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mmimzie

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Lord Celestant

Lord Celestant (9/10)

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  1. Looking for thoughts on this list a meme twist on what folks say is the 'best' cav list of soulblight lol Vengorian lord, General: doomed minions (maybe master of magic), Spirit gale Wight king on steed, artifact: amulet of screams Necromancer: Fading vigor Necromancer: waste away battle line: 10x black knights 10x black knights 5x black knight 10x dire dogs mortis engine mortis engine mortis engine Just a fast mortal wounds celebration. Thoughts?
  2. Friendly unit just your units. If they couldn't target themselves the rule would say "other friendly units" or say " a non seeker unit"
  3. Yeah this is one real issue with the book. It's overly techy and a lot of things really require you to look into the wording. Would be nice if they QoLd the whole thing.
  4. I hear you on the lancers. I'd say both rider units are support. Seekers we all know are support as healer. Lancers act as strike and fade support. They charge in along side your kurnoth or your seekers. They can do thier damage at the top of combat, and then you fade them and your kurnoth, durthu, and/or seekers can step in and do thier damage. The real benefit is these go in with out take damage and can get back out, easier with kurnoth. Also the lancers give you a mobile objective unit that won't give up VP like tree revs do.
  5. The con of being galletian is HUGE. Not only is it vulnerable to bounty hunter but you now open up these units to being targets for giving up VP from battle tactics in the hand book. Taking advantage of galletian is going to be trickey and require investment and specific units. You want durable units that you can make huge and difficult to kill. While you will also very likely will want to make them double thier objective controling power. So, they can be sure to get you any points back for them dying.
  6. Send an email to GW they are suprizingly responsive to such input.
  7. Durthu in my mind is great for a few different reasons. 1 they can fit in alot smaller spaces able to snipe things alot easier. Durthu gets spirit paths so you can teleport with out using anything else. Durthu doesn't necessarily need any support out side the artifact, and if you want to make them a tanking unit you can spring for the etheral durthu so they can become a good tank for the army. I think if tree song really excites you i'd just bring an aspect of the sea. Lets you turn a lot more stuff on, very durable unit great user of external endless spells. Can just shred the save off folks. This isn't to say kurnoth are not beast, but durthu can do things and has a place should you want to make a list featuring the tree spirit.
  8. I'd say i wouldn't over sell what i said. Simple that seekers are a great target for bounty hunters and we don't yet know what we'll want for the meta. Do remember many list ran hunters. That side and while you said is true, there is another side to the coin. Many of these battle line get a similar buff of getting to attack in two ranks when they normally couldn't. Those units will beable to not only come out on top damage wise, but hold objectives like crazy. While units like clanrats just god a huge points cut a small durability buff. Those things even if you take bounty hunters will be hard to move off the table and can put out a lot of damage. While now also basically auto controlling every objective, and force control 1 objective every turn that you can't contest. While they can also put some really meaningful damage. I dont think bounty hunter will be required for every game, but against a list where bounty hunter is good you might struggle even if you do have it. The meta will decide what works or what doesn't. But i know many times i've looked at a unit and been really excited about how they math, but then see 1" range on a 32mm base. Look most if not all of night haunt. The power that was reapers is going to shift into harbingers(?) and blage giest which were already decent with bladegiest actualy be viable/good/great in my eyes. Now they will beable to charge stuff and wipe it directly off the table in one go.
  9. If i took any kurnoths or durthu i'd bring a sprite swarm hive. It ramps those two units to 11. @Frowny @Jaskier also the lancers gain the most damage from bounty hunters have an extra attack and doubling thier damage. While the lansers are also better at striking and fading away as they have the movement to be alittle more flexible with where they fade too. They are both good for thier own reason and ask Jask says i like them together so you can slider a lancer squad out and then pile in with seekers to get more damage per surface area. Damage wise scythe kurnoths and durthu put a lot more out while both are very slow and needed more support to get to thier true damage caps and make into desired combats. Durthu and kurnoths both out put about twice what either squad does at base and i haven't first doing my personaly math but the buffs we have i'd say would favor kurnoth getting the better end with +1 attack, while durthu gets a lot from the green sword. The real buff on lancers and seekers is going to be bounty hunters. with a high number of attacks doubling the damage is bigger on them than the kurnoths who don't get quite as much. Then stacks stronger with the +1 attack buff you can give them as they get more attacks out of the +1 attack buff.
  10. Don't be too sad. I think they were already designed with a lot of this in mind. I think you'll have to commit more with them, but you can actually get all of them to reliably fight the same target. As MSU if you have 3 units of dragon flies 2 of which are lancers and your charge all 3 in. You can pick both your lancers to fight first and then strike and fadeaway one of the two units. Then your 3rd dragon fly unit can then pile in using thier 6" pile. This will let you pretty reliably get first attack with 3 of your dragon fly units on the same target. This will leave you in combat, but the target you fought should have had a few teeth kicked in. I think they work well enough in the meta in bounty hunters getting the damage buff, but not being vulnerable to bounty hunters. Supported by tree revs to claim objectives you could have a very powerful army. Though lack a bit of punch for some precision objective play.
  11. Not sure where I sit on skaven. The new GHB coming out at the same time really messes up what they have. If they were dropping into the meta now i'd say they are great, but with the new bounty hunters the most powerful units in the book become super glass cannons. An example is clan rats. Who can get nasty. Skavenbrew, claw lord, double death frenzy, +1 hit/wound, 5" range attack on 60 models can put out 180 attacks, swinging again on death 2 damage each in bounty hunters against the right targets. Even with out bounty hunters you could kill just about anything with that. That said on the swing back they turn to dust because bounty hunters swings both ways. You could drop these to 40s with just swords and they'd still be quite deadl;y reguardly getting ~120 attacks in. The above dynamic would be fine if they were fast, but they are about normal movement so you won't really pick all of your fights, and you might not often get to charge first. This is the case through out the book as it doesn't really play well with the new GHB. potentially you could go for holding objectives with your special units.
  12. 2 harrows and bought knight varients would allow you to have a lot of free CP stuff. Redepoying 3 units would be pretty nuts.... and time consuming
  13. As a DoT player. Forcing your opponent behind a screen is very powerful, and can win a game in and of itself. It makes you play alittle more like gargants as you get to take early control of the board. This said it's quite spoiled by enemy factions that rely on flying units or none conventional movement such as IDK, dragoncast, KO. With many scenarios having narrow victory margins this is enough to win many games, but other games it won't matter. This said i think the wraith also are amazing units for procing waves of terror as they also being d3 mortal wounds to the table. It's both, no?
  14. True if you ignore thier base size and range. Once you fact that in, you'll realize they are just thralls from the old IDK book. Not enough reach to make taking a bigger unit worth, and a 10 man unit doesn't do enough damage to be too strong. I think the only thing going for them is they can fight okay on thier own and will make okay units for going of thier own to take objectives. One key feature in this game is you do need to kill units. You do need the power to look at some where on the table and say "this turn i kill this so i can hold x objective and win the game". Harridans will never do that only do some good chip damage and get punched back in the teeth. I also don't think you need big huge units if you want to win. It's just about how many models will be fighting. you can have a block of 20 reapers in a 2x10 or 2 blocks of 10 reapers in 2x5 formation either way you'll get a whole lot more attacks with reapers and chain rasp.
  15. I mean i don't disagree with thats how they should feel, and how this book sets them up to play. Again it's very deepkin. Very finesse. You will however, want a way to actualy kill stuff once you have put whatever buffs and debuffs in play, and the book only really offers you 3 ways to get that job done. I think, seeing as how its been sort of figured out the ways to kill stuff, energy might better be suited shifting the conversation to how other units will help support. I think the coach makes a great teleporty objective grabber, and also can help with be a unit for charges in a pinch as it's fast and can be where you need. Will really shine by killing off key support heros because it can set up anywhere out side of 9 or it can move with a run to get it's shooting attack off. Because of this i might argue for using the soulreach grasp on the model because it will let you better target down said heros or pick off a unit or two to turn your snipe power on. Could be alittle to expensive for this role. The knight of shroud of steed seems alittle under valued. The way i see the model is he basically attaches to a unit and lets you activate with him and your other killy unit at the same time. Affectively giving the unit 5 more damage 2 attacks on a small foot print (that's basicly 3-5 models worth of attacks) plus a 2nd charging unit for proc charge abilities. Secret tech for this model is that potentially you can have a unit fight that isn't within 3" of an enemy unit. So long as it'd 3" out it can then pile in and do it's attacks. This isn't so good for multi-rank fighter units, but can let you sneak in more safe attackers. Dreadblade another fast one and another model great for taking the lightshard. This time however, it's because they can teleport anywhere with out using a CP. So they can always be where you want them, on top of thier speed. Also they can be mvps for late game objectives. This also make a good defensive option as it lets you get off a 2nd discorporate or if working with a knight a shroud could echo his all out attack command, redeploy, or unleash hell. Spirit host. If you go the lightshard route a 3+ sort of ward will be amazing for keep some of these heros alive. If you have a little hero ball, the spirit host can soak for the whole squad. Lastly, my favorite i think are the hexwraiths. The super move and the mortal wounds on the charge on a relatively cheap platform is great. These will be your MSU filler units and they will be key for victory. Similar to the black coach they can multicharge support heros to kill them out right.
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