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Thalandor

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  1. whether these rumours turn out to be true or false doesnt really matter. "Leaking" these new rules got everyone riled up again after a 12 month long lethargy.
  2. I created a version of the Silver Towers Mistweaver Saih with usuable keywords. I tried to follow her lore when putting together this warscroll. She comes out at 10 DP. She costs only 6 DP if you leave her move characteristic at the default 6", but I figured that no one would allow me to field her if she is too cheap, so I dumped some points in a rather unimportant stat.
  3. The picture is from the 8th edition Wood Elves book. English edition page 47 Wild Riders. But I agree that the mount resembles the stag of the Glade Lord and not the deers from the Wild Riders. Im not really tempted by the box. What else could we expect next week? Mage and archers perhaps?
  4. Are you sure you are allowed to cast Verdant Blessing and Roused to Wrath through the Umbral Spellportal? The wording is the same as with endless spells ( set up modell wholly within X of the caster) and you are not allowed to use a portal to set up the spell next to the second portal. Or did I miss something here?
  5. No, I'm afraid not. Source is the Core Rules Designer's Commentary page 2 which states that warscroll abilities override core rules from page 1-10. The core rule which prevents extra attacks from generating more extra attacks is located on page 14. short answer: CoS are vastly superior to Wanderer. Unless you want to play a pure Wanderer CoS army, which is probably one the worst possible CoS lists. Wanderers don't have much going for them right now. The allegiance abilties are laughable. Retreat and shoot is garbage when everything is dead or doesn't want to move to gain bonus damage. The teleport ability is close to useless. It's only realistic use is in combination with the command trait to teleport freely and then only to make it look like you want to teleport a unit and forcing your opponent to secure his/her flanks with a unit or two. You almost never actually want to teleport. And even if you want to, CoS gives you much better options. In my opinion, there are only two reasons to play with Wanderer allegiance. 1) Waywatchers are fantastic with the new Nomad Prince. If you get them in a central position in the first movement phase and let them stay there for the rest of the game, then their damage output is quite scary. 2) The Waystone Pathfinder battalion is decent. The one-drop and the protective volley is useful if the scenario allows you to focus your mainforce in the center of the map. The reserve rule is trash compared to the Living City and only usable in a few scenarios.
  6. that list needs some work. You have no movement increasing synergy for your only damage dealer. Gotrek will never be where you need him to be. You have exactly one good target for lifesurge, no one else has really use for it. You need emerald lifeswarm, not 3x lifesurge. Neave Blacktalon can't deepstrike and use the CA, as she doesnt have the required 10" or more range with her missile weapon. Both the deepmire cloak and the Command Trait is kind of wasted. Between Look-Out-Sir and Honored Retinue, no one is going to focus her with missile weapons, she simply isn't important enough with one cast and no important spells. Actually if I think about it, she is so unimportant that you shouldn't even mind it yourself if she gets killed. Maybe put everything on the Knight-Incantor as she is your most important wizard by far. Or pick up one combat hero to make use of Ironoak artisan and Spear of the Hunt/Ghyrstrike. You have good objective grabbers, but I dont see how you want to hold them for more than a turn as they are so weak that they can be shifted by most other objective grabbing units out there. Your dryads are your only amboss unit. If they collapse, then your mapcontrol is gone the next battleround. You should buy a command point in case the opponent goes first and focuses your dryads. Maybe in exchange for the Aetherwings? The Knight Incantor + Everblaze Comet is really good in a Living City, since most opponents tend to put their important units in the centre to avoid deepstrikes. You should keep those two. Maybe even put the Battlemage on a Balewind Vortex and use Chain Lightning to increase your first turn damage output, in case your opponent forces you to go first (which will happen a lot).
  7. I'm using a Dreadlord with Crossbow and Lance. Mostly because I have the old Forest Dragon modell which fits nicely in Living City. He fulfills most requirements for an accompanying hero. He has a missile weapon with 10" range or more, he makes good use of both the Ironoak Artisan and the Spear of the Hunt and he can afford to skip his hero phase. He loses out on an adjutant and honored retinue. But I find that the second heavy hitter is usually deployed far away from any of your starting units, so he wouldn't benefit from it anyway. Alternatively, you use a fast moving hero and deploy him as usual in your deployment zone. However, you restrict your deepstriking units to the flanks, as the CA wont reach them at the opposite end of the map. This frees up the need for a missile weapon and a command point for the hero and you can make use of your hero phase. Annointed on Phoenix, General on Griffon or maybe even a Lord Arcanum on Tauralon/Gryph Charger/Dracoline (probably not competative but cool AF) come to mind. I've thought about using a TLA, but I never ended up using him. I'm not convinced that you can afford to waste his first hero phase and he is too slow to deploy in your deployment zone. I'm sure he has uses in a Living City (+Branchwraith for much needed Dryad summoning maybe?), but not as the accompanying hero to a deepstriking, melding away, charging, heavy hitting combat, not hero unit.
  8. If you face beastclaw riders and you really need a character who can use the CA on him/herself, then Durthu is probably the better option, since the BCR wont be able to screen against him. On the other hand they don't care about a little pew pew by Drychas missile attacks and her hero phase is wasted as well, the BCR is just going to smash her in your combat phase and heal up later, that's less likely to happen with Durthu. However, keep in mind that the price for Durthu is calculated with all the Sylvaneth buffs which increases his damage output. Durthu with 8 attacks costs exactly the same as a Durthu with 3 attacks. Treelord is in my experience the best "big" sylvaneth guy. The work he does for a mere 180 points is ridicilous. He is so cheap, you don't care if he dies. Drycha has no stomp which is a huge minus. Her warscroll is 50% neutered in the enemy turn. Durthu on the other hand is super strong but very expensive. If he doesn't kill the right target then you are in trouble. He loses 3 wounds and his damage output is reduced by 50%, which forces you to go first with him. The Treelord doesn't care if he loses a couple of wounds.
  9. hello everyone. Cities of Sigmar have brought us new spells. One of them is Elemental Cyclone. It states that you pick an enemy unit within 12 inch. Do I assume correctly, that this means, that the range of the spell is 12 inch and these 12 inch can be improved with the help of a Balewind Vortex or/and an Umbral Spellportal? In the next sentence, it states, that you roll a dice for every modell within 12 inch. I want to emphasize that this is written in another sentence than where the range of the spell is declared. Does this mean, that this is in fact a second condition to the effect of the spell and not actually the range of the spell? For example, you are not allowed to stand next to an umbral spellportal, summon an endless spell and place it on the other side of the second portal, as it technically isn't within x inch of the caster. Within x inch of the caster and cast range of a spell appear to be two seperated conditions to a spell (or any other ability for that matter). The problem is, that this would mean, that the spell Infernal Flames from the Gaunt Summoner has been played wrong all this time, which I find hard to believe that no one has noticed this by now. Infernal Flames states that "pick one enemy unit that is visible and roll a dice for every modell within 18 inch". If my above assumptions are correct, this means, that the spell has an infinite range to begin with but the second condition "every modell within 18 inch" is not the spell range and thus cannot be improved by any means, including Balewind Vortex, Arcane Sacrifice and Umbral Spellportal. So there is either a fault in my logic chain or those two spells (and probably some other spells/abilities as well) have been played wrong all this time. What is it?
  10. 1x Batallion, 3x Freeguild Guard, 1x Freeguild Outrider, 2x Shadow Warrior = 7 @Raffonerd your list is more complicated and I dont play enough to comment on it. It looks like you want to outtank your opponent with 4 powerful anvil units. It's probably going to be a race of who gets to the objectives first.
  11. looks like a solid list, that has tools for most situations. I wouldn't make a lot of changes before testing the general idea of the army followed by lots of small tweaks here and there. But there's one thing I think you need to give some thoughts to. You have seven drops, that means you are likely not choosing who get's to go first in the first battleround. What is your plan, if you have to go first? You do not have much threatpotential beyond 18 inch and you are facing a potential double turn. Currently you got Everblaze Comets and thats it. I think you'll need something like a Balewind Vortex and/or Umbral Spellportal. You could drop the Sorceress, as she doesn't benefit from the +1 to cast from the Hurricanum nor from the +2 from her own ability. Freeguild Guards come either with A) Halberd and no shield, B) Spear and no shield or C) sword and shield.
  12. How do you intend on keeping your Knight-Azyros alive for more than your alpha strike? I've been thinking about using one, but I don't see him being that useful. 5 wounds are very easily inflicted by an average hero phase, nowadays. Or do you rather see him as a "nice to have but not overly important to the grand scheme"?
  13. these are my informations concering plans of a new HQ in Germany. 18 months ago, a forth Warhammer Store labeled "Warhammer Berlin - Alexanderplatz" opened up in Berlin. However the store is actually located 700 meter away from the Alexanderplatz. I do not know how long it takes from planing a store to actually opening it, but it turns out, that the original plans were to rent one or two floors of a huge building right next to the Alexanderplatz and turn it into a second Warhammer World. For everyone who (unlike John F. Kennedy) isn't "ein Berliner", the Alexanderplatz is to Berlin what Times Square is to New York City. So you won't be as surprised as the people in charge, that renting several hundred of square meter of sales area is really, really expensive there. So they abandoned that idea and instead build a regular sized Warhammer Store close by. Those infos are six months old, I obviously have no idea if GW have given up entirely on the idea or if a new HQ is in planning.
  14. 100% agree on the problem with getting the units back to where they are needed. We have a powerful alpha strike, but everything that comes after that is a huge problem. It get's even more problematic, if the opponent screens himself (easily accomplished) and you either waste your reserves on the flank shooting at unimportant targets, or you set them up them way back in your deployment zone, where they are equally useless for the next two battlerounds. Unless the opponent has a low modell count (BCR) who can't protect himself against ambushes, I've stopped setting up units in reserve. Instead I set up all slow moving modells in the centre, protected my rear with WR or SotT, gave my opponent the first turn, pray that enough units survive and then work on regaining map control. This is written with the Waystone Pathfinders in mind, I can only imagine said problem is even worse with Living City.
  15. woah, chill out dude. I know it doesn't make sense, but it doesn't change the fact that you are allowed to target another unit.
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