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XReN

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Everything posted by XReN

  1. You can, the rule itself doesn't specify what unit you need to have on the table except that it have to be yours, allied units don't use or benefit from being counted as "your units on the table", no reason to overthink it.
  2. Where there are bigger crevices on the model (like eye sockets) you may also want to add brighter color in the middle to show the source of glow and intensity
  3. 1 drop, 2 units I think the part you are concerned with is meant to clearify that by taking allies you don't lose access to Allegiance Abilities
  4. You roll your saves, then heal any wounds that were previously allocated, then allocate wounds from failed saves And by previously I mean from another source, you can't heal wounds allocated from different weapons of a single unit
  5. @Scurvydog that's pretty much my thoughts on what we have so far, thank for that because I'm too lazy to do this write up
  6. There is a lot that I dissagree with: The battleshock is irrelevant because you should have Anoited near the PG so they won't care. Sequitors in defence mode won't do more damage than PG, it's also way harder to make them all fight than with PG because of enourmous 40mm bases and only 1" reach. They also do 1/3 less damage in offence mode against 4+ save than greatswords so that does not compare, whille also doing only about 1/4 more damage in offence mode than PG or less damage than PG if they have Anoited's CA on. I can't imagine how you made your calculations. You need Lord Castellant BADLY, sequitors will die to anything except chaff otherwise, also units that fight at the begginning of the phase will do so in your opponent's turn before you get to channel shields. Sequitors are also worse against shooting than PG I agree that sequitors are somewhat tougher in CC against low rend, but when there is so many damn MWs flying left and right it's hardly worth it and they also cost more points.
  7. Errrr, even 1 more meaningfull battle trait and a compensation for lack of command group and "if this unit has that many models it can ... " would be nice
  8. They have restrictions in battletome that are harsher than this
  9. Are you aware that aetherwings are able to move within 3" of enemy unit in the opponent's charge phase?
  10. They don't get to charge when aetherwings make their move and example you gave implies that aetherwings have not made any move, hello
  11. This implies that aetherwings haven't moved AT ALL, explain
  12. Oh, I missed that, I was calculating the re-roll of all the dice.
  13. It doesn't have pitched battle profile (i.e. point cost) therefore it can't be used in Matched Play
  14. Pretty much, when rerolling failed you don't get to account for negative modifiers
  15. Okay, I'm new to the Cities, I haven't been an Empire or Elf or Dwarf player in FB or AoS and I'm goiong to include dorfs in my Greywater lists because they can do what I need them to do. Irondrakes - Second best missle unit in the book point for point when buffed with Runelord and standing still, the only one better are Sisters of the watch when buffed by nomad Prince and standing still whille having the same bravery and the best save across all missle infantry in the book. Not to mention that you can wreck the living hell out of any monster if use msu Drakes Ironbreakers - 3+ save infantry that can be buffed to 3 rending attacks - nowhere near being bad, they easily rival Sequitors and unlike Eternal Guard they can actually move whille being excelent in defence Longbeards - a great buff unit, that is their purpose and they can do it well whille not being super expensive, 2nd complaint also works with Irondrake's superb shooting Hammerers - they are right in the middle compared to all other "elite" infantry in the book and not easier to kill than other such units except Phoenix Guard. I know that duardin got nerfed, but they are in a solid place in this book.
  16. Oh man, the rage is real, I've seen and heard people complain and trash talk about Stormcast since I started playing AoS over 2 years ago and it's still going on, this is incredibly annoying. Even with new and strong armies it's always stormcast who get the worst sort of complains because of all the things @l1censetochill mentioned
  17. Flayers actually suffer from distance drop-off in damage, when the target is >3" away from them they get -2 to the roll Also you can reduce bravery to negative numbers
  18. If you happen to settle on them - 20 and chemist will give you the most number of skyhook shots - 12. From the top of the head - you get 2 skyhooks in 2 boxes, then you can take of the skypike's top and put it on the volleyguns so that's 4, than ask local KO players for some bits, like baloon boys grapnel launchers which look very much like skyhooks.
  19. I'm thinking 20 arkanauts and Chemist, they deal less damage than 3 ballistae, but have better range and will actually be able to hit small heroes with look out sir They also have big footprint and pistols. Still not great, but it's something
  20. And about ME format - the list above is definetely not the way to go, but it is what I had available, you probably want Gyros, Outriders and more missle infantry in such games, so you can keep shooting non-stop and have speed to race for objectives, I would rather had 20 handgunners in one unit then 2x5 liberators - no need to screen from something that won't survive long enough to reach you. Also artillery is questionable, but totally not worth putting biggest chunk of your list in rearguard.
  21. I think I'll share my silly little list and first Meeting Engagement experience here, this is what I used: I played 4 games at a local tournament, GHB scoring, my army wasn't painted so with 2 major wins, 2 major losses and 2 completed agendas I finished 15th out of 18 players with 160 points total. Irondrakes are beasts when you buff them to 2 attacks 2+ 3+ -2 1, they just shred through everything Volleyguns are also great, 3 times this tournament I rolled max number of shots without breaking with them, only twice I had rolled mishap and both times reroll for Cogsmith fixed it, so with 27" range they can be good after all, both at long and at short range, though Ordinator is definetely reqired Command trait helped me to make sure that I'll have my guns in position all the time and also made my Gyrobomber a sturdy and annoying little ******, because after operating on the front of the battle and getting damaged he has just been running to Cogsmith dropping bomb at someones head an still shot his puny cannon, can't wait to run a squadron of 3 of those. Continueing with Gyro - it's a pretty good unit, if you take a unit of 3 and buff them with Runelord or LOrdinator they will actually deal decent damage at very long range as well as scare of squishy enemies with their 3d3 MWs Battlemage and Liberators did their thing kinda well, I'm going to abuse the hell out of that +1 to cast bonus for battles in home realm since most local tournaments run the same realm for every game and it's known before hand. Liberators are just as I remeber them from more than a year ago when I played Stormcast - low damage tarpits, that can sometimes deal some damage if dice are gracefull.
  22. It is not the normal move, so it doesn't count as retreat.
  23. I kinda like the dice, but at the same time I would've prefered them to have dots from 2 to 5, oh well, I'll get just one set of them, since I'm already stacked with Malign Portents dice which are the best dice imo. And right now I regret buying Cities of Sigmar battletome and start collecting instead of saving this money for bonereapers
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