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GM_Monkey

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  1. BTW this is now answered in the core rule book errate in the FAQ section on page 6: PATH TO GLORY (CORE BOOK) Q: In Path to Glory, if a unit on my order of battle includes a model that is a Wizard but the rest of the models in that unit are not Wizards (for example, the Steedmaster in a Vanari Dawnriders unit of 3 or more models), does that unit count towards my order of battle limit of Wizard units? A: No
  2. Living city allows you to mix in Sylvaneth units, 1 in every 4. The wanderer warscrolls have been updated, so you can run a mostly wanderer force, however we now lack and hero choice or hero spellcaster, so a pure Wanderer is a little hard. But the main core is still there.
  3. Couple of ideas... Hide him behind some LOS blocking scenery? Keep him out of range by deploying him far back in your deployment area?
  4. What are the larger based model on the bottom left, the poses look amazing (well everything looks amazing!)
  5. This is what I run 1 unit of 30 and a unit of 20. But the biggest issue is placement, you really have to be careful with your initial placement, not to close but not too far away. You've also got to place them with a hero close by to use the after shooting movement, so that they always have a big target within range next round. It's a tough challenge.
  6. Sister of the Thorn are nice, but what the point without a Wanderers unit to cast the spell onto? Do you just want a fast moving caster?
  7. It's within 12" though, put I guess with 5 caster it difficult to guess which one is going to cast it? Or was he casting it though a spell portal or balewind?
  8. I think there is a kurnothi faction on the horizon and this is part of it. There was another rumour engine (the long braid I think) that hitted at more models after beast grave had been released. Just have to wait and see.
  9. Can always build them as wild riders if you don't fancy the Sisters of Thorn. Wild riders are pretty good cavalry unit now.
  10. Hey man sounds cool, glad you're having success with the living city, I'm still finding it a little hard to get the placement of units correctly. Just a couple of questions though, How do you get the -1 to hit and -1 to wound? Is this a spell I've missed? How did you get the Frostheart Phoenix down to 2+ save? 4+ to a 3+ with any spell 12" but mystic spell re-rolls 1s on the save, unless I've missed this changing back?
  11. Yeah it comes with a 32mm base, I've got 2 of the new ones.
  12. Seems today I'm gonna be disagreeing with you a lot. Phoenix guard and Eternal Guard server 2 different roles in the army. PG at 160 point with 2 attacks 3+ 3+ -1 rend 4+ save are the elite infantry role. Tougher version of Wildwood rangers, great swords and Executioners. EG at 130 points are the defensive hold your own objectives unit at 2 attacks 3+ 4+ 0 render 4+ save should be used to camp your objective and get the 1+ save, hit and wound bonus. Give them Armour of Thorns and they become immovable with a 2+ save return MW on 6s. They are the expensive side of the objective holders like Freeguild Guard, longbeards and Dreadspears. Fear of MW on an 4+ save infantry blob is really not something I consider a lot.
  13. Yeah lets not hit the 11 point model, lets hit the 13 points or 16 point model (although this does give you another 4+)
  14. yeah 2+ save who needs it, And those debuffs and buffs so expensive for 40 points. I mean you could get half an assassin for that! The bodyguard is on a 4++ as well you know, and you do lose the bodyguard model so a shadow warrior you're losing 11 points a pop. 4 Attacks go though and you've lost more than that precious 40 points you saved.
  15. No he doesn't. - The Assassin has save 5+ the Nomad Prince has save 3+ massive difference. - The Prince debuffs 1 hero with 16" with -1 to hit, cast and dispell. - He also buffs Sister of the watch, Wild rider, Wildwood rangers, Sister of the Thorn, Eternal Guard and himself (admittedly SotT and eternal guard don't benefit so much from it) Damage output is roughly the same with a average 4 damage for the NP and 2 + 1MW for the assassin. However with IronOak, the spear and a CP the NP is 2+ save 4 attacks hitting on 2+ wounding on 2+ rending on -2 and 2 damage. He's a beast. Like I said the assassin is okay but for me personnally he is not the better general.
  16. "You can use this command ability at the start of your shooting phase or at the start of the combat phase. If you do so, pick 1 friendly Hero with this command ability. Until the end of that phase, add 1 to hit rolls for attacks made by friendly Wanderer units while they are wholly within 12" of that Hero. A unit cannot benefit from this command ability more than once per phase." So it's all Wanderer units wholly with 12". Okay if you're all bunched up but not amazing. Good if you've got spare CP and really want a block of 30 sisters of the watch or Wild wood rangers to remove something. Other then that you'll probably need it for inspiring presence because my god to these guys run away fast.
  17. I think some of the problems I have with this are: - He can be hidden for up to 2 hero phases so no chance of additional CP, plus who is the Adjutant that can keep up with a hidden Assassin. - 5+ save makes him very vulnerable - What Trait will you give him, Ironoak is okay but makes him a 4+ but his mortal wounds are unmodified so don't benefit from the +1 to wound. The other 2 won't work as well as he's gonna be hidden for 2 rounds maybe. But the beauty of Cities of Sigmar is we can all run completely different list which are completely valid, so if you want to do it go for you life. Tells us how it went.
  18. it would be fine with me, but as always depends on who you are playing and what the rules are, I've been toying with the idea of using mine as that as well,
  19. The mortal wounds make up for rend I find, you get a got block of 30-40 hits and you're averaging 5-7 mortal wounds plus the weight of saves they have to do.
  20. It's not a strength of the city, you've got to rely on the 1 you get a turn and any other you get from the adjutant is a bonus.
  21. Can you get Aetherwings without buying stormcasts?
  22. Oh I see so the Shadow warriors and Assassin don't count to either reserve or on the count. So I could go: 1. Assassin hidden, 2. Shadow warriors hidden, 3. Eternal guard on the board here, 4. Sister of the watch in reserve etc etc?
  23. So with the living city hidden pathways ability do we need to place a unit on the table before we place a unit in reserve? The wording is a little strange on on this. So for example I can do this: 1. Shadow warriors in the shadows, 2. Sister of the Watch hidden pathways, 3. Dragon hidden pathways, 4. Eternal guards, on board here, 5. Nomad prince on board here etc Or do I need to do: 1. Eternal guards, on board here, 2. Shadow warriors in the shadows, 3. Nomad prince on board here, 4. Sister of the Watch hidden pathways, etc?
  24. Yep you're right here (Wanderers have been able to do this for ages). However things to consider: -You 40 crossbowmen need to fit into a 6"wide strip at the edge of the board. That takes your range from the enemy down to 17" 7 rows to fit 40 guys in -You have to be 9" away from the enemy, so a screen unit can mess up any plans to hit that big juicy guy. -Once you've killed everything within 24" you're stuck out on the edge, (Living City CP helps, a lot with this). - With 4 drops in the hidden pathways you need 4 drops on the board. But yeah this is how I run my Sisters of the Watch, until of 30 coming in on the flank, killing everything with 18".
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