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GM_Monkey

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42 Lord Celestant

About GM_Monkey

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  1. GM_Monkey

    AoS 2 - Wanderers Discussion

    clanrats I can take, at least they don't come back, 40 units of skeletons two times, with the damn things coming back all the time. And the amount of attacks they get, it's just stupid.
  2. GM_Monkey

    AoS 2 - Wanderers Discussion

    Tell me about it, just started on my 21st to 30th model to paint and I'm getting sick of them. Added to the fact any wild wood rangers are just too similar to make it feel like a break.
  3. GM_Monkey

    AoS 2 - Wanderers Discussion

    That's what I really miss about the stalker of the hidden path ways, taking 2 units of archers, a small eternal guard, waywatchers and the nomad prince to buff with the command ability meant you could start to attack the oponents while your wildriders, eternal guard and sister camped on some of your objectives. Now I either get caught with 1 unit too far up or it's a slow out of range slog to try and hit the enemy units. And I find myself out of position all the time.
  4. GM_Monkey

    AoS 2 - Wanderers Discussion

    Then you loose the shield of thorn spell which does work on a unit of 20 eternal guard. (and I also means I have to, buy, build and paint another unit of Wild Riders and I'm so behind on my army so far). But you're right I should try that out.
  5. GM_Monkey

    AoS 2 - Wanderers Discussion

    I really dislike Sister of the Thorn but feel obliged to bring them to fill and the battalion, to get a second tanker and faster wizard unit and for the spell. I usually always cast it on a stationary Fortress of Boughs Eternal guard (added bonus if I can get them into cover as well.) However they can't fight for anything 1 attack 4+ 4+ plus the mounts 2 attacks isn't that good for 220 points. They're shooting attack is only 9" so difficult to get off without getting charged next turn, so outside of a wizard they just aren't that good. Plus with the nurf to mystic shield getting a 4, 5, 6 mortal wound is so much harder, as soon as you introduce any rend it gets even harder again.
  6. GM_Monkey

    AoS 2 - Wanderers Discussion

    BTW has anyone been burned by the new rules for Citadel Woods (no Line of sight) means that I can no longer park my eternal guard in them and have a unit of sisters behind them, as the sister can't see anything. Also put massive LOS blocking terrain all of the board. Also had a realm of shadow's realm feature of reducing all range to 6", in the end we decided to change realms as the game would have been pointless.
  7. GM_Monkey

    AoS 2 - Wanderers Discussion

    I'm still trying to find my feet with the battalion, twice I've used it and twice I've killed everything within range, and then been left stranded. I think with every faction in AOS positioning is vital in the first few turns. The 12" on the hero phase is quite a short range, but you do get units charging into my ranks of Eternal guard shields so it is useful. The biggest mistake I've made is being to cautious with it, I haven't moved forward enough and I've kept all the shooting units to close to the Nomad prince, sometimes you need to but the battalion front and centre and hope you can control all the objectives at range, creating a nice kill zone. I going to try this my next game with the battalion and see how it goes.
  8. GM_Monkey

    AoS 2 - Wanderers Discussion

    Wanderers mentioned in the Hammerhal Herald. https://www.warhammer-community.com/hammerhal-herald/#hammerhal-1
  9. GM_Monkey

    AoS 2 - Wanderers Discussion

    Both are probably the same amount of fun to play against. Free guild has access to be big monster but does play this very static, hold them off with the guard while hitting them with the crossbows. Wanderers still have a hold them off with the Eternal Guard while hitting them with archers, but play a more fluid movement type game with the allegiance ability to teleport and fast options with cavalry. Both are fun to play and play against with neither being to OP. Just depends what you feel like painting as you will need to paint a lot of models for each army.
  10. Hi guys, So in AoS 2.0 Citadel woods have a new rule which blocks Line of Sight for anything 1" though the woods. However this rule doesn't apply to flying units, so how would you play that. You can see all flying unit even if they are behind the woods. Or would you still go for the old crouch down and look to see if you can see any of the model? I know the LOS rules have been discussed a lot but just looking for general opinions.
  11. GM_Monkey

    AoS 2 - Wanderers Discussion

    I actually had this with my game last night with SotW, I talked it out with my opponent. Basically we treated it as 2 attacks, and he removed his wounds after the first attack, which meant I couldn't shoot him again (as I had no LOS). Not sure how this should really go.
  12. GM_Monkey

    AoS 2 - Wanderers Discussion

    Sorry that was a typo, 20 Sisters (360 points 21 attacks doubles to 42 attacks)
  13. GM_Monkey

    AoS 2 - Wanderers Discussion

    Here's the number I posted on the last topic as they are still relevant here. Taking 30 Glade Guard, 20 Sister of the Watch and 3 Waywatchers all at 360 points you get against both Order and Chaos targets with a 4+ save At their best Sisters of the Watch are the better unit to take now with the points reduction. The Glade Guard are best only once per game if you're not playing Chaos. The Waywatcher are always average even if they move, and Sister of the Watch are worst against non-chaos and moving. This does not take into account range, save or wounds or any other bonus. Oh and yes the Glade Guard Alpha strike can and has taken down 10 or less wound models so it can take out that big scary monster in the back but after that you're doing around half the damage. Personally I take 1 unit of 30 Glade Guard and 20 sisters and 2 Waywatchers. (Changed the number of Sister of the Watch, Thanks Aezeal)
  14. GM_Monkey

    AoS 2 - Wanderers Discussion

    Wow you really don't like banners do you 😀Nice work thou' I like the classic dark green
  15. GM_Monkey

    AoS 2 - Wanderers Discussion

    Starts at 25:30 if you guys are interested
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