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GM_Monkey

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  1. BTW this is now answered in the core rule book errate in the FAQ section on page 6: PATH TO GLORY (CORE BOOK) Q: In Path to Glory, if a unit on my order of battle includes a model that is a Wizard but the rest of the models in that unit are not Wizards (for example, the Steedmaster in a Vanari Dawnriders unit of 3 or more models), does that unit count towards my order of battle limit of Wizard units? A: No
  2. Living city allows you to mix in Sylvaneth units, 1 in every 4. The wanderer warscrolls have been updated, so you can run a mostly wanderer force, however we now lack and hero choice or hero spellcaster, so a pure Wanderer is a little hard. But the main core is still there.
  3. Couple of ideas... Hide him behind some LOS blocking scenery? Keep him out of range by deploying him far back in your deployment area?
  4. What are the larger based model on the bottom left, the poses look amazing (well everything looks amazing!)
  5. This is what I run 1 unit of 30 and a unit of 20. But the biggest issue is placement, you really have to be careful with your initial placement, not to close but not too far away. You've also got to place them with a hero close by to use the after shooting movement, so that they always have a big target within range next round. It's a tough challenge.
  6. Sister of the Thorn are nice, but what the point without a Wanderers unit to cast the spell onto? Do you just want a fast moving caster?
  7. It's within 12" though, put I guess with 5 caster it difficult to guess which one is going to cast it? Or was he casting it though a spell portal or balewind?
  8. I think there is a kurnothi faction on the horizon and this is part of it. There was another rumour engine (the long braid I think) that hitted at more models after beast grave had been released. Just have to wait and see.
  9. Can always build them as wild riders if you don't fancy the Sisters of Thorn. Wild riders are pretty good cavalry unit now.
  10. Hey man sounds cool, glad you're having success with the living city, I'm still finding it a little hard to get the placement of units correctly. Just a couple of questions though, How do you get the -1 to hit and -1 to wound? Is this a spell I've missed? How did you get the Frostheart Phoenix down to 2+ save? 4+ to a 3+ with any spell 12" but mystic spell re-rolls 1s on the save, unless I've missed this changing back?
  11. Yeah it comes with a 32mm base, I've got 2 of the new ones.
  12. Seems today I'm gonna be disagreeing with you a lot. Phoenix guard and Eternal Guard server 2 different roles in the army. PG at 160 point with 2 attacks 3+ 3+ -1 rend 4+ save are the elite infantry role. Tougher version of Wildwood rangers, great swords and Executioners. EG at 130 points are the defensive hold your own objectives unit at 2 attacks 3+ 4+ 0 render 4+ save should be used to camp your objective and get the 1+ save, hit and wound bonus. Give them Armour of Thorns and they become immovable with a 2+ save return MW on 6s. They are the expensive side of the objective holders like Freeguild Guard, longbeards and Dreadspears. Fear of MW on an 4+ save infantry blob is really not something I consider a lot.
  13. Yeah lets not hit the 11 point model, lets hit the 13 points or 16 point model (although this does give you another 4+)
  14. yeah 2+ save who needs it, And those debuffs and buffs so expensive for 40 points. I mean you could get half an assassin for that! The bodyguard is on a 4++ as well you know, and you do lose the bodyguard model so a shadow warrior you're losing 11 points a pop. 4 Attacks go though and you've lost more than that precious 40 points you saved.
  15. No he doesn't. - The Assassin has save 5+ the Nomad Prince has save 3+ massive difference. - The Prince debuffs 1 hero with 16" with -1 to hit, cast and dispell. - He also buffs Sister of the watch, Wild rider, Wildwood rangers, Sister of the Thorn, Eternal Guard and himself (admittedly SotT and eternal guard don't benefit so much from it) Damage output is roughly the same with a average 4 damage for the NP and 2 + 1MW for the assassin. However with IronOak, the spear and a CP the NP is 2+ save 4 attacks hitting on 2+ wounding on 2+ rending on -2 and 2 damage. He's a beast. Like I said the assassin is okay but for me personnally he is not the better general.
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