Jump to content

Origin

Members
  • Posts

    108
  • Joined

  • Last visited

Everything posted by Origin

  1. @MattyP That's a fair interpretation, probably worth an email to GW. I can see your point, he never really knows the spell but I feel the intent is not in our favour.
  2. The Designer Commentaries for the Malign Portent book states that you cannot cast endless spells you have not paid points for. So in open play or narrative play you can use Vessel of Chaos all you like. Not so much in matched play. However on the off chance that both you and you opponent have bought the same endless spell...
  3. I played a Kunnin' Ruk player recently who tried to use cascading 6's. I told him he didn't want to do that while pointing at the trip waywatchers staring him down...
  4. @overtninja I'd look at using the Living City Allegiance over the Wanderers Allegiance. You still get a teleport of sorts, and you can include more Slyvaneth units. It could make for a cool army. Might consider doing it myself actually....
  5. @DionTheWanderer Page 239 of the core book, second paragraph. Buried in the warscroll discription regarding unit abilities. And I have only used fast shots the extra dice equates to extra damage in my mind.
  6. Hey buddy! Yeah the castle up hurt you a bit. You still finished above me overall however, must have been doing something right...
  7. Tourney Report! I recently attended the Sydney GT with my Wanderers. 70 players, 5 rounds over 2 days. Had a blast, I'll go into each game in a bit of detail below but my bite sized take home summary is: - 10+ drops sucks. Never had the chance for first turn - Having 1 CP is a pain in the ******. - Teleporting a single unit a turn completely redefines our army - Waywatchers are better than sliced bread - Shooting doesn't score objectives - I never remember to take photos Sydney GT was held in Sylvannia (Southern Sydney) during the MOAB Convention. The venue was great, food was efficient and filling in not tasty and the people were awesome. I had 5 good games with almost no issues. I managed to finish in 25th place with 1 Major and 2 Minor wins with 2 Major losses. I'm pretty happy with the result, I know Wanderers are well behind the curve so a lot would have had to go right for them to do well. My List Prince - Shawl Spellweaver 3 x Waywatchers (1 was general with Eagle Eye) Frostheart Pheonix 30 GG 20 SotW 20 EG 10 EG 5 SotT 1970 points Game 1 - Bloody and Glory vs Chaos Dwarves Played against Richard from Lords of Liverpool. He was rocking trip Magma cannons with a Daemon Smith, 40 warriors and a whole stack of Bull-ogor-centaurs in a battalion. I was ithcing to get some 2+ to wound here with my SotW and they didn't disappoint. Richard castled his Cannons in one corner, holding an objective with his dwarfs screening looking to drive down to my objective, held opposite by 20 EG. He then set his centaurs up to charge me off the board. I answered with as much of my army out of range of those cannons aiming to roll his flank and shoot him back to his cannon held objective and win 3-1 for the minor. And that is exactly what happened. The GG had an epic alpha with teleport up the flank, the Frosty played roadblock/wound sponge and the SotW and WW just ground everything off the board from else off the board from there. I felt the pinch here in not having anything capable of clearing an objective in the combat phase. Minor win to the Wanderers, a good start. Game 2 - Places of Arcane Power vs Stormcast Faced Jordan, the only player to buy me a beer, legend, little did i know it was a pity beer. Jordan was rocking 2 Fulminators, 10 Sequitors, warding lantern, Knight-incantor, Lord-Arcanum, 2 units of Judicators and some Protectors and Decimators in a hammer strike battalion. I knew this scenario was rough for me, only having 20 wounds with a poor save worth of wizards and relic wielding Prince, making scoring difficult. It didn't help that I played like a total spud. I deployed my SotT and Frosty too aggressively which left them open too a 1st turn charge from the Protectors, and from there the two units just ground each other to dust. But frosty was not where needed to be, EG cannot hold up against Fulminators and Decimators for long and I very quickly had my shooting elements in combat. I was promptly tabled... Sad panda Major loss for the Wanderers Game 3 - Starstrike vs Kunnin' Ruk Played against Jett, a nice young dude with a love for rolling a lot of dice. I had never played against kunning ruk before, I never knew orcs could shoot better than we do. Jett had a stack of characters, a unit of bows, a unit of clubs, 10 orcs on pigs and some chaff cav of some sort. He got first turn, buffed the orcs on pigs and 1st turn charged. For some daft reason I decided to screen with my SotW here, delusions of overwatch and the EG charging up the field to hold objectives I think. The SotW got their overwatch and then died. Luckily I was not so much of a spud to deploy in a way to allow the pigs to do more damage than the 20 wounds worth of Sisters. They had the dice to do it. The Frosty flew up and locked down the archers. From there it elementary, could I kill enough to get him off his and the middle objective. I killed a lot of green dudes but not quite enough. The Waywatchers were epic here, regularly achieving 8 wounds with 6 shots. Legends. But not enough for a win Major loss for the Wanderers Game 4 - Relocation Orb, aka, Capture Bob vs Tomb Kings I faced Ranjith and his chariot heavy Tomb Kings lead by Settra. I just going to say this once, Settra with the ethereal amulet is a ******. That being said this was a great game, probably my best for the event. So much fun. Ranjith had Settra, a necrotech, a priest, a herald, 2 small blocks of skeles some ushabti and a unit of 9 Chariots! 9! Such a champion, long live the glorious charge of bone chariots. They didn't live long. He got first turn charge the front unit of 10 EG, clipped the 20 man unit of EG and then didn't kill the 10. Pile ins lost some of his charge attacks and the EG were in cover. They held with half the unit remaining. Mental. I then shoot the unit off the board in a turn. He could not believe it 45 wounds of chariots gone in a turn. Anyway, this was a super close game with lots of orb bouncing and screen unit screening. It went to his side and then mine and in the end he managed to FLY a unit of skeles over my lines to cap the orb where I then needed to half shoot the unit dead and charge onto the objective with GG, they needed 6", they had 5"... No CP to re-roll. That cost me the major win. Minor Win to the Wanderers Game 5 - Focal Points vs Bretonnians Yep, first Tomb Kings and now Bretonnians. What was going on? Nostalgia Sunday. This was all decided on turn 1. Paul was rocking 4 units of knights, King on Hippogryph, Duke on Pegasus with sword of judgement, Enchantress and a damsel with some unwashed peasants on horses. Paul got first turn, Cast cogs put all his buffs up unopposed and prepared to charge into the thin line of EG protecting my archers. He had +2 to move and charge, rolling 3D6 pick the highest with re-rolls to charge. One unit made it... They were 9-10" charges but still, poor ******. I then shot half his knights off the board. The Frosty made use of cogs moving 18" turn one, rolling box cars for his charge (14" baby!) and then ending up behind his grail knights chewing through his enchantress. EG held the line and locked down the remaining knights while the archers made pin cushions of the poor old knights. I was free from turn 3 to cap objectives unopposed. Major win for the Wanderers I'm happy with how I went overall. Outside of some serious spud moves Game 2 and a few questionable antics from a certain Kunnin' Ruk the event was pretty solid. Had a blast. I really felt the pain with never having the option for 1st turn. I really could have used an extra CP so I spent a bit of time during my games thinking about our Battalion, and despite the above issues there was no game where I felt the first turn deployment would have been helpful, in fact it would have been a hindrance. I would have lost board control and most likely pulled myself out of position to maximise that alpha strike. One unit teleporting a turn sucks. And it does not suck a little bit, it sucks a lot. Prior to AoS2 I was confident that with solid play and lucky match ups I could finish top 10 in a major event. There is zero chance of that now. We have become a static gun-line army and there are better gun-lines out there. Shooting does not cap objectives, if a wanderers army cannot shoot the opponent off the board in 2 turns you lose. Really, you could run 3 waywatchers, 30 GG and SotT in a mixed order list and you'd have all the strength of a Wanderers army with a bunch of other stuff that can do everything else better than we can. So it is with regret that I will put them up on the shelf for a while, hoping that a sneaky battletome drops to breathe new life into my beloved Wanderers.
  8. @Thenord I like the list mate, It has pretty much all solid choices. 2 Spellweavers are cool particularly if you:re playing with realm spells. The only change I would make is to drop a unit of Wildriders, and the quicksilver swords, for 2 units of 10 Eternal Guard and bring the Sisters of the Watch into a single unit of 20. The EG do a great job of camping objectives for cheap. SotW are way to expensive to camp for my tastes, and with their 18" they need to pushed up to be effective, but they are better not moving, thus are the prime candidate for our single teleport. The frosty is an epic ally choice, he fills so many holes in our roster. Consider giving him the relic option, doppelganger cloak, any -1 to hit etc. Good luck
  9. @Gwendar I'm all for dropping the battalion, the nomad prince is more survivable now than he was is AoS1. Give him the shawl and bubble wrap him and he is pretty hard to shift. Or even give him Mystwalker considering Stalker basically useless. But for me the changes to realm wanderers from all units to one is the hammer blow. A canny opponent can box you out range from anything significant on your turn 1 drop. With the change to one unit per turn I feel that the focus on a unit big unit of sisters is the way to go. Bounce those girls around for max dakka, everything else can move or just park up. All in all AoS2 hit us with the nerf bat.
  10. @Bohemond they're wyldwood ranger heads. They take a bit of persuasion to line up but they look a lot better. I did the same with mine, also added some shadow warrior helmets and dark eldar heads. The de heads give them a slight more feral look.
  11. I have a gig 2 dayer coming up shortly, 2K, 1 realm relic. Pretty standard. Can't decide between these two lists... Allegiance: WanderersMortal Realm: UlguLeadersNomad Prince (80)Spellweaver (100)- Heartwood StaffWaywatcher (120)- General- Trait: Eagle-eyed Waywatcher (120)Waywatcher (120)Anointed Of Asuryan On Frostheart Phoenix (280)- Artefact: Miasmatic Blade - AlliesBattleline30 x Glade Guard (360)20 x Sisters of the Watch (360)20 x Eternal Guard (140)10 x Eternal Guard (70)Units5 x Sisters of the Thorn (220)Total: 1970 / 2000Extra Command Points: 0Allies: 280 / 400Wounds: 127 The frosty adds so much to the list. Fast, super tanky and hits pretty hard. The Miasmatic blade gives him -1 to hit... Perfect roadblock. Even with the price hike they are still pure awesome. I quite the like the fact that EG are now discounted in small units, 10 for 70 are solid objective campers. Trip waywatchers, the GGand SotW thump out a good amount of dakka and with the fire concentrated from 2 units I dont feel like i'm hampered too badly by the one unit teleport per turn nerf. OR.... Allegiance: WanderersLeadersNomad Prince (80)- Artefact: Forget-me-knot Spellweaver (100)- Heartwood StaffWaywatcher (120)- General- Trait: Eagle-eyed Waywatcher (120)- Artefact: Starcaster Longbow Waywatcher (120)Battleline30 x Glade Guard (360)20 x Sisters of the Watch (360)10 x Sisters of the Watch (180)10 x Eternal Guard (70)Units5 x Wild Riders (120)5 x Wild Riders (120)BattalionsWaystone Pathfinders (200)Total: 1950 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 115 All the benefits of the 1 drop alpha and battalion etc. I don't feel the need for SotT with out a suitable target unit. I'm leaning towards list 1, mostly because I feel that list two can be countered too easily by a canny opponent. And the lack of a roadblock/combat unit is really unnerving.
  12. @adreal do you find that you just get boxed out of your first turn alpha by a good enemy deployment? I'm struggling with the battalion now more than ever, now we're limited to one unit per turn the one drop battalion is more appealing but it is even riskier without the option to redeploy should a decent opponent limit your first turn options.
  13. @Gwendar I reckon you have the right of it but does this mean that the attacks are done all at once when the unit is activated in the shooting phase? Or can you choose to attack once with the unit, and then select another unit to fire and then fire again later in the phase? Similar abilities in the combat phase offer two pile in moves, so maybe we have to run each round of shooting to completion before running the second attack? In my mind the split sequence is a disadvantage in most circumstances, unless you are locked in combat and cannot jump away, you manage to kill off the offending unit with your first round of shooting and then get to select another target there after.
  14. @Olincay by any chance was your game vs ogors the batrep on the Doom and Darkness channel?
  15. @adreal nice work mate. Text book alpha. Your opponent might want to measure it a bit more out the future. I would suggest to him he fits in some freeguild archers. They help
  16. “I am the way into the city of woe,I am the way into eternal pain,I am the way to go among the lost.Justice caused my high architect to move,Divine omnipotence created me,The highest wisdom, and the primal love.Before me there were no created thingsBut those that last forever—as do I.Abandon all hope you who enter here.” ― Dante Alighieri, Inferno Is it pretentious to begin a journal entry with a literary quote? Perhaps, but it seems apt here. This is not my first attempt at an online modelling diary, but hopefully it will be my first successful one. With success being measured in regular content and set goals being achieved. Not much to ask for is it? This journal aims to be a record of my latest migration geographically, on a whole new bandwagon. A rambling tale of my travels into a new gaming community, through a new edition with a whole new army. Let's not abandon all hope... I am a life long wargamer. I started the Hobby back in the glory days of 2nd edition 40k, Necromunda, Bloodbowl and square bases. Through the years I have jumped from system to system, faction to faction, made friends, lost them. I found love, built a new family, rebuilt an old one and have grown through all the troubles of life to hopefully be a better human. Through it all, games have provided a creative outlet, a meditative space for a innocent joy that you only knew as a child. This whimsical fantasy world where you leave behind the here and now and travel to spaces that only you know how to find. Spaces where you laugh through your nose, suspend your disbelieve and explore the purely imaginative. That is what I love about games. But that is enough of that, for now... So what filthy bandwagon are we riding? Well change begets change, and the Changer of Ways has been beating at the edge of my reality. And I have relented, following the way into the city of woe. I wanted to jump into DoT since the Battletome dropped, the models are stunning, the colours a riot and they really do fit into the high fantasy setting of AoS easily, unlike my feather toting puffy pants enthusiasts. But I was put off, mainly due to just how over the top they were rules wise. I consider it very important to not only play for your own enjoyment but for your opponents as well. And rolling up to an event with a wheel of cheddar always made me think twice. Don't get me wrong, I like to play hard when I do but it is always more palatable for your opponent when it is the cheese less travelled. So Tzeentch. When I think of Tzeentch I see bright colours, noise, wild shapes and impossible architecture. Escher style illusions and Dali visions of time. I see madness and it is glorious. I feel that this imagery is captured really well in the current GW DoT range. So the irony that as a hobbyist you do not have to be imaginative to capture this most imaginative of forces is not lost me. My test scheme for my horrors is below. The pink horror model from the Silvertower is such a lovely model. Simple, yet wild, the asymmetry is a riot. Love it. As to the scheme I worked up from a white base, airbrushing first a deep purple and then working up to a light pink. This was then finished with a 2:1 pink:bone mix. I felt the bone just humbled the pink down, made it a bit more real. Gold was done with Liquid Gold, which I will never use again, such a pain in the ******. Simple silver, kept dull and contrasting electric blues with the occasional orange splash. It is a typical GW scheme but it really works well. I'm very happy with how it turned out and the process was quite quick. Although the eyes need work, not enough going on there I think. The marble base was my first attempt at green marble. It came up ok. I worked up from a black base with a range of greys finishing to white. I then applied a green glazes over the top with a gloss varnish finish. It only occurred to me after the fact that I should have done the gloss first and then applied the glazes as you really need a smooth surface to glaze over. Currently the base looks like it has a rough texture, because it does... So in future I will apply several coats of gloss to fill in the texture and hopefully that will achieve a more glassy texture. For my acolytes I wanted to capture the progression of mutation in the skin tone. I started with a pale grey base and progressively worked up to a pallid flesh tone. I then added pink tones to the feet and a 'birth mark' style banding across the shoulder and back. I future I think will try and do this with more of a leopard print pattern and pink glazes rather than the using the airbrush. My accuracy with 'the beast' is not that great yet and taping up is time consuming so I'll try and avoid that. I do like how he turned out however. I feel there is enough of a contrast with the daemon portion of the army but still enough uniformity to gel well with the army as a whole. I will be attending a MOAB this year. A long running event held in Sydney on the 29th September. This sets a pretty punishing pace for me but I work well to deadlines, in fact I need deadlines. My list is not yet set but from initial musings it will include... The Cursling Gaunt Summoner Tzaangor Shaman Ogroid Thaumaturge 30 Tzaangor 2 units of Acolytes Enlightened on Discs Skyfires Summoned models I really want to find room for a Fatemaster, not commonly seen, his CA is rubbish but a fast cheap hero with a 2+/4++ the right relic and maybe some screamers to babysit him might play well in more than a few scenarios. Considering the event is about 10 weeks away that puts me putting out at a unit a week, plus display board and practice games. Balls to the wall! If you got this far, thanks for the read. I hope you enjoyed it and I will be back with updates as soon as models get churned out. Cheers Origin
  17. Hey Guys, Looking for a little feed back on this list. I have only just started with Tzeentch and any advice would be appreciated. Tzaangor coven seems like a really good buy at 110 points, Balewind, Cogs and Portal feel like a must but I could have a whole other caster for that price. And maybe steal the endless spells from my opponent with Glean Magic. And on a side note, the Fatemaster. Coming from outside Tzeentch he seems crazy good for 120 points, yet he does not seem to feature in many lists and indeed i cannot seem to find space for him. Mainly because he doesn't cast, has anyone found a space for him? Allegiance: TzeentchMortal Realm: ChamonLeadersCurseling, Eye of Tzeentch (160)- General- Trait: Magical Supremacy - Artefact: Alchemical Chain - Lore of Fate: Bolt of TzeentchGaunt Summoner (180)- Artefact: Souldraught - Lore of Fate: Treacherous BondOgroid Thaumaturge (180)- Lore of Fate: Infusion ArcanumTzaangor Shaman (180)- Lore of Change: Unchecked MutationBattleline10 x Kairic Acolytes (80)- 7x Cursed Blade & Arcanite Shield- 3x Cursed Glaives30 x Tzaangors (480)- 6x Pair of Savage Blade- 12x Savage Greatblade- 12x Savage Blade & Arcanite Shield10 x Kairic Acolytes (80)- 7x Cursed Blade & Arcanite Shield- 3x Cursed GlaivesUnits3 x Tzaangor Enlightened on Disc (160)3 x Tzaangor Skyfires (220)BattalionsTzaangor Coven (110)Endless SpellsBalewind Vortex (40)Chronomantic Cogs (60)Umbral Spellportal (60)Total: 1990 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 128
  18. @Aezeal Yeah it's pretty disappointing. Both of my pre GHB18 builds, waystone and not, got more expensive and substantially worse. And a 20 point discount on SoTW doesn't make up for it. I still think they can play well but I really don't understand why they got hit with the nerf bat.
  19. I have been reconsidering the Freeguild Regiment. With the points drops in the greatswords, demigryph and the battalion (more so if you consider the 50 point bonus CP) it is far more approachable. But the kicker for me is in the change to the great company rules, being wholly within favours small units. The battalion bonus basically swaps out the the +1 to hit for large numbers and it is a bonus that you will rarely lose. So a unit of 10 handgunners in the battalion can still get 2s to hit and wound, and they can have it down to the last man. I'd be looking at the following skeleton to work from. Allegiance: Free PeoplesLeadersFreeguild General (100)- Stately War BannerBattleline3 x Demigryph Knights (140)- Cavalry Halberd10 x Freeguild Greatswords (140)20 x Freeguild Guard (160)- Swords and Shields20 x Freeguild Guard (160)- Swords and Shields10 x Freeguild Guard (80)- Halberds and Shields10 x Freeguild Handgunners (100)10 x Freeguild Handgunners (100)10 x Freeguild Handgunners (100)Units5 x Freeguild Outriders (130)5 x Freeguild Pistoliers (130)BattalionsFreeguild Regiment (210)Total: 1550 / 2000Allies: 0 / 400Wounds: 127 The 20 man guard units allow for 2 great companies, formed from the sword and board, halberds and handgunners. And you use each company as a single 40 man unit, much like the Darling Covens do. I would consider swapping one unit of gunners for some archers and folding the greatswords into a company. The archers help to prevent 1st turn free summons etc. You still have enough room for a decent allies selection, griffon general is a no brainer (shame there is not enough room for 2), maybe some cannons, maybe some wizards. We need Mortal Wound output and spell defense, maybe a Hurricanum? It's a lot of points but it fills a few holes. Since my wanderers got shat on I've been looking to pick the humans back up again. And I think the battalion has merit in AoS 2.0
  20. This is why I run 60—90 glade guard. Just nuke the 2-3 key enemy units. Even with the discounts, I still do not see SotW or WWR as being viable choices. Despite the points increase and movement nerf GG and waywatchers are still our best option. Now if SotW had rend it would be a different story...
  21. The FAQ is great, but I have been playing that way for a while now. When the whole army moves as one it is brilliant. But being restricted to one unit is really limiting. Especially when you want everyone camped around multiple AoEs from your CP spend.
  22. @Frozenbeast Unfortunately I have seen the new abilities and there a few minor changes to abilities and artifacts but our Realm Wanderer ability is now limited to 1 unit per turn and the unit must be wholly within 6" of the board edge. It is a really sad change. I would post a picture but the admins would hit me with a stick I think...
  23. 50mm...? What the hell, that has to be an mistake right? The studio army is on 40mm bases. That really hurts...
  24. That FAQ... Bloody hell. They take with one hand and give with the other. The FAQ is great, it's what we all wanted, for one freaking unit a turn...!
×
×
  • Create New...