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Sheriff

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Everything posted by Sheriff

  1. Been working on a troll list as a side project for a while. its led by a megaboss for bellowing tyrant / bravery 8 fellwater trolls. ethereal arachnarok with cogs as a tanky spellcaster in the realms, 2 grots blobs for net-guarding the trolls, 2x3 troll units as well inside the grot blobs. fanatics too.
  2. this needs the vince mcmahon meme but i'm too lazy
  3. Don't over-think it. Its a mushroom capable of thought and movement, just like a grot. The rock is like a little rogue idol i guess.
  4. On the new maps the threat range doesnt need to be so long (18 instead of 24 inch), and you can get that by other means than fungoid (cogs, destruction move, realm spells, Gordrakk, etc.). Personally I tend to just sit on objectives rather than charge to enemy anyway.
  5. Bellowing Tyrant if using fungoid general, because it gives +2 threat range to the unit the buff is put on, with command ability. If using a spider hero then I still like Bellowing Tyrant just for the +2 bravery buff on spider riders.
  6. Cogs gives the arachnarok a third spell as well as re-rolls o save, which is super strong when you have the ethereal trinket. Basically in the new edition it very efficient to have one arachnarok in your list when realm spells are in play, but the second one is far less points-efficient. I find that without an arachnarok in the list, no grot units really get much value out of artefacts like she does. Spider riders are too reliant on stacks of buffs, and a smart player can just ruin the chain of buffs. Multiple dependencies is a recipe for frustration imho. I do plan to play with a screening list to help them perform though (with gordrakk)
  7. I can't make lists without this. Its ALWAYS in the list. Usually with the burning head for even more arrows hitting. They are such great value and absolute murderers when used right. I usually put the destruciton move on them as priority to get in shooting range, then charge as well if sneaky goes off just to get in place for the turn after.
  8. I've completely changed how I use spiders in 2nd edition. The arachnarok is now a general in a mixed destruction army that is a buff-machine with realm spells, that is also un-rendable and re-rolls saves, just a big anvil that is thrown at the rendiest unit the enemy has, and they can't ignore it due to its value in casting 3 spells a turn. The little spiders are still awful unless you go full gordrakk build but it costs too many command points to be worth it.
  9. Humans are smart and adaptable, and could come up with a new solution if needed. But no, apparently only the mighty super-smart immortal stormcast can have such powers. If stormcast have a monopoly on defeating baddies, then that is rather limiting for story-telling.
  10. they seemed to have all manner of wards, traps, special ammo, etc. for dealing with undead stuff, and had survived hundreds of years with these tricks. To dismiss them as useless was just lazy given all the evidence they were not useless.
  11. so i just finished it and here are my take-aways. For context, its the first aos book i've read.
  12. Don't forget Gordrakk, he can fit in a list that allows turn 1 mega charge with 20 spiders doing 4 bites each. Can also screen them all with grots and fanatics.
  13. I agree but this will cause confusion and need clarification.
  14. I get the feeling that the way GW plans to speed up games is to make everything die really quick by boosting damage by 500%, through command point combos that inspiring and mystic shield will barely reduce.
  15. Not confirmed. Like a ... rumour? What is a 'legitimate' rumor then?
  16. I play goblins. Nothing can get worse. I'm all for major shakeups.
  17. Charges going first is intuitive, makes sense to me unless opponent has higher weapon range.
  18. yet from the teasers so far it seems they are adding more stuff to it (e.g. command point stuff). probably just creating a new magic phase on top of a command phase or something.
  19. They said they assessed ways to speed up the game and have been successful, so I wonder what they concluded? I play a large horde army right now and it can take ages to play when there is tons of scenery (and it seems they want MORE scenery not less), so they must have figured out a way to drastically speed up piling-in or got rid of the need for it. That and setup take ages. Maybe setup is now fast somehow... I dunno. Can't see the scenery issue being solved so it must be pile-in or setup thats faster now.
  20. This adds to the hype for grots getting better in 2nd Ed. Will be nice to not have 2 rock lobbas killed by a single nurgle infinite range D3 mortal wounds. More resilient artillery Fast cheap chaff chariots can shut down enemy ranged attacks Multiple little heroes become useful (many command abilities, dead heros not as big of a deal) Magic spell list available
  21. Guessing it will be like for the portents scenarios, i.e. 1 point per hero, plus D6 per turn. I really hope it isn't based on battalions as many armies are not allowed battalions. I'm hopeful that GW will end the 2-tier battletome / non-battletome situation as it stinks. The magic changes hint at this getting fixed to some extent at least.
  22. Follow The Paint gets mocked but it's been a very reliable predictor of releases.
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