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XReN

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Everything posted by XReN

  1. At the same time your opponent usually can't manipulate Slay abilities, with exceptions being Archaon with Fate Points and Nagash with Spell Portal. Whille Terrorgheist can be buffed to hell. Also you can counter Crawler with deployment and LOS-blocks. Which is something you should be skilled at if you want to play this game and win no matter if you use it to counter shooting, alpha strikes or insta-kill abilities
  2. It needs to drop like what, 9 wounds before it can? Instant slay abilities are fine, after a year of playing FEC and multiple instances of rolling hot with Gaping Maw I can't see an issue. Last saturday my GKoTG destroyed following things in 1 combat phase with only Gruesome bite and Feeding Frenzy: Dragonlord Shalaxi KO Frigate 4 and a half gore-gruntas And objectively those abilities should exist to counter things like Ethereal 3+ save monsters, Petrifex Elite Nagash, double 5++ shrug Verminlord Warpseers, ect. There isn't even much of those abilities presented at the moment.
  3. They can up their damage to 3 though, so that's around (because I think their MW's ability is flat 2) 75% damage for 82% price, kinda feels fair. Not counting the cost of heroes, but jezzails can sit near bombardier and WLC and all 3 units will shoot stuff and get buffed, whille SCE don't really have this sort of synergy
  4. It doesn't just buff archai, it buffs immortis too, gives you RD point each round and an artefact, whille also reducing your deployment choices. Well worth it if you want protection for your heroes.
  5. I totally support your intetion here, I've meant to suggest making all such commanders equally powerfull as army's generals. Even like that, I can't see a point in having a 6+ prevention roll in elite army, it just won't cut it in my opinion, especially comparing to our other heroes, some might be underused, but that is influnced by current meta, you don't really need Heraldor in shootcast, or Lords Celestants in any form. Pretty much all of our buffing heroes have really good abilities and this change would make Castellant from our most desirable character to fit into list to least. Yeah, that makes sense As someone who likes the lore-driven rules and structure I'd suggest making it 1 lord Celestant, 1 Lord Relictor, 0-4 (or 1-4) Lord's Castellant/Veritant and 1-15 Knights, since the only under represented character here is Lord Celestant, it doesn't make sense to me to throw out knights I remeber that, but since we moved on from it long ago - we need judicators. 0-1 reqirement is fine by me.
  6. I really like having a hard copy of the book and after I buy it I don't see the point of buying digital as well. I use the App or battletome to look up the rules, I use AoS Reminders for stuff I haven't memorised yet and I buy warscroll cards mostly for tokens but usually use only old 1st ed SCE objective tokens in my games. It's much faster to memorise and my opponents haven't complained about forgeting some important effect that I used and vice-versa. I'd gladly start using digital books if GW would print an unlock code in physical copies to gain a digital one for free and if they would update those digital copies with FAQs and Erratas.
  7. Steamtanks can be good I think if you find balance between tanks and bodies, 3-4 tanks might be pushing it, but with just 1 CP and Lord Ordinator behind them your opponent will get a few painfull 2+ 2+ -2 d6 shots per turn, whille hoardy units with trash saves will really feel the steam guns. Additional artefact suggestions: you can give Tank Commander a 2+ save in Hammerhall and Greywater (and some extra range for all tanks in the later) which is awesome And you can reliably finish some Keepers of Secret and Terrorgheists with mortal wounds by charging in with those Steamtanks
  8. There are 2 (generaly) ways to include units without proper keywords into <army> - allies and mercenaries. As described in their rules - they only count for max. battlefield role restrictions like leaders and behemoths and not min. battlefield role restrictions such as battlelines.
  9. Only things with Nadirite in the name get to benefit
  10. Also, Lords of the Storm probably should include mandatory knights and should be able to include Gryph Hounds And Devastation Brotherhood should include Judicators because of the lore
  11. Really disagree with LCoD and Lord Castellant If LCoD gets something that powerfull as CA - other Lords Celestant, Lords Arcanum and Lord Aquilor have to get equally AMAZING CAs Even if Lord Castellant would drop to 80 points (which doesn't seem you feel like) he won't be usefull, he will just be gone forever.
  12. It is stated in the rules for Piling In, in a part that was quoted and highlighted TWICE here
  13. U wot? They are eligible to pile in if they charged, don't you get it? Other criteria doesn't matter in this case
  14. You can pile in on a turn you charged no matter what my man
  15. He can be used inside any legion, the same goes for Katakros and Zandtos. They just don't get to benefit from legion's abilities
  16. It was somewhere on the previous pages, the composition is Volkmortian, a unit of morghast (archai I think?), a unit of stalkers and a unit of mortek guard. You can return 1 model in 1 unit near Volkmortian in each your hero phase. The point cost you can find on wrascroll builder, picture of battalion's rule was somewhere on previous pages
  17. No, it doesn't work like that. Each time you roll - it's a separate roll and you check what model you can ressurect for each separate roll.
  18. Volkmortian's battalion and by killing 10+ wound models near Harvesters
  19. I think you can, especially in Kavalos-heavy lists. On the other hand healing your heroes and ressurecting unit Hekatos' can be very usefull (I imagine some people might start including "slay choosen model" mechanics to counter OBR) That is a tough one since I'm going to apply my vision of how I want to build my army, I probably want 15 Kavalos with spears and at least have 20 total. So I could magnetise 5 of them and run 1 unit with swords and 1 with spears in a list like yours and chose targets with them - swords against better saves, spears against bigger numbers. Or I could magnetise 10 and run 2 units with spears and charge with them one unit at a time, at full strenght with all buffs. Than once they start taking casualties - use the unit with most models to recive buffs and the 2nd one to charge weaker targets. Another possible way is to go ham on spears and bring a unit of 15 with them, saving some points and a unit of 5 with swords that will go on it's own.
  20. Custom made one of course. And I've been talking about hiding Stalkers, since Archai are less vulnerable and faster than Stalkers are they don't really need to hide
  21. Then @Pitt should have quoted full rule I saw it, but didn't get a hold of it yet
  22. Good thing that there is LOS-blocking terrain behind which I can hide my troops where I play
  23. Looks pretty good, but have some buts: Hammers of Sigmar - I think the command trait should be something different Hallowed Knight - I'd rather not change the established Battle Trait-Command Ability-Command Trait-Artefact structure, instead making general a priest that can know a prayer and chant it even if another priest already chanted the same one would be cool, whille a general that is already a priest knows an additional prayer and can chant and dublicate (but not those he chanted himself) Vindicators - fair and square Anvils - see vindicators Knights Excelsior - No Mercy might be pushing it, the artefact should have the same once per game effect but without random involved and activating at the start of the combat phase Warbringers - see Hollow Knights about structure, the CA might be +1 to cast, unbind and dispell until the next your hero phase non stackable Tempest Lord - alright, but obviously the less strong than most Templars - fine
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