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The Merchant Prince

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  1. I think given the sheer scale of the cities it's not even necessary that they all be in one book. Newer players will no doubt like mixed forces while older players will like rules that correspond to the former armies that now make up CoS. I think they can both coexist, in the same way LoN and Nighthaunt coexist, or how some battletomes share some units, like beasts of chaos with tzeentch in terms of sharing tzaangor units, or with god-books and slaves to darkness in terms of marked StD units. Given that we have mixed options already, I would like to see more options for standalone monoracial armies similar to what Har Kuron has recently provided in terms of recombining daughters with former dark elf units.
  2. A normal tier list will inevitably be inaccurate. What we need is a tier list with error bars that show the range of an army - how good it is both at its best and worst relative to other armies.
  3. I'd go lances - pre CoS you'd be more likely to use demigryphs just as objective holders so you'd go with halberds for the better general weapon coz you're not likely to use them for charging. Now with CoS, they're substantially killier by default and in combination with with spells + other buffs so they can be a proper charging unit.
  4. Disagree. Great companies were, as the name suggest, great. Can't comment on the others though, and dispossessed were certainly slow. I think there's two noteworthy causes here: 1. At least initially, people are just getting into CoS using their existing collections; and 2. CoS was never designed as a cohesive model range. Now sure, a lord arcanum looks great alongside my demigryphs, but ultimately CoS is a mishmash of ranges that without converting can only be combined aesthetically via a common colour scheme and basing etc. Aesthetics and hobby are important to people's enjoyment of the hobby, so I totally understand this reason. I'm a freeguild player so when I want to play CoS I base it around my freeguild units and then I look and what other units complement my units or which rules fit my army theme, and I'll just convert an equivalent unit to represent that. E.g. I'm running tempests eye and in place of skywardens I'll be making some converted freeguild flying infantry.
  5. When I used sand on my minis I would apply it prior to painting, firstly because actual sand and its colour and variation at that scale doesn't really look right IMO and because the spray primer would seal it in place perfectly.
  6. All they'd have to do with this one is swap out the liberators for a general on griffon (and maybe also the castellant if the liberators are the cheap easy to build ones) and switch the old multipart general kit for the general on foot with zwei kit / clampack.
  7. I can - there's no freeguild start collecting which is odd since they're the faction on the cover and the other two races received a SC box each. My bet is on a Hammerhal freeguild box with a General on griffon and demigryphs among other things.
  8. The old high elf archers are great for making middle eastern style troops.
  9. Vitriolic spray clearly pairs best with units with a high weight of attacks where you're not paying for extra unnecessary things like rend and whatnot. On that note I think it'd pair very very well with gyrocopters: You can get 3 for 180 pts and they get 1 attack per model (from a single unit) within an 8'' radius with their steam guns.
  10. The soulscream bridge also pairs nicely with the irondrakes coz they can teleport and still get their bonuses for not having moved (or handgunners/crossbowmen/eternal guard etc) (see Core Rules Designers’ Commentary, July 2019 'Reserves') - the teleport doesn't count as a move for the purposes of any other rules or abilities.
  11. I doubt it's related - names don't mean much. I mean the ogroid thaumaturge isn't a ogor.
  12. Using the mathhammer app 3 long rifles (buffed w/ hurricanum or didn't move + general) (i.e. 3 attacks hitting on 2+, wounding on 2+, rend -1 and dmg 2) will put out an avg damage of 2.778 / turn against a 4+ save, 3.472 damage / turn vs 5+ save, and 4.167 damage / turn vs 6+ save - i.e. will likely kill a 5 wound hero in 2 turns without an issue. That's without considering the rest of the guns, the stand and shoot etc. I think that's pretty good.
  13. Why not include the +1 to hit and wound from the general - that's practically a must take with FG shooting?
  14. I'm confused - what am I looking at? What does the hurricanum have to do with it?
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