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GM_Monkey

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Everything posted by GM_Monkey

  1. The 1 problem I found with Outriders is in a unit larger then 5 it became difficult to get them all within the 16" range because of the size of the base but still out of charge range. Plus the 5+ to hit really takes your killing power down a notch.
  2. Actually I usually find it the other way around, they will more then likely give you the first turn to try and take the double on you. You having the first turn means you have to make the decision, deploy all your forces and try to take out everything within charge range, or try and wait it out. But yeah I agree with you, the whole first turn second turn is a lot less important with Living city's deep strike ability.
  3. It's tough, I was really just commented that overtninja was making it sound like there is no disadvantage to splitting the shadow warriors into 2 units, and I was just trying to point out you increase your drops and also you run up the ratio for number of units you can put in reserve which has to be 1 for every one on the table, if you have 2 units of shadow warriors you now have 2 units in reserve.
  4. Does increase your drops from 9 to 10. Could matter in some games.
  5. This is why they went from a 5+ save to a 4+ save. The Shield adds 1 to the save no-a-days. Happened with the Nomad Prince as well 4+ to 3+ but lost the re-roll all fails. The only thing it didn't happen for is the Wild Riders who still get the odd, re-roll 1s but lose 2" movement, and without the ability to run and charge anymore this does actually hurt us.
  6. Yeah I find this too, didn't manage to generate any CP with the Adjutant as I deep struck them and then lost the battlemage start of turn 2. It's a real issue as I have command abilities I want to use, but also kinda need to save a few for battleshock tests. Next game I think I need to keep the general and adjutant back at least for a turn or 2 to try and build up a bank of points.
  7. I have so many questions like this, does a pile in effect the Eternal Guards Fortress of boughs include pile ins? ( It did use to in the FAQ) So I would say if you have Armour of tThorns, or Fortress of Boughs you can't pile in therefore Cage of Thorns also causes MW on a pile in. Does Fortress of Boughs activate in turn 1 when you haven't had your go yet? It should right because you haven't moved yet?
  8. It's doesn't even count eternal guard as Battleline at the moment, doesn't list slyvaneth as allies, and there is no way to chose your city yet. I think it needs a little more work.
  9. You taking them as a group of 30? I worry about being able to fit them all into cover with a group that big.
  10. at least with Wanderers you still had the hidden pathways allegiance ability to get you into range again, you can slowly work your way in on the back line, this doesn't happen with the Living city, you do get the double move with the command ability but really you've got to really work with the depolyment
  11. Square bases, I know it's a shock to see them now-a-days 😁
  12. thinking about it now, I think the thing to do is to use the command ability to move them after the shooting phase. Thus you retain the shooting +1 attacks but still get in a move a turn. cost 1 CP though. I'm running 30 SotW so it's my main killing force.
  13. Don't see why not, the wording says "after this unit has made a normal move" have to wait and see what the command ability wording is.
  14. Well yeah, but eternal guards are now true brick walls, wild riders are worth the 30 more points and Sister of the Thorn are 80 points cheaper. I prefer it, it makes the army more elite and less of a horde.
  15. This is true, and I don't see us being able to use them for more then 6 months to a year. (Have to see what GHB 2020 brings) but as it stands today and for the near future Wanderer allegiance is not in a totally bad place. The thing I found with Living City (in the 1 game I've played with them) is after turn one I struggled to get the hidden pathway units back into the match, infact having to move the sisters of the watch each turn, which was less then ideal.
  16. I just had a thought, with the new command ability nomad prince, a waywatcher gets 2+ to hit when he doesn't move and is next to the Nomad prince. additional shots on 4, 5, & 6s. Even the glade guard get arcane bobkins on 2+ to hit... If you've still got the models I think the Wanderer allegiance is now pretty good.
  17. This would be a better question to ask your opponent, or if you're at an event the event organisers. The issue is the High Warden is still a model in it's own right (squatted but they still exist), so most people would say yeah go for it, but some might say no. Also the base sizes are different.
  18. How though? With only 400 points for allies that not a lot of Wanderer allies, like 20 sisters of the watch?
  19. This one is correct, it's in the FAQ you can split develop what you want where you want, you also don't have to develop them all at once. So for example you can go: 1st drop, Wild riders in the hidden pathways, 2nd drop Eternal guard here 3rd drop Nomad prince here. 4th drop SotT and GG in hidden paths rest go here.
  20. Early Oct 2018 for Zarbags gits, 4th Jan for Gloomspite. So 3 months-ish?
  21. Horn guys is from a rumour engine as well.
  22. So many questions with this. Will the old stuff go into a new battletome, like the Daughter of Khaine?
  23. Allegiance: WanderersNomad Prince (80)Spellweaver (100)- Heartwood StaffWaywatcher (120)Waywatcher (120)Wayfinder (80)20 x Eternal Guard (140)20 x Eternal Guard (140)30 x Glade Guard (360)30 x Sisters of the Watch (480)5 x Wild Riders (100)5 x Wild Riders (100)Waystone Pathfinders (160)Malevolent Maelstrom (10)Total: 1990 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 145 jumping the SotW around the field helps out, moving the GG normally and just trying to hold out with the eternal guard.
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