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Spears

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Everything posted by Spears

  1. My limited understanding of aos 3 is that spells now move in both hero phases so vermintide and bell now do damage twice as often and always controlled by you. Whereas the vortex is not tied to being moved so does no additional damage.
  2. I'm mostly excited about the prospect that the nighthaunt units are no longer gimped in NH by their potential abuse in Legions of nagash. I don't think the points hits to grims for instance would ever have been needed if they weren't summonable in lon.
  3. So the warscroll for the new warcry warband Khagras ravagers is up. https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Khagras_Ravagers_en.pdf Unlike some of the others its one unit with a wizard in it. What are peoples thoughts? Essentially its a degrading wizard with 8 wounds behind a 4+ and 10 attacks. Losing oracular visions probably still rules them out which is a shame.
  4. No that's the opposite of the faq. You don't lose your battleline status if your unit was battleline when you created your army. However summoned units don't get battleline status.
  5. For a chaos spawn, can you see the result of the 2d6 move roll before declaring you will run or do you need to declare it will run before seeing the result?
  6. Did Demonrift go up? it still shows as 80 on warscroll builder
  7. It's not even like that at Warhammer world from my experience.
  8. I don't think its unreasonable for the limited release stuff such as the wd batallions to get retired, it would be nice if there was clarity as to how long the shelf life might be though to inform buying decisions.
  9. Not sure if it was already mentioned but the Harridan max unit discount was changed, its now a 20 point discount so you get 20 for 260. Despite that Harridans now seem significantly better than Grimghasts if you think you can manage the 1 inch reach. A further side effect of this is that the minimum cost to run a shrieker host is 500 points. This gives you a lot of deepstrike flexibility and the battalion ability is likely to wreck some armies.
  10. I'd happily lose the brooch to not have to see etheral amulets on the table against spooks.
  11. Overall it still feels like they are trying to set the internal balance without actually making the faction any better. I think at this point Harridans are looking pretty good and a compelling alternative to the other 32mm options. This with the Kurdoss drop looks to favour legion of grief. Still no GOS with hourglass, really glad I visited a gw store twice to pick that model up...
  12. Black coach, olynder and reiknor all have an asterix but haven't changed points. Any idea why?
  13. Because it qualifies the 25% as being About and Average. It's a beginners guide and the maths is sufficient for what is being illustrated, although i do think some of the numbers might just be wrong.
  14. Which presumably is why the op has written "To give you an idea of how powerful this is, a reduction of 1-to-wound is about 25% less damage on average coming in."
  15. This is an English discrepancy not a maths one. If previously your opponent wounded on a 3+ but now wounds on a 4+ you have reduced the incoming damage by 25%.
  16. I think it would be nice to see Varangaurd be better rather than cheaper. Giving them the mw save that everyone else with runeshields seems to get would be a start.
  17. Its the wording of the abilities on the warscroll. "This unit can be picked to fight for a second time if it is within 3" of an enemy unit"
  18. Thats weird I would swear the Varanguard wording was the same as the chaos lord in that you have to be within 3" to use the ability regardless of pile in range. Edit: No I think i'm right, you have to be within 3 to use relentless killers on the current warscroll.
  19. Does the grasping plate give you 22" threat range? You need to be within 3" to get the second pile in.
  20. I agree with your overall assesment of the new Arkhan, Dolorous guard doesn't make him any tougher though. Unless i'm misreading it the bounce is only on the General, Arkhan can't be a Nighthaunt general.
  21. In case anyone else was considering spire tyrant marauders
  22. Just buy some shields to add to the others, the only three that dont easily take a shield are the bestigor, the two handed chap and the one pointing his sword in the air who should make a decent banner bearer. The two handed dude also doesn't fit on a 25mm without looking daft but the others are okay.
  23. I think the problem with just cranking the Glaivewraith damage up is that they then give us yet another option in the already muddled bladegheist/grimghast/banshee slot. I think giving them something with a little more utility to it might be nice, I had thought of either: Strike and melt away skink style, so when you are selected to fight they can retreat instead. It fits with the ghostly theme but perhaps not with the relentless hunter thing. Or Add 1 to charge rolls for friendly nighthaunt units wholly within 9 of a death beat drummer (if you are feeling generous let it count for wave of terror) I think you then might start to see them crop up alongside our other options and it goes some way to reducing the reliance on cogs for deepstrike heavy armies. I'm not sure that investing more into charging is healthy for the faction though.
  24. So the reasoning behind this is that you can only take artefacts if your allegiance has artefacts. The realm rules then allow you to pick a realm artefact instead. Slaves to darkness the allegiance have no artefacts, they are all baked into the damned legions. So if your neither your damned legion (Host of the Everchosen) or allegiance (STD) have artefacts available to them you cannot choose realm artefacts. I'm not 100% sure its intended but given HotE have no native artefacts it doesnt seem too far fetched that it is on purpose.
  25. I'm not sure its quite so cut and dry. 15 Bladegheists with a Spirit torment come in at 390 points, 12 Myrmourns + A Knight of shrouds on steed and a command point comes in at 380. The damage output of the Myrmourns is greater if you can setup an unbind and a KOS buff, but not massively so unless you are hitting mortek guard. The trade off for this is the reliability and consistency. To get the above damage output the bladegheists simply need to have charged, the banshees need to have dispelled something, be within 18 of the kos and spend a command point. So by definition the banshees cant put out this damage the turn they drop in. Lets assume we are stuck in combat, this time the bladegheists haven't got to charge and the banshees didnt get their attack buff. The Spirit torment is now the only buff still in play, and it makes a big difference as seen below. Obviously the banshees having a whacking great unbind chance brings a lot of power that is hard to quantify but their reliability and lower wound count brings some non trivial downsides.
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