kuroyume Posted September 28, 2019 Share Posted September 28, 2019 2 minutes ago, Thalassic Monstrosity said: Is that the only limitation? Can you take one of these units as your general? Yes to both. Hammerhal even has a bonus for taking Aventis Firestrike as general. 1 Quote Link to comment Share on other sites More sharing options...
Kamose Posted September 28, 2019 Share Posted September 28, 2019 (edited) A Battalion that needs 2-4 Battlemages?! Bwahaha!! My time has come! I always knew painting the eight Wizards of the magical land of Foon would payoff! Edited September 28, 2019 by Kamose 12 1 1 2 Quote Link to comment Share on other sites More sharing options...
GeneralZero Posted September 28, 2019 Share Posted September 28, 2019 I'm looking at the sprues of the scourgerunner chariot / Drakespawn Chariot. It seems to me that there are almost enough bits to built "almost each one of the kit: a pair of horses, a pair of drake, 2 sets of chariots...can someone confirm this please? Putting on the chariot some random old elves and done? Quote Link to comment Share on other sites More sharing options...
prochuvi Posted September 28, 2019 Share Posted September 28, 2019 I dont know about humans or elfs,but dwarfs have been nerfed hard. To sumarice: We have lost our shield of reroll saves for a +1 save(a save of 4 rerrolling is a save of 2'5) so it is a nerf. We have lost the combo of two hand weapons and shield(that was needed) but this have come with a increase in points and not a reduction,that makes zero sense We have lost the banner of only loose the 50% of models with bravery faills for a +1 bravery,nerf We have lost the ignore spells on every unit with a 5+ for.......nothing We have lost the ignore rend of 1 with our armor for nothing in breacker case and a +1 save to rangued in drakes. So as you can see dwarfs units have been nerfed HARD and the points dont reflect those huge nerfs as every unit have got increase in points out of drakes and breackers. I hope elfs or humans get more luck because dwarfs have been done useless Quote Link to comment Share on other sites More sharing options...
Satyrical Sophist Posted September 28, 2019 Share Posted September 28, 2019 Anyone happen to know how big skitarri are? Wondering about using them as the basis for handgunners. Quote Link to comment Share on other sites More sharing options...
AlmGandix3 Posted September 28, 2019 Share Posted September 28, 2019 9 minutes ago, prochuvi said: I dont know about humans or elfs,but dwarfs have been nerfed hard. To sumarice: We have lost our shield of reroll saves for a +1 save(a save of 4 rerrolling is a save of 2'5) so it is a nerf. We have lost the combo of two hand weapons and shield(that was needed) but this have come with a increase in points and not a reduction,that makes zero sense We have lost the banner of only loose the 50% of models with bravery faills for a +1 bravery,nerf We have lost the ignore spells on every unit with a 5+ for.......nothing We have lost the ignore rend of 1 with our armor for nothing in breacker case and a +1 save to rangued in drakes. So as you can see dwarfs units have been nerfed HARD and the points dont reflect those huge nerfs as every unit have got increase in points out of drakes and breackers. I hope elfs or humans get more luck because dwarfs have been done useless Well you are right we got nerfed somewhat, but overall this is a huge buff since we are now able to play the objective game and get a whole lot of new units to use. Tempest eye and greywater are especially good for us. Our units still have a place compared to other units in the book and im happy about it. Lore wise we will get a tome later down the line, but for now im happy that I can play the game outside of kill each other games, while having a good chance to win. Quote Link to comment Share on other sites More sharing options...
overtninja Posted September 28, 2019 Share Posted September 28, 2019 4 hours ago, madmac said: Phoenicium is a very specialized City, but they seem good at what they do, what they do being spamming out constantly healing 3+ save Phoenixes backed by the always rock solid Phoenix Guard. If you're someone that went all in on Phoenix Temple already they're a no-brainer, for me I think I'll just pick up one Phoenix to go with my handful of guard and bring them out for fun once in a while. Living City OTOH looks like my jam. With the new points I'm looking at about 1200-1300 points of Wanderers once everything is painted, which is fine with me. I'll fill the remaining points with Sylvaneth or Phoenix Temple while waiting for the Kurnothi update to drop. Also grabbing that 4 pack of Wizards for sure. I'm with you on the Living City, but I'm going to augment my Wanderers with some Shadow warriors - they can show up wherever with their savage shooting attacks, so you can use them to threaten any objective on the field or pop up and eradicate a troublesome support hero or two en masse. Definitely going to have to buy a Phoenix, though, they are too good not to snap up at this point. Quote Link to comment Share on other sites More sharing options...
prochuvi Posted September 28, 2019 Share Posted September 28, 2019 Yes,hammerers with king and drakes are good and gonna be played,and together to other race units we gonna have a good army. But my post was about a 100% dwarf army. 1 Quote Link to comment Share on other sites More sharing options...
Belper Posted September 28, 2019 Share Posted September 28, 2019 Not sure if she had those CAs before but the Sorc on Drag is an amazing single model piece if you can spare the CP. I would run her with dual frosthearts for some monster mash goodness. Quote Link to comment Share on other sites More sharing options...
Charlo Posted September 28, 2019 Share Posted September 28, 2019 Damn Shadow Warriors are savage now. Quote Link to comment Share on other sites More sharing options...
Belper Posted September 28, 2019 Share Posted September 28, 2019 1 hour ago, Frowny said: I think kharadron overlords allies are going to be great. Grundstock thunderers seem notably better than irondrakes. 2 shots basic instead of one and you cold bring a khemist for the 3rd. Big blocks of ironbreakers are also looking strong. Hard to shift. Up to 3 quality attacks. Carry other buffs well. Combos I see Sisters of thorn + ironbreakers is a 2+ wall Tanks in a bubble around the general in tempests eye. 2+ save, +1 to wound, control the middle from turn 1 with a wall of armor. Both wild riders and demigryph knights hit quite hard on the charge. So math will tell us which is better as a hammer. Demis are much sturdier though. Winner seem to me like hammerhal (generally useful), tempests eye for a strong alph Nd resistance to enemy alphas. Halloheart for a blob of battlemages Anvilguard and grey water fastness seem. Pheoneciumhas some good builds but seems like really only the go to for spamming pheonixes. Maybe do some will figure out how to build around the +1/+1. Not sure how to Interpret living cities. I play sylvaneth and aside from the hunters not too much seems better in a living city than in a sylvaneth army. Some great traits spells and artifacts though Can't thorn anything not a wanderer. Quote Link to comment Share on other sites More sharing options...
Acid_Nine Posted September 28, 2019 Share Posted September 28, 2019 okay, now that I seen more I like this book a bit more. would need to plan around making lists, but so far it's either a darkling covens / freeguild knights hammerhal army, or a wanderers focused living city army... a lot to play around with. I will say that the sisters of the watch looks like it could be fairly brutal with support. Quote Link to comment Share on other sites More sharing options...
Bozly Posted September 28, 2019 Share Posted September 28, 2019 Seeems cannons and mortars are out which is interesting. BUT fleets of gyrobombers baby. I have like 4 in boxes because stores just gave em to me since they wouldnt sell and i played dwarves 1 Quote Link to comment Share on other sites More sharing options...
The Merchant Prince Posted September 28, 2019 Share Posted September 28, 2019 22 minutes ago, Bozly said: Seeems cannons and mortars are out which is interesting. BUT fleets of gyrobombers baby. I have like 4 in boxes because stores just gave em to me since they wouldnt sell and i played dwarves Mortars were discontinued at the start of AoS . . . Quote Link to comment Share on other sites More sharing options...
Bozly Posted September 28, 2019 Share Posted September 28, 2019 5 minutes ago, The Merchant Prince said: Mortars were discontinued at the start of AoS . . . Forgot about that was back of my mind them and ballistas made a comeback lol. I have 6 cannons kinda sad they arent getting updates Quote Link to comment Share on other sites More sharing options...
Gecktron Posted September 28, 2019 Share Posted September 28, 2019 Just now, Bozly said: Forgot about that was back of my mind them and ballistas made a comeback lol. I have 6 cannons kinda sad they arent getting updates Im going to play my old cannons as Helstorm rockets. Since the Battery requires line of sight its rules fit a smaller cannon quite well. Quote Link to comment Share on other sites More sharing options...
Unit1126PLL Posted September 28, 2019 Share Posted September 28, 2019 Does the Steam Tank Hero making steam tanks Battleline override the fact that they are Behemoths? Or are they also still Behemoths and the "army of steam tanks" is a lie? Quote Link to comment Share on other sites More sharing options...
AlmGandix3 Posted September 28, 2019 Share Posted September 28, 2019 (edited) 6 minutes ago, Unit1126PLL said: Does the Steam Tank Hero making steam tanks Battleline override the fact that they are Behemoths? Or are they also still Behemoths and the "army of steam tanks" is a lie? I think its the same way as with gristlegore Edited September 28, 2019 by AlmGandix3 Quote Link to comment Share on other sites More sharing options...
Gecktron Posted September 28, 2019 Share Posted September 28, 2019 2 minutes ago, Unit1126PLL said: Does the Steam Tank Hero making steam tanks Battleline override the fact that they are Behemoths? Or are they also still Behemoths and the "army of steam tanks" is a lie? For Flest Eater Courts the Battleline condition overrides the Behemoth tag for Terrorgheists and Dragons. Quote Link to comment Share on other sites More sharing options...
Unit1126PLL Posted September 28, 2019 Share Posted September 28, 2019 So they are purely Battleline and not also Behemoth? Is that how Gristlegore works? Quote Link to comment Share on other sites More sharing options...
PraetorDragoon Posted September 28, 2019 Share Posted September 28, 2019 1 minute ago, Unit1126PLL said: So they are purely Battleline and not also Behemoth? Is that how Gristlegore works? Yup. If they would be still behemoths it would state "Behemoth, Battleline if X" like the Beastclaws. Quote Link to comment Share on other sites More sharing options...
mmimzie Posted September 28, 2019 Share Posted September 28, 2019 (edited) Im thinking of going hollow heart. I havent looked closely at the points but: Sorceress general: battle shock immunity aura, -to hit against shooting Battlemage ghur Battlemage hysh: adjunct Battlemage: chamon Sorceress 40x darkshards 10x free guild guard 10x free guild guard 10x free guild guard 6xmorrsar guard 30x blackguard Burning head Quicksilver swords Purple sun Geminids Thinking of adding a hurricanum for bonus to cast for the battle mages. Black guard are very fast, with wild form and a commandabout from the sorc they get a potential 15" move and +3" to charge. Morrsar are just another quick killy unit that dont hit as hard but don't need as much support. That said they can be buffed with hallow heart spells to boost thier punch. What do you folks think, should i bring the hurricanum? Maybe different endless spells?? Like palaisade, shackles, and gravetide??? Not feelingthe gemnids for the price. Maybe the luminarch kill laser?? Edited September 28, 2019 by mmimzie Quote Link to comment Share on other sites More sharing options...
spenson Posted September 28, 2019 Share Posted September 28, 2019 (edited) Ok so I haven't really looked at the stormcast book, but what do you think of the living city list? Anointed on Flamespyre Phoenix 300 Drycha 320 Phoenix Guard (30) 420 Phoenix Guard (30) 420 Phoenix Guard (10) 160 Frostheart Phoenix 220 Shadow Warriors (10) 110 Emerald Lifeswarm 50 Total 2000 Drycha seems really good with the command ability that allows you to move again after shooting. She basically moves 18" if an enemy unit is within 27" at the beginning of the turn. The anointed on flamespyre phoenix will probably be the general with the +1 save command trait and the strike first artefact or maybe one of the artefact from the realm of life (e.g. +1 to hit and wound or maybe the D6 heal once per battle). I added 10 shadow warriors because I had 110 points left at the end. They are also really good with the life command ability that would allow them to be set up within 9" of an enemy unit and then move 6" after shooting. Since the living city is in the realm of life, the emerald lifeswarm should get the D6 (if I understood correctly). It's a bit of a shame that the living city doesn't give you a way of generating CP. I think I should also add another wizard since I only have drycha. Maybe a battlemage instead of the shadow warriors? The lore of leaves is absolutely awesome so I think at least 2 wizards in the army would be nice. You can for example stack the -1 to wound from the frostheart with the third spell. Or add another way to heal D6 to a friendly unit. What do you think of this list? I was also think about playing the phoenix guard as MSU and add either a luminark or an hurricanum. It would give me a second caster and a way to deal MW + some buffs but I would lose some bodies. The hurricanum also casts the lifeswarm on a 5 instead of a 6. Edited September 28, 2019 by spenson Quote Link to comment Share on other sites More sharing options...
Knight Scáthach of Fimm Posted September 28, 2019 Share Posted September 28, 2019 So my Hammerhal Freeguild list works out relatively similar to how I normally played in terms of size. Hammerhal Freeguild General -100 Griffon -320 40 guard with swords 280 30 Greatswords -420 30 Handgunners -300 (ha-ha I knew not caving to crossbows was a good idea) 10 Guard with Halberds -80 6 Demigryphs -360 1 Battle Mage -90 1950 (by my reckoning) So I can't squeeze in my Luminark, and while I still have no MW protection, I think all these buffs Freeguild got will make up for it. This list is basicaly the same as my normal one, minus the Luminark. This list has 110 infantry in it (all of which are in the process of being repainted for Hammerhal((I started this before I knew the rules, check my receipts for dettol)), and still has some beef/speed in Demis and the Gryphon. I'd rather not have ANOTHER command point to start, so maybe I'll get an endless spell. I was fortunate in that the stars aligned for me and my army, and I see how in some ways it didn't for others. This book seems extremely solid, although I have a sneaking suspicion something busted is going to show up out of Phoenicium but i don't know how or why. Greatswords and Demis are the real winners for me, even though they went up a fair bit, they also became incredibly potent. While I could field the Lancer battalion and go extra-Hammerhalian, I feel, while it's decent, it's unnescessary. Also Griffon for the most part was a straight buff, although piercing bloodroar is nerfed. I saw someone saying the foot general isn't worth it anymore, but his command ability is 100 points no matter how you swing it. Also, base infantry will be bravery 7 around him and elites 8 which gives some protection vs Mind Razor and other bravery debuffs. For Hammerhal, the battleshock modifiers Freeguild could take before really aren't a big loss, since with the potential for 13 banners, I'll be raking in those CPs like no one else. I can really see Hammerhal being the army if you want to field a huge amount of infantry, because they themselves are contributing to CP generation. That's an average of like 3 CP a turn banners + normal generation, then there's the retinue +1 on a 4+ then there's other traits etc etc. Personally, I love Banners Held High as it makes the huge infantry force feel cohesive in a way. I am very satisfied with Hammerhal, and it feels (as a Freeguild army) very reasonably balanced with clear strengths that will contend with the top tier armies. Now, do I feel like Living City and Tempest's Eye will be where the meta lies... As I said before, I will have to trade my magic and magic defence for the new rules, but it's worth it to me. Quote Link to comment Share on other sites More sharing options...
adreal Posted September 28, 2019 Share Posted September 28, 2019 So hunters of the hidden paths, how does this interact with the shadow warriors deployment ability Quote Link to comment Share on other sites More sharing options...
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