survivable. Keep him in cover and he takes a large commitment to remove for his points. Vulnerable to shooting or magic.
Knight Incantor . Stopping any snow-balling spells. Looking at you Warp Lightning vortex. Even with the 4+ chance to ignore artefact its 140 points of ‘piece of mind’.