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Poryague

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Dracothian Guard

Dracothian Guard (7/10)

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  1. It literally does. "Ignore the effects of "guarding hero" ability when picking the target for thier shooting attacks". It literally says ignore that rule when picking targets. If you ignore the rule you get zero benifit from it. When you pick a target for their shooting attack you ignore the effects (plural) of guarding hero . There is clear case guarding hero is entirely ignored as written not just the targeting aspect.
  2. It says " can ignore the effects of guarding hero" if guarding hero is ignored all the effects of the ability are ignored . It's as though that ability doesn't exist.
  3. It say to ignore gaurded hero. Which if ignored means no benifit at all from it. Your hero just dies.
  4. The ward save was wholly within 12. Going to 18 is a big improvement. Also you can move out of range and hold the bonus till the beginning of your next turn instead of losing it immediately when out of range. Interesting trade offs.
  5. Invocation of nagash combined the old invocation of nagash, morikhane and soul stealer into a spell. The old invocation and morikhane where aura type abilities and now have to cast to get them to work. No need to castle but adds risk to be unbound by opponent wizard. Maybe we will see some heavy aura changes.
  6. Worth noting that damage table has changed to battle damaged. Simplifying what happens when a moster is weakened by damage.
  7. Worth noting that damage table has changed to battle damaged. Simplifying what happens when a moster is weakened by damage.
  8. The max threat range of slick blades is 32 and 26 for daemonettes. So it would be closer to 6 inch difference on average especially if you command daemonettes 6 and they get a +1 to run and charge. There 4 battle plans that operates at 24 inches. Where slickblades would probably fall into auto including. So if we are talking tournaments would depend on if you know battle plans ahead of time. If all plans are 18 inches apart that will change the math. Also depends on armies that show up not all armies necessary go 1 drop though a lot chase it. If we get to go second. It gives an edgout to daemonettes. Daemonettes are not far behind slickblads.
  9. Slickblades seem to only shine because of mobility. They don't really excel far above daemonettes on damage and daemonettes scale better on buff because they have more attacks. When you factor in a lot of slaanesh players build 1drops to pick turn order. If you go second and let your opponent move they can now be nuked by daemonettes which are more likely to get you to the first tier of buffs. It also depends on your local meta but because of where points sit. I don't think slick blades are as auto include as people think.
  10. Comparing slick blades, 20 daemonettes and fiends Movement 1. Slickblades best movement no comparison. 2. Fiends and daemonettes fairly comparable. Fiends 12 base but daemonettes can keep up with a cp and get a +1 to run and charge. Can argue Fiends edge out daemonettes because lack of need for a resource. Survival Surviving melee All 3 are actually fairly close Fiends may edge out most cases. Because of -1 to H and W. Surviving magic and shooting 1. Daemonettes because they have a 5+ rally and 20 wounds 2. Slickblades because of wound count. 3. Fiends Lack of wounds and not much they can do to counter There is a but for magic Fiends and daemonettes are eligible for wizard hunting battalion with the 5+ignore spell and endless spell. This puts slick blades last in magic survival. Damage output Damage to 1 w models Slick blades and daemonettes fairly close. Slick blades edge out around 4+ or higher save. Daemonettes win when dealing woth unmodified saves due to volume. Fiends falls behind. Damge to 2 w models. All 3 are competitive close. But dealing with 4+ armour or more goes to slick blades then fiends. Then unmodified goes to daemonettes. Damage to 3 w models Fiends daemonettes close fiends win again higher armour Slickblades completely fall off due to no longer getting bonus attack. Damge to 4w or more 1. Fiends by a large margin. 2. Daemonettes 3 slick blades. There is a but for the damage out put the wizard hunting battalion can net a bonus attack for fiends and daemonettes when targeting wizards. Granted this is for killing heroes. But thier are hand full of armies having multi model units being wizards above a certain model count Lumineth and tzeentch I know have these units though not used a lot. Overall Daemonettes tend to be more well rounded and are batle line. Slickblades favor lots of models with 2 or less wounds. While fiends favor 2 or more wound type armies more elite armies. though I think there may be an argument fiends and daemonettes may outright be better then slick blades when fiends and daemonettes are in wizard hunting battalion.
  11. Invaders should have been fixed in a way to work on unique heroes. Other books with subfactions that offered unique heroic actions didn't stop unique heroes from using them. If they fixed it to work with uniques while limiting it to one use. It could of still been a useful subfaction.
  12. The archers are steal because our other options are not as good. Our infantry units are really kinda meh until you get depravity rolling and some seem pointed as though we should have some level of depravity buff going immediately. The buffs are swingy depending on army, battleplan and opponent skill level. Our cavalry revolves around slickblades and blissbarb seekers. The others ones are just meh possibly overpointed. Yeah there fast but without depravity bonus rolling they will be lacking in performance. The depravity made a huge difference in archer survival as they die to stiff breeze. several units didn't feel impactful until depravity started rolling in and thats assuming you have enough of them left to do the work.
  13. Demonettes are in a weird spot when you compare them. Gor are 110 can't run and charge no rend. Similar profile 4h 3w vs 3h 4w. Demonettes run and charge but gor have strike last and get the rend on round 2 and rend 2 round 4. They also get a 4+ save with shields. They can asily drop Demonettes points. We are still suffering pointing issues on some units. There seems to be an assumption on us easily getting the depravity early game which is not true and extremely matchup dependent. While gor in this example gain abilities automatically as the game progresses with little the opponent can do.
  14. Do you think running it to elite may have caused some short falls?
  15. How many mortal wounds was he kicking back? Even if you did the full 14 wounds to it the average kick back is 7 mortal wounds and dies. Or is there another way to kick back mortals I haven't played Fyreslayers.
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