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Showing content with the highest reputation on 05/06/2019 in all areas

  1. Sounds like a really bad idea for game balance if im honest
    13 points
  2. holy ******, calm down people! I mean we have 1, literally 1 whole paragraph to go, that you would have to stretch beyond belief to come even close to some of the conclusions that people are reaching for here... "We’ve looked at this expansion in previous seminars, but we’ve got even more to share with you today! First up, we’re excited to unveil the all-new mercenaries system. With Forbidden Power, you’ll be able to recruit renowned sell-swords to your cause regardless of Grand Alliance. So, for example, you could have a Chaos army and enlist some of the notoriously ur-gold hungry warriors of the Greyfyrd lodge…" How people can read this and think this means you'll randomly be bringing Greater Daemons into Daughters of Khaine lists staggers me. If you're really desperate to parse the text for hidden meanings (assuming it's not just some bloke writing what they think of as colourful copy rather the Voynich manuscript for toy soldiers) then things like "renowned sell-swords" should give some pause. That, to me, suggest specific named units, or at most it's like a battalion where maybe there's a command unit and then you get to pick from a few options. Maybe instead of being affected by allegiance abilities they might have their own special abilities that can be used by the 'leader' of the mercenaries. Who know but I very much doubt it's just going to be some big free-for-all. I'd say the example they give is also fairly useful as a guide, so you have an 'Order' race joining up with a 'Chaos' faction, narrative/fluff/lore is at the absolute core of this game, so they've picked what on the one hand is an extreme example but also one which is 'lore' friendly and has a basis in the existing fiction. That should at least give some indication that they're trying to do this in a way that makes sense, and again for that to work there will need to be some hard limits on what can be included and what goes with what. Hey maybe I'm completely wrong and we can look forward to Morathi, Nagash and Archaon all appearing on the same side but I would be amazed. I mean seeing as it's part of an expansion that features some kind of campaign it could also just be directly tied to that and be more narrative focused. Lets just wait and see.
    11 points
  3. Can you imagine how awesome it would be if all the Saurus looked like the Oldblood in the Carnosaur kit?? Wallet apocalypse.
    8 points
  4. I always preffered mono-race/faction armies so this is even worse than the allies system for me.
    7 points
  5. There are a lot of strong reactions to this which is a little surprising to me. We already know it is not going to be any unit in any army. “With Forbidden Power, you’ll be able to recruit renowned sell-swords to your cause regardless of Grand Alliance.” Renowned sell-swords is the key phrase. I remember when the first fyreslayers book came out, a lot of people wanted it to be a book that could be in any grand alliance. This is essentially that. In terms of the lore the only units so far that fit this bill are fyreslayers, ogres and the endless spell hunting wizards mentioned in the Malign sorcery book. I am sure there will be a few more but it will be a limited pool. You are not going to see a GKOT in a DoK army for example. Purely in terms of matched play, allies are already at a disadvantage as they don’t benefit from allegiance abilities. I don’t see this change affecting the structure of any of the top lists. They may help some of the weaker armies though. So long as it fits the existing lore, I think this is a positive change.
    6 points
  6. Gonna add some positivity here, looks like this thread needs it. I am STOKED for this release. There is so much fun narrative potential here! The potential combinations could make for some cool, themed armies. The idea that I could collect just a little of another force to spice up my own is great. Picking up a unit or two of a faction I may otherwise not bother with and theme it to my current list? Sounds fun! The amount of doomsaying I see here is both funny and a bit depressing. So many people already convinced the worst is happening, as if this one concept suddenly destroys their ability to play AND kicks their dog. All from one paragraph that promises one small thing. (What are Fyreslayers going to do in Chaos? Even with them somehow getting allegiance abilities, you are muddying up your synergies. You are stretching your points and builds in random directions. All for....tough slow guys? Nurgle feels slighted...) Personally, I like the IDEA of "soup" in 40k, it was just implemented poorly. I like Inquisitors hitching up with Space Marines backed by Guard artillery, it feels close to the lore. And GW has played damage control on soups many times over with FAQs and such, so they understand that the concept is flawed for competitive. In the end, this game is built for story and fun in a hobby. I have little doubt that this is exactly what this new rule is bringing, and all this screaming of doomed balance with Greater Demons in DoK are leaping off a cliff that will likely not even be there.
    5 points
  7. Interested to see what this is, hopefully more fun narrative themed options, as the more options the better IMO as in 19 years of wargaming, I have luckily never encountered one of these gaming scenes completely dominated by hardcore tournament players in which you need to fear every new addition to the game.
    4 points
  8. They were also in the trailer. It’s not really hiding clues, it’s more teaser then full reveal. They had a trailer with both warbands in, then showed them properly since.
    4 points
  9. Olynder done! Didn't care for the original white colour scheme that GW did (feels more festive than grieving), so I opted for a darker, black-ish palette:
    4 points
  10. Rerolls 1s gives them about 15% increase in output which is something like 1-2 wounds more for a 10 -man with secrator buff unit per combat. Gorefist gives them about 6-7 mws per dead 10-man unit (no rend, no bronze flesh). Can be more if unit is getting overkilled. Both do nothing when unit gets casualties outside of combat phase. Both don't work when unit loses models to battleshock. Gorefists don't work if unit gets wrecked by mortal wounds in combat phase, reroll 1s works. Opponent saves make reroll 1s have very marginal impact. For a 4+ opposing you will need about 5-10 combats with a unit to catch up to gorefists. Basically we have 4 scenarios: - unit gets shot/spelled away, nothing matters - unit survives for the whole game while in combat, reroll 1s is better - unit gets destroyed with any saveable wounds, gorefists are better - unit gets destroyed in combat with mws, reroll 1s is very marginally better Unless you're doing a big megablob of warriors scenario 2 is a win more since warriors are first line and will probably die. Megablob of warriors is questionable tactic, but they are the best thing we can blob with so 2 axes in it has merit. tl;dr small units of 10 and less - gorefists, big units of 20 and more - 2 axes. Big issue with 2 axes is that there are other sources of reroll 1s (banner, khul, demon artifact, shrine) while there are no other source of mws for warriors.
    3 points
  11. "If a Wizard successfully casts a spell while they are within 1" of an Umbral Spellportal model, the range and visibility of the spell can be measured from the other Umbral Spellportal model from this endless spell." There's nothing in that rule that states that the spell is permitted to have two ranges. The range can be measured from the other portal and even an area of effect spell only has one single range. Therefore it can only be measured for once, either from the caster or from the other end of the portal, not both. It doesn't need the "instead" language because at no point does it permit the player to measure the range twice.
    3 points
  12. I think this developement has a potential to rock the otherwise fairly balanced place we are at in AoS. Also more rules bloat is not needed.
    3 points
  13. I really love the lore and models of Tomb Kings, if I had collected a wholle army whille FB was a thing I would still play 8th edition now and then For the arguement of Bretonia-not-fitting-in-AoS, thats BS. I would agree that all their models should be discarded and they should be given a new name and new model range, as well as new theme, instead of being a medieval chivalric society they should become a knightly order type of faction, with brave men and women from across the realm gathered as elite cav army in pursuit of goals like gathering long-lost artefacts (that's what Hollowmourne Grand Court was before they encountered famine that led to their downfall) and crusading against chaos. How can anyone argue that fantasy setting shouldn't have full plate human questing knights?
    3 points
  14. I think this is the wrong direction. AoS right now is much better balanced than 40k. Going down this path is a poor choice, and has the potential to ruin immersion, balance, and the style that AoS has going for it.
    3 points
  15. This seems very likely to me given the way the4 other Battletome have been set up. BT lists? For some reason I can’t pick out the acronym... Just as a tip, if you don’t know where the flying models are coming from it’s best if you put the Revenants (spite or tree) directly in front of the unit you want to screen. It doesn’t really matter if they’re flying units if they cant fit the model between the screen and the target. Flying models usually require 2 units of t-revs to screen, so you can create a complete circle around the likely target but remember they can’t land within 3” of an enemy model before they charge, and they still need to maintain coherency, so even if they can fit 1 model in a gap, but cant keep the rest of thier models within 1”: the charge fails. If you know where they’re going to be, then thats a different story. If a flying unit is looking to set up a charge next turn against a Treelord ancient with only 3 wounds left, and positions itself for a reasonable charge next turn by ending it’s move the turn before 18” away from the wounded treelord (12” flying move + average of 7 on a charge roll, so lets call it a 6” inch charge just to be safe). You see what’s coming, so you pop a unit of tree-revenants 6” in front of the likely target, spaced the full 1” out. That puts them 11” away from the attacker ( 6” between treelord and revs +1” for the t-revs bases is 7”. 7”-18” = 11” away from T-revs: easily outside the 9” enemy model restriction). Now, even though your opponent can fly, he can’t end his move within 3” of a model before charging. If he’s 11” away from the tree revenants he can’t fly over them (not enough movement), and has to land at least 3” away from them I.E. he can only move 8”. That means from the no-land zone to the intended target is a 10 charge if he wants to try to fly over the screen (6” from Tree-revs, + 1” for tree-revs bases, + 3” no land zone from tree-rev before a charge = 10” away). Say he starts closer. Instead of setting up for a charge 18” away, he sets up 16” away. Doesn’t matter. You can set up exactly the same as before (6” between the target and the screen+ 1” for t-revs bases = 7”. 16” -7 “= 9” still within the restriction) Although he starts 9” from T-revs and has enough movement to move over them, he still cant land within 3” of a model before charging. Still a 10” charge. And if somehow you opponent has + movement buffs, run and charge and cogs all out at the same time, then you just use 2 units and form a tight ring around the treelord. T-revs are built to die. They’re protectors after all; not because they’re Killy, but because they get in the way and there’s very little you opponent can do to stop them other than killing them first. I dunno. I envision him being used behind a unit of scythe hunters for the RR 1’s buff, because thats where your enemy expects him to be, with the exception that he stays out of combat, because you’ll need him to charge the next turn. You keep your t-rev assassins in the background, pretending to guard a flank, or hold an objective or something. You let the hunters use that RR 1’s buff for a turn, hopefully thinning out whatever unit is holding the line in front of you. He’s not in combat, so all he’ll have to weather is shooting. At 4+ save, RR 1’s from his shield ability, and -2 hit from being a character (and I’m assuming an item), I doubt you opponent will worry to much about him and will spend more energy trying to wear the 6 scythe hunters with 4 attacks RR 1’s at -2 rend D3 damage. Next turn however, you cast cogs. Hunters can root and reroll failed saves, so they’ll be fine. Your revenant has 12” +2 move from cogs, so a 14” move. That means as long as the enemy’s line isn’t more than 8” deep you have more than enough to hop the 3” gap (she’s not in combat so she should stay just outside of 3”) and the 3” no-land zone behind them. 3”+3”= 6”- 14 inch move =8” buffer. T-revs dont need to worry about all that. They just show up, close to the revenant, 9” away from something you want to die. Again, cogs+warsinger turns a 9” charge into a 5” charge, RR 1 dice. You can also spend an extra CP if things go pear-shaped. Also the arch rev’s buff happens at the beginning of the combat phase. That’s important, because you need to bring your t-revs in close to the arch revenant and they need to start wholly within 12” (I’m figuring warsinger, so the arch-rev must be the general. That is, if the attribute is still around). But remember that T-revs have a massive 6” pile in, so it should be pretty easy to ensure that they all get buffed. I actually think this will be super easy to pull off, because your enemy will not be expecting it. I watched a game a couple of nights ago of stormcast vs seraphon. The stormcast player ultimately won, but his troop formation was never more than 3” deep at any point along the line of skirmish. He had 2 support characters within 2” inches of the back of his line, and a ballista about 4” behind that. His backfield was completely empty. I saw at least 3 points in the line that would allow you to pull exactly this type of attack off. Nobody’s scared of revenants. Do this a couple of times and they will be. It’s not so much a strategy as a bonus. Spites bravery attack is just something they get, and they’re required to unlock Dreadwood. But the real benefit is the 2d6 battleshock test at -1 bravery. 9 bravery sounds like a lot, but put them behind a line of 6 hunters buffed with an Archie, or near Drycha with squirmlings and its a different story. 9 bravery doesn’t mean all that much if you manage to push 15-20 wounds into a unit. It’s especially painful for multi-wound models, since 15 wounds is only 3 ogres; but since they’ll be at 6 bravery, and rolling 2d6 discard the lowest, that could easily be about 15 wounds worth of models fleeing from battleshock. Sure, there are ways to get around it, but CP’s spent on BS immunity are Cps that cant be spent on command abilities later in the game. Thanks mate! We’ve had some good discussions you and I. It’s good to have a place to discuss high-level play and strategy. It makes us all better players.
    3 points
  16. The new huge chaos marine release, Cicatrix Maledictum lore, and Vigilus campaign strongly disagrees with your weird A is better than B now argument. Both systems are in great shape and are not competing with each other. As far as sylvaneth; I’d wager we’ll see something after Looncurse has been out for a week or two.
    3 points
  17. The power of Soup in 40k is that for a lot of factions, especially the Imperium, you can bring a whole separate detachment and fill it with the cheapest possible chaff that also nets you a ton of command points. This is valueable because you get loads of cheap chaff to screen your more valuable units, you don’t care if they die, they cover the board so you can deny things like deep strike and they can camp objectives. Then when you get like 10 command points from that and it’s only like 500 points you can bring actual meaningful stuff that does all the heavy lifting like Knights or Space Marines or Adeptus Mechanicus or whatever (fill in the blank) and then spend all your Command points on the most powerful game changing stratagems (like think the best possible command abilities you can cherry pick from any warscroll) and spam those over and over to make your good units even better. Its more an issue of CP farming, stratagems being a thing and cheap as chips guardsmen, cultists, and other forms of “encouraged” chaff and chattel to bloat your army with because there’s literally no penalties and as long as everything is self contained within a detachment you are battle forged.
    2 points
  18. Sounds to me like they are going the "soup" route that plagues 40k, only calling it "mercenaries". Which I have to be honest worries me.
    2 points
  19. Id personally say thats the wrong way to look at it but to be frank I dont think you'd agree
    2 points
  20. This for a few simple reasons. 1) It will just cost you less. With the looncurse box you need 1 mangler, 1 fungoid and 1 squig herd box. The other list also require a madcap. 2) Boingrots are the powerhouse unit of squig lists and you get 10 in the looncurse, use them and love them. 3) At 1k you don't really need the second spell and I really hate the madcap. He's so much worse for 10 points than the fungoid it's unbelievable. It's would be like a treelord ancient costing 10 points more than a normal treelord. On a side note, instead of the first fungoid buy the gobbapalooza box. Boggleye on a 25mm makes a perfect madcap shaman. Spiker is a thematic replacement for a webspinner shaman and shroomancer is a great alternative fungoid model. So you get all 3 wizard options and the gobbapalooza instead of just 1 fungoid.
    2 points
  21. Morsarr going up to 180 per 3 won't make IDK unplayable and neither will Hags at 100 and Wyches at 300 for a horde.
    2 points
  22. Admittedly they’re one of the more obscure factions, but when you get a chance you really should check out Stormcast Eternals.
    2 points
  23. It will get focused, but it is not easy for most units to do anything meaningful through the 4+/5+/6+ saves. If you can get the charge I think you would be fine.
    2 points
  24. I’m all for if it if implemented well. You could use it to make some really cool themed forces. I’d love to see Stormcast with Orruk mercs sort of the like what happened in Fury of Gork.
    2 points
  25. One is longer and the other wider. Aside the new Dwarf one is the cutest little thing you ever saw. After two strikes on the other Death endless spells GW really turned things around with the FEC option. In this thread there has been some discussion much farther back. I’m happy with them. They seem to fill in gaps. A 40 ghoul unit holds the line extremely well with a chalice. The barrier against a piece of blocking terrain is almost broken. Originally I wasn’t too thrilled with the Stampede one until it started filling the role for sniping boosting heroes, it does’t hurt that it has a huge movement value. My minimum number of potential mortal wound dice has been 15 when it goes off. Not a bad deal at 60 points. The only thing that gets me down on endless spells is the points compete against warscroll battalions & the unit tweeks. At 2k all three plus a battalion is about 1/8th of the points. That makes me very uncomfortable.
    2 points
  26. Thanks for the feedback. I want a lighter base because otherwise I find the overall look is too dark and it helps the models pop a bit more. I’m not particularly adventurous when it comes to basing though, and I’m very open to any suggestions. I’ve started work on my Keeper. I need to finish off the base obviously and a few gemstones here and there but otherwise she’s nearly done. But I’m a little worried about her being too dark.... I’m not really sure what I should do to make her stand out more from a distance and I want to keep the dark broody feel. Any thoughts?
    2 points
  27. Yeah skaven have a few old models in need of updates too. I was surprised there wasn't new versions of the metal and finecast skyre models at the very least. Tbh I would probably buy a seraphon army in a heartbeat if they updated those old models.
    2 points
  28. More reveals at the Australian Championship so I thought it was worth continuing the discussion outside of the rumour thread - https://www.warhammer-community.com/2019/05/04/australian-championship-warhammer-previewgw-homepage-post-1/ So the starter is very likely going to contain the only two Warband revealed so far - the Iron Golem and Untamed Beasts. Personally liking the Iron Golem a bit more at the moment but really loving all of it. I’m also hoping the goat-lion thing is the new Chaos Hounds. I’d like them to be a thing again.
    2 points
  29. You went from ‘there are rumours’ to ‘it’s pretty clear’ real quick 😂
    2 points
  30. 40k and Aos are certainly on totally different stage, let alone their themes and atmosphere are completely different, or even opposite 40k is on the road of already decades of developing, its theme is about the rotting and dying and struggling of the whole galaxy, (except greenskinz or nids I guess). Its frame is well-established and development must be steady and reasonable. It is for sure you will not see 'new things' as often as in Aos for there were already so much treasure written in its long history, creativity or 'new thing' doesn't always mean 'welcomed' in the case of 40k (just look at the impact caused by the invention of primaris). Surely a series of events after 8e mainly focused on the imperium, since imperium is now facing a disaster never seen before and 40k means to be a surviving story of humankind in grimdarkness of the far future and this is why it is unique. Moreover, it is safe to predict when the dust of crisis of imperium is settled, we will see more from xenos (to be fair they have already mentioned a lot about xenos, take Ynnari and GSC as examples) Aos, however, means to be new. Although writers have done a great job on establishing the world, especially after 2.0, there are still so many gaps and mysteries yet to be solved. Without constant content updating Aos can not grow into a mature setting. Ppl usually feel there are constant new things created for Aos, this is very true, because this world lacked so much when Aos was launched! They used to only have the base setting of the world! Aos now is experiencing exactly what happened to 40k from 2017-2018 when 8e launched, for all factions need a refreshment of 2.0 rule if Gw still wants them playable otherwise they will be cut out just like greenskinz and Gitmobs (temporarily at least). What we truly need to consider is where the world will go after the tide of refreshing finally ends and all must-have factions get released (light/dark elves, traditional dwarf and mortals aka free people, etc). My guess is more campaign books like Vigilus and Forbidden Power in which we can find expansion of rules and development of lore, sometimes get new factions hinted before in fluff (sky grots, etc). However, my worry is how those talented writers will create mortal heroes, for it appears to me that the time span of events in Aos is usually about hundreds of years, which is long enough for heros (I mean mortals, not sigmarine or chaos or undead) to get old and die. In this case creating famous mortal heroes will be quite difficult, as long as they do not simply transform every hero into SCE.
    2 points
  31. There are rumors AoS is catching up to 40k in its yearly sales. I think it’s obvious AoS is the better product at this point. A business does not support a failing or less successful product like this. It’s pretty clear AoS is becoming their a product while 40k is the b product. It also helps the creative freedom allowed in AoS is awesome. Right now AoS has more armies in it than 40k lol. 40k is so stagnant the grogs flip out if you try add any new lore or army they like the exact same thing being sold to them over and over and over again with minor updates. They treat 40k like it’s a sculpture that should never be messed with lol.
    2 points
  32. https://thehonestwargamer.com/age-of-sigmar-stats-30th-april/
    2 points
  33. I made a map of The Glittering Archipelago recently for the pirate thread. I used a couple different tools, but it was another that started with Inkarnate. Here's what I made initially. But since I wanted it to look more like a dirty pirate map, I used MSOffice (powerpoint specifically) to change the colors to sepia, and then used the Photocopy Artistic Effect. And because it was for a sort of performance art narrative thing, I actually printed it out and mutilated it to make it look more like a proper treasure map. So here is what I finally ended up posting over there. My First Mate Smitty Cystongue with his map of The Glittering Archipelago. This island chain was actually a mountain range as recently as the Age of Chaos. It was a duardin kingdom (although others lived there too), and its shining gem was the fortress of Kazak Gorlm. The people of the kingdom stored all of their values in the vaults of Kazak Gorlm's mountain fastness. Unfortunately, during the Age of Chaos, the whole place ended up flooded and the duardin fled to the skies to join/become the Kharadron Overlords, leaving the others to their fates. Now theregion is a treacherous series of islands mostly populated by treasure hunters working out of Brassport. A few descendants of the humans and aelves that populated the kingdom have survived living simple, rough lives in the fishing villages and forests of the islands.
    2 points
  34. Hello everyone, I've been following TGA for over a year now and finally I made an account to partecipate in some of the discussions. A few words about me, at the moment AoS is my favourite tabletop-game. I stopped playing 40k when they gutted my list (Raven Guard) but with AoS I'm not that scared since the variety compensate the issue I have with 40k. I'm currently playing Nighthaunt (I have every unit so I should be fine when and if the point drop/increase happens) I'm also starting a 1k Idoneth and Nurgle army since I finished painting my 3-4k Nighthaunt. I'm really excited to see Warcry and Forbidden powers, hopefully at warhammer fest we see more infos 🤞🏻 Have a nice day.
    1 point
  35. I was thinking about using him with the gryph feather charm, so he would be regularly-2to Hit in combat and when shoot at. taking then screaming bell with you while, rolling a ten will increase the debuff on the Brood horror even more, giving me the option to literally never get hit by those hate-full aelve-things
    1 point
  36. Hello all my fecund noxious friends! After sitting on this project forever I finally got around to making my own custom Harbinger. Hope you all like it. C&c appreciated, I'm still working on my sculpting skills and would love some comments on the cape. I look forward to getting some paint on this bad boy. More pictures to come!
    1 point
  37. I just spent three months hobby budget but I would instantly blow the rest of the years on Seraphon if they looked that good.
    1 point
  38. I'd recommend Marauders instead of Chaos Warriors if you have them. The Firebelly should work just fine in place of the Thaumaturge. Regular Night Goblins would do well for the Grot Scuttlings. I'm not sure what to use for the Horrors, although you only need two pinks. What about Brimstone Horrors, too? You could pick up a box of all of them.
    1 point
  39. Thanks for the heads up! Yeah I thinl it’ll only be these 2 warbands, they have suitably opposite themes. I’m dying to know more about the game already, this drip feeding is driving me nuts... I’m hoping for simple rules, a solid campaign system and a nice amount of terrain.
    1 point
  40. Yeah, I wonder if they would almost have a compendium of "eligible" models that you can hire out.
    1 point
  41. Get rid of that “if” and we got ourselves two people saying the same thing. Must be true! Rumor time!
    1 point
  42. Sylvaneth battletome is too modest for a Warhammer Fest, at least for the main dish. I still expect new army reveal.
    1 point
  43. Don't bring your logic in here. Tell me what I want to hear! Spite horde bases, spectral hounds of Kurnoth, and venus flytraps on 60mm bases!
    1 point
  44. although its possible I’m wrong, I don’t think those are are our unique scenery piece, unless there’s more to it I’m not seeing. One tiny leg or not, they really don't fit the “over the top with a bunch of things on it” AoS aesthetic. The leaves on the tree are very clearly the same leaves from our current woods kit, and although the scale is decent, it just doesn’t look like it has a lot of detail. I mean look at the loonshrine fgs. Even the dwarf forge has runes and stuff all over it. Chaff wins games. As much as people hate it, knowing when to feed a relatively weak but mobile unit to an enemy whose intent on throwing his most powerful unit at you, can mean the difference between a win and a loss, or, a major loss and a draw (if it comes down to it). Tree-revenants (before the update) were hands down the best char fin the game, and now, they’re even better. A unit that can do 10 MW on the charge, or 30 wounds + 6MW if they activate first is not scary if they have to go through 5 t-revs that suddenly popped up in their previously clear charge path. If you check a few pages back, the new Arch-rev does a decent job at turning them into a commando unit. We don’t know what our items are like yet, but if you can get an arch-rev behind enemy lines, and give him a -hit item like briarsheath, and possible a warsinger command trait (if he’s the general) he’s decently survivable. 4+ save RR’1s, -2 hit vs shooting. Once he’s there, you can just pop a group of 10 revenants within 9” of an enemy, and charge all of them with +2 (from warsinger). Manage to get Cogs out, it’s +4 to charge. T-revs can even RR one charge dice almost guaranteeing a charge. Pop command ability, and that 160 pt unit of revs is doing 15 wounds vs a target with a 4+ save (not counting the Arch revenenants attacks. That’s enough to take most characters, warmachines and monsters off the table in one round of combat: FOR 160 POINTS. How much more commando can u get? Spite are nearly the same deal as T-revs in the sense that they are chaff. As somebody who plays dreadwood primarily they are excellent area denial and combat multipliers. If i’m using the TLA bunker ploy (Treelord ancient, with 30 dryads in front in a half circle in Wyldwood, I’ll have a two untis of 5 spites mixed in just out of combat and one behind guarding the rear. Anybody want to jump in from behind they have to clear the spites first, giving me an extra turn to figure out what I’m going to do about it. If they just opt for combat, They cant clear 30 drayds in a single turn, which means they’re stuck 3” from 2 spite groups. in the hero phase they get blasted with 2D6- bravery worth of MW (-1 bravery from the spites themselves to boot) then, combat, and then have to roll 2D6 for battleshock and discard the lowest. For armies that have 6 bravery or there about that can be a brutal turn. I’ve had whole stormcast units flee after crashing into that wall and having combat turn pear shaped. Not everything can be hunters or Drycha. Some stuff does combat well, but just because you cant throw 5 at star brand and take him off the table in 1 turn doesn’t means its a useless unit.
    1 point
  45. I think if we're lucky, the new Aos update will be Stormcast vs. Ogors. That'll give us new abilities, point reductions, the works, and we'll almost definitely be a competitive army. Let's hope for the best!
    1 point
  46. I had so much hope for 40k once. It seems like everyone gets what they want except xenos. None of the major wants were ever listened too for orks lol except the buggy. No truly new xenos factions either everything is a boring sub-faction release. Sigmar is getting interesting new factions left right and center. New Primaris lore destroyed my Deathwatch crew lore and with xenos so irrelevant to the setting I’m sure it’s only a matter of time before Deathwatch will have to be redesigned to fight chaos more. It would take a holy miracle to get me to care about nu-40k again.
    1 point
  47. If Arkhan doesn't get his kickass flying chariot and has to ride a zoid, then nobody gets one. 🤔😉
    1 point
  48. If you don't want to buy anything else, then this is of course a legal and playable list, but it is very low on wounds and will have trouble against anything but other casual 1k lists, but if that is your meta, all should be good. For a more competetive approach I don't think running a battalion, especially shroudguard pays of in in low point nighthaunt armies (although very few 1k lists for any armies work with battalions). Those 5 man squads will get deleted by most things with no way to recover from healing, simply focus 5 down and they are gone for good. Removing the battalion and possibly one of the heroes, knight of shrouds would be my choice, and then run 15 bladeheists, 20 chainrasps and 20 grimghasts, with the guardian of souls with no artifact and the spirit torment with a midnight time, that is one of my goto 1k lists at least, nothing here is easy to remove from the table in one go, so healing can kick in, guardian babysitting reapers and/or rasps, and torment as general with ruler trait running with the bladegheists, this is heavy support and high healing output for blocks of models that are less likely to all get wiped in one turn. I know that involves more models, but maybe something to consider if moving onwards with nighthaunt at least for future purchases. At least I hope there was something useful in my feedback, but I would also like to hear if you end up playing the original list and how it goes.
    1 point
  49. Skaventide Warscroll Changes All Clans Covered Ladies and Gentlemen, boys and girls. Presented here for you, by popular demand, is a total recap of the changed to all the Skaven scrolls laid out by Games Workshop. To the regular readers you will notice the Pestilens scrolls are in here despite already having been covered in a separate article. This is so anyone seeking a total guide doesn’t have to jump between the two. If you’re Pestilens supremacist or an enterprising Nurgle Maggotkin player perusing new options, go check out the separate article if you like. Now on to the meat of things. Masterclan Seeing a few significant changes to the head honchos, and most if not all of them good. Let’s get stuck in with the rulers of the Rat-Race. Grey Seer – increased to 120pts from 100 · Unique spell replaced with Wither, a powerful short range debuff. · Warpstone mechanic reworked to be more risk/reward. · Can cast 2 spells now. · Command ability has been removed. Finally the Grey Seer actually behaves like the erratic uber-caster he is meant to be. 2 spells is a great buff considering the Lore specifically for Grey Seers and the Warpstone mechanic is neat and thematic. Screaming Bell – Remained at 200pts · Confers battleshock immunity to nearby units. · Can’t move without being pushed now. · Same 2 spell buff as the Grey Seer on foot. · Peal of Doom reworked slightly. · Cracks Call range shortened. · Now has a 5+ ward save I was sold from the first point and this thing just gets better as you go down. Everything about the bell is neat and it’s thematic and most importantly, powerful. Verminlord Warpseer – Remained at 260pts · Doom Glaive damage is d3 instead of 3 but attacks 6 times instead of 4. · Now has a 5+ ward save. · Has the ability to accrue extra Command Points. · Command Ability now confers Battleshock Immunity. · Unique spell does d6 damage to target, rather than d3 or 3 to a flyer. · Received the new Verminlord bravery debuff effect. Another big winner, the Warpseer will find himself in a similar position to the Fungoid Cave Shaman, a powerful utility character that can farm command points and therefore get allied to everything that can take him ideally. Lord Skreech Vermining – Remained at 300pts · Same Doom Glaive change as Warpseer. · Thirteen Headed One mechanic reworked so all options are viable. · Now can cast 2 spells instead of one. · Verminlord bravery debuff effect added. · Thirteenth Dreaded Spell unchanged. My favorite Skaven character, Verminking received only a handful of changes specific to himself but they’re highly impactful. His access to 2 spells instead of 1 works well with his Knowledge of the Arcane rule to let him really lay the magical pain. Otherwise Skreech remains a reasonable option for Mixed Skaven, and a bit outclassed by the Warpseer for ally potential. Thanquol and Boneripper – Remained at 400pts · Warpflame mechanic changed to anti-horde focus. · Can mix and match whichever weapon options he wants per arm. · Command ability changed. · Received the Monster keyword. · Unique spell changed to anti-hero spell. · Arkhan the Black level casting buff from Staff of the Horned Rat. The cockroach of the Skaven clans, no amount of stepping on this little monster will ever keep him down. Thanquol emerges in the new book as one of the strongest named characters in the game with a swathe of devastating abilities that keep him strong in all phases of the game. Looking good, Prophet of the Horned One. Masterclan Verdict The Masterclan are looking fantastic after their changes. Im definitely convinced these guys are the undisputed masters of Blight City. There are two big Skaven players in NZ, myself and Mr Mitch Harty (twitter handle is bitch_party), and he’s always been a Thanquol man while I’ve been an adherent of Skreech Verminking. We both came out well from this but Mitch is definitely laughing his way to the bank. The Clans Verminus The soldiery of the rat clans, Verminus bring cheap chaff infantry and heavy hitting elites supported by small affordable leaders and the dread Verminlord Warbringer. Let’s dig in. Verminlord Warbringer – Decreased from 280pts to 260pts · Standard Doom Glaive change. · Verminlord bravery debuff added. · 5+ ward save added. · Punch Dagger has the chance to massively increase damage on a 6 to wound. · Receives combat bonuses for nearby rats rather than for charging. · Command ability is now wholly within. · Can now cast 2 spells. · Death Frenzy spell upgraded to target d3 units instead of just one. This guy saunters in and single-handedly makes Verminus Allegiance viable. We don’t even have the full picture and I can safely, SAFELY say this is a thing and this guy will lead it. Fantastic changes across the board that turn this lad from a brutal close combat sledgehammer to a powerful leader and support character… and a brutal close combat sledgehammer. Clawlord – Remains at 100pts (Renamed from Skaven Warlord) · Scurry Away mechanic replaces original retreat after fighting ability. · May only take the Warpforged weapon option now. · Command ability unchanged. Losing the other weapon options isn’t exactly a big deal as no one ran them anyway. Scurry Away isn’t as good as the old ability where he would fight then have a chance to run immediately after, but at least Scurry Away isn’t on a dice roll. In Verminus armies this guy can take a command trait along with every other Clawlord, so that should be quite interesting. Clanrats – Remains at 120/200pts · No longer receives combat buffs for being a large unit. · Shields now work against any damage rather than turning off against damage higher than 1. Changes to these guys are more in the Allegiance Abilities for the army than on their scroll. They still retreat and charge which is all anyone ever wanted from them anyway. Stay golden pony boy. Stormvermin – Remains at 140/500pts · Exact same shield change as Clanrats. · No longer get buffs for outnumbering their opponents. The changes to these are more in line with the fact that they are receiving so much else from the rest of the army with battleshock immunity, buffs to hit and wound and rerolls being thrown around hard and fast. Stormvermin are an expensive unit that require support to be good, but when they are supported there won’t be much this deadly utility unit can’t do. Clan Verminus Verdict A solid, well rounded series of warscrolls that are now believable as their own real, tactical force rather than just that time I took 1600pts of Clanrats and Warlords with 2 Screaming Bells allied to cheese a local store event. I look forward to seeing people crying on twitter as they realize how much detail their 89th Stormvermin actually has on the model. The Clans Pestilens My once and future army. My hard-cover Pestilens battletome was bought a week after their release, and it’s no secret my desire to play and win the army borders on the fanatical and unhealthy. I’ve annoyed many a person with constant deranged rants about why its fair the Plague Monk warscroll has more words than the Old Testament and I feel not just qualified but entitled to review and break down this section of the clans. Verminlord Corruptor – Increased to 260pts from 220pts · Unique Spell changed so that it does more damage, but no longer spreads. · Plaguereapers don’t reroll all their hits anymore but inflict mortal wounds on unmodified 6s to hit. · Plaguemaster now does AoE mortals around the Verminlord rather than tick off creatures that have already been hurt by it. · Received a 5+ ward save. · Received a passive bravery debuff to nearby enemies. · Command ability now grants rerolls rather than additional attacks. Big Cheese himself came out looking pretty good. Can’t help but feel that Plaguereaper change will have an FAQ saying he can’t take the Sword of Judgement on top of that ability so goodbye to that. His prior weaknesses (no rend, terrible survivability) have been fixed, and his strengths (two casts, high attack volume) made it through unscathed. Good changes, though I will miss his old unique spell even if it wasn’t exactly good. Plague Furnace – Remained at 180pts · Altar of the Horned Rat now just makes anything wholly within 13 inches ignore Battleshock. · The wrecking ball does far more damage but is a single target instead of AoE now. · The Plague Monk crew actually have attacks now. · It has the same ward save as the Verminlord Corruptor. · It has keywords that prevent it from receiving Look Out Sir now. Good lord GW the Plague Furnace didn’t actually need to be stronger. Yeah it can’t benefit from look out sir anymore, but they give it mini Crown of Conquest and a ward save? Like what? This thing only got better. Thank the Horned Rat I have 4. Plague Priest (Both Variants) – Remained at 80pts · Tumbled into one warscroll. · Gained the attack profiles of both original priests. · The Plague Tome once per game activation is gone. · Pestilent Prayers are all reworked (addressed at the bottom of the post) This was always going to happen. Plague Tome + Wither was one of the strongest combos in the Chaos grand alliance, and people were starting to wake up to it. A shame that they had to change him, but it makes sense why they did. A small price to pay for the rest of the changes, as Iskandar Khayon said in Black Legion, a sacrifice is only a sacrifice if it diminishes the giver. Plague Monks – Remained at 70/240pts · All once per game effects removed from command options. · Improved Rend on 6s and rats doing damage when they die left untouched. · Banner now causes 6s to wound to do double damage. · Doom Gong now boosts running and charge rolls. · Rerolls for two swords is still here, as is +1 attack for charging. The meat and bones of the army. This one was always going to get changed due to it being a troop unit with more rules than Kairos Fateweaver. But the changes are for the good… or so it seems. All the changes are really strong and benefit the unit. HOWEVER the warscroll specifies 1 in 20 for it’s command options, which likely means the minimum unit size has been upped to 20. Squashes a few of my tactics and will mean some changes. I will however roll with these changes and no doubt actually be better off with them (ideally). Plague Censer Bearers – Remained at 60pts · Aura of damage effect is slightly better. · They receive bonuses for being near monks at a slightly larger range now. I expected nothing and wasn’t disappointed. I was terrified these guys would be the recipient of random buffing that meant I would need to convert another 20 ****** Stormvermin into these, thanks for actually having my back there GW. Plagueclaw Catapult – Remains at 160pts · Receives artillery bonuses if there is 10 or more models in the unit, instead of more than 10. · Does a bravery debuff to victims. I was afraid this thing would get worse not because I use it (I have 3 fully panted to a high standard and they sit in a drawer somewhere) but because I’ve already ragged on it so hard, I wasn’t sure how I would somehow step that up. Pleased to say… that won’t be necessary. It’s slightly better. Changes to Pestilent Prayers and Noxious Prayers The original prayers on the warscrolls of the Plague Priest and Plague Furnace are now gone. They’ve been replaced with new effects that are fundamentally different with bizarre names. · Disease-Disease! (Formerly Wither): So instead of making it easier to wound the victim ala Wither, this is ow the Gaunt Summoner unique spell on a 6. Boo hiss. · Pestilence-Pestilence! (Formerly Plague Breath): It’s the same as before but the bubble is 3” not 2”. It also doesn’t affect Pestilens units, rather than Nurgle units. Neat. · Filth-Filth (Formerly Bless with Filth): Thank Christ it’s still the same. No changes here, and what a boon that is. · Rabid-Rabid! (Formerly Rabid Fever): Add 1 to the attacks of something nearby. So this is where they shoved the Verminlord command ability. I’ll forever miss the old one of this, my monks fighting after death is a MASSIVE part of my army’s reputation in NZ due to me taking 2 Furnaces and making sure it was always active. Pouring one out for you my lad. Clan Pestilens Verdict With widespread buffs to everything in the army and very few points increases, none of which could be called unjustified, Clan Pestilens is shaping up as the big winner of the clans so far. Saddle up lads, I will be your captain for this journey and the destination is, indeed, the podium. The Clans Skryre Blegh, really wanted to not do this one because of the sheer amount of reading and writing involved. I’ll save you some reading if you’re just here for Stormfiends: Yes, they got nerfed and no, nobody has any sympathy. Arch Warlock – Increased to 160pts from 140pts · Warpflame Gauntlet hits on a 2+ rather than being auto hit. · Can increase the damage of his melee weapon and spell at a risk. This could have gone a lot worse for Skryre players given the popularity of this lad. He’s still an excellent caster and his ability to take risk death to churn more damage is purely optional so really he plays the same as he did before. Also Skryre have their own whole table of spells for this guy to reap. 20pts isn’t much of an increase considering that. Warlock Engineer – Remained at 100pts · Slight rework to risk/reward spell mechanic. Almost entirely the same guy. As ever the devil is in the details and the devil here is Skryre’s new warp lore table. It will be interesting to see if other clans take him purely for that given his affordability. Stormfiends – Decreased from 290pts to 260pts · Can now only take squads of mixed weapons, what the box provides. · Warpflame reworked, see Thanquol and Boneripper. · 6+ triggers are now Unmodified 6 triggers. Damn Games Workshop, I’m not even sure if this was necessary. You could have just changed how warpflame works so a unit of only warpflame wouldn’t be hilariously devastating but sadly, new warpflame on a whole unit of these would be blatantly unfair. I’m hoping this leads to greater variety and interaction with Clan Skryre, but it will be a shame if people hang up their fiends for other options. Skryre Acolytes · Can run and shoot now. · Can’t shoot things they can’t see anymore. You were worthless cheap Skryre battleline before Acolytes and that is EXACTLY where you will remain unless the Skryre Battalion brings you fresh spice. No one would take these in mixed Skaven over Gutter Runners, and no one would play Skryre just to have these as battleline. Hopefully you catch this hard pass better than you throw globes. The Weapon Teams (Doomflayer 60pts, Warpgrinder 80pts, Warpflame 70pts, Ratling Gun 80pts) · All overload mechanics guarantee the death of the unit after its attacks are resolved now. · The drill comes up whenever you want but can inflict mortal wounds on the units tunnelling up. · Warpflamer changed to be in line with other warpflame weapons. The only one of these that will see any use outside of being mandatory for battalions is the drill, which now is a lot better given the risk of my 500pt unit of Stormvermin simply never surfacing isn’t a thing anymore. Warp Lightning Cannon – Remains at 180pts · Can double the dice for shooting at the risk of blowing the weapon up. · Now has 8 wounds instead of 6. Being able to choose to double the dice to fire the cannon is pretty awesome, even with the risk it entails. Just remember you have to choose to do it before rolling the power dice… pray you don’t roll a 6. Doomwheel – Increased from 120pts to 160pts · Can double it’s shooting attack at a risk. · Hurts every unit it roams over rather than just one. · Still a chance the enemy can move it instead of you. Look GW you made it better but you didn’t make it 40pts better. I was sold till I saw it can still run over and kill my own things on a bad dice roll and no matter how Skaven that may be, it gets a pass. Warplock Jezzails – Remained at 140pts · 6+ is now Unmodified 6 to hit. No real changes. Convert some up and drop them out a Gnawhole into shooting range. Not much else to say, they’re still good and they will see use. Clans Skryre Verdict Wow Skryre, you are tonight’s biggest loser. All I see here is a faction better suited to being allied than ran by itself. Acolytes are trash, Stormfiends require (shudder) actual skill now rather than just a silly battalion and some dice rolls and the weapon teams will just straight up disappear with one turn of bad luck. The only thing that can salvage this is a solid Allegiance ability and their spell lore to be really good. It’s thematic, but don’t expect pure Skryre on the top tables anymore. The Clans Moulder Ah Moulder, I’ve been looking forward to this. Every Skaven player (and every Skaven player reading this knows this to be true) wants Moulder to be good. And wit an Allegiance ability of their own and a new Battalion, this may not be far from the truth. Let’s see how they fare. Master Moulder – 100pts (New Warscroll) · Whole new unit. · Has the Packmaster whip ability. · Has a command ability that summons destroyed Moulder units to the table. · Powerful range of attacks. Games Workshop you magnificent ******. This with the Packmaster change is exactly what Moulder needed. A powerful support hero that can hold his own with a command ability tailored the clan he belongs to. 10/10, great work. Packmasters – Remained at 60pts, now per Packmaster due to being a unit. · Can now be taken in groups of up to 3. · Same whip effect as the Master Moulder. · Lost a few weapon options. Packmasters now come in… packs? Neat and fun, I like it. A neat and expendable option to roam the table following Ogors and Abominations while the Master Moulder does Master Moulder things. Rat Ogors – Remained at 100pts · 6+ changed to unmodified 6 to hit. · Attacks generate additional hits rather than additional attacks. Nothing significant changed, just rules tweaks for consistency. Hopefully see more use with buffs and their own allegiance rules. If I catch anyone taking these because they have a shooting attack their house is getting shot with a Plagueclaw. Giant Rats – Remained at 60/200pts · Horde bonus now increases weapon range rather than attack bonus. This change makes sense and it’s thematic, and I suppose it’s a good thing that we won’t be seeing Moulder armies with nothing but Giant Rats. That being said, they were always a quiet favourite of mine though I rarely if ever ran them. I see them still seeing a lot of use as an annoying battleshock immune objective camper. Rat Swarms – Decreased to 60pts from 110pts · Rules updated to be similar to restoring dead models to a unit. Was cutting the cost of this unit so dramatically potentially a disaster that will see Moulder players catapulting to the top tables as they drown us in 40mm bases covered in plastic rats they bought from their local Pestilens player? God I hope so. Hell-Pit Abomination – Remained at 220pts · Avalanche of Flesh attack similar to Slaanesh Chariots impact but has a 3” range over their 1” · Warpstone Spikes enable the model to have a chance to straight up ignore magic. Solid changes to a severely underutilized unit. A powerful centrepiece of any Moulder army, I will be shocked if there isn’t at least one in all the Moulder lists to come. Clans Moudler Verdict Damn Moudler, they tweak a few of your scrolls and give you one character and suddenly you’re a real army that poses a real threat. We haven’t even seen their allegiance abilities yet. We will watch your career with great interest, Moulder players. The Clans Eshin The sneakiest come last as ever, but no one will call them the least of the lot once they’ve read these changes. Verminlord Deceiver – Remained at 300pts · 5+ ward save added. · Verminlord bravery debuff added. · Can cast 2 spells instead of 1. · Skitterleap is no longer a global teleport and can’t target models with more than 12 wounds. Necessary changes. Deceiver enthusiasts should just be grateful they came out without a point increase. Further increased survivability ensures that this master assassin continues to do what he does best, assassinate. Deathmaster – Remained at 100pts (Renamed from Skaven Assassin) · Throwing stars pop into multiple hits on 6s. · Has a LOT more attacks with Fighting Claws. Largely the same old boy by a different name. He does his job a little better now and with so many attacks with his Fighting Claws, the smart Eshin player will close this guide and start digging through the Realm Artefacts. I recommend starting with Ulgu… Gutter Runners – Remained at 60/200pts · Throwing stars pop into multiple hits on 6s. They remain the once and future premium ally choice as far as Skaven units go. No changes made, no changes necessary. Stay awesome. Night Runners – Decreased from 100pts to 80/280pts · Throwing stars pop into multiple hits on 6s. · They make a 2d6 move now after deployment rather than just a free move. Same as Gutter Runners, the only change necessary was to stop them moving 20+ inches turn one. Otherwise they’re still what they were before, a niche option but a good one. Clans Eshin Verdict Without knowing the Allegiance Abilities of Clan Eshin I’d call these the least stand-alone army with no specific spell lore. They’re niche, but I may yet be proven wrong when the rules are shown. Jesus that was a lot of typing. Tell me your thoughts, yell at me, whine that Acolytes aren’t that bad (they are that bad, shut up). All feedback is welcome as always.
    1 point
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