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GM_Monkey

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Everything posted by GM_Monkey

  1. Had this question before earlier in the thread. The only time I use it is when something is -1 to hit and you've moved. If there is no way to get a 6+ on hit then you are better off going precise shot. So if you've had to move and you're trying to take out a character that has look out sir go precise shot, and hope for 6 on the to wound roll.
  2. However you don't update a faction by pulling all it's models. I've gone the other way, I fear this is the end for us...
  3. From the UK: Dark sphere are now only listing the Wild Riders/Sisters of Thorn box. https://www.darksphere.co.uk/c.php?c=1810 Element games have everything unavailable apart from Wild riders / SotT and SotW / Shadow Warriors box. https://elementgames.co.uk/games-workshop/new-warhammer-age-of-sigmar/forces-of-order-/wanderers Wayland games is only listing Wild riders/ SotT https://www.waylandgames.co.uk/544-warhammer-age-of-sigmar#/faction-wanderers I use to be able to get almost everything (apart from metal Hero's) from these shop before. Now all I'm looking for is a couple of box of eternal guard and I can't find them anywhere. Something very odd is going on
  4. It's usually something like "gain an extra attack" if they don't have a shield, if you look at the other things that have similar weapon options.
  5. For me I always use a screen unit of Eternal guard (usually 20) in front of them, really helps to keep the hurt of the SotW
  6. So any one else notice the wanderers section has disappeared off the games workshop website, it's all been moved into Aelves. Same for the free people, have ironweld and devotes of sigmar mixed in as well.
  7. No rend on Sister of the Watch. And 9.33 wounds before saves Glade guard are 10.34
  8. Thinking about it now, (and also because I've started an Eldar 40k army) I think it was linked to the 40k rules change on Alpha strikes and the whole fact they are unfun. I think the Wanderers were really the only faction in AoS who could continuly reposition all the time, and I believe they felt it wasn't a good mechanism. However they really didn't put any effect into making into better just nurfed it into the ground.
  9. I think they took the movement down to try and keep the points value the same. Not that it effects them much as they can run and charge, so still a pretty massive movement range.
  10. Actually you raise a good point, nerfing the command trait would have been a lesser kick in the guts, it would have allowed us to still use the corners to good effect.
  11. It took me at least 5 games to get out of the hug the edges, move fast mind set... so many dead elves
  12. The Battalion's protective volley is the reason you take it. It can really help, I've won a few games by taking a battalion, setting up a big castle of troops behind a line of 20 eternal guard, then giving the opponent the first turn, letting him charge my line, lose a whole bunch of eternal guard. But then when it come to my turn taking out the biggest baddest unit that charged my line with protective volley (after all my command abilities and magic usually bringing back the eternal guard) then you still got the shooting phase to look forward to as well. Granted I can usually only get 2-3 volleys off a game, but it's vital for making the castle something that you don't want to get within 12" off, and it makes the hold objectives or clearing them out easier. You just have to be very careful with the placement of your units and keep them all together, like a gunline. Which is something I hate now with the changes to the allegiance ability changes, I want our fast moving popping in and out units back, that was very fun and very thematic.
  13. What movement tricks? 1 unit a turn just doesn't do it for me, how are you focus firing with just 1 unit?
  14. I take 1 group of 20 and 1 group of 10. The 20 is the road block in front of the archer section of my battalion. The 10 hang around an objective trying to survival long enough to put me in front in VP. I've found that there is no way to get a block of 30 into cover, and even with the block of 20 it's hard to get into cover. (I also I hate moving 30 models,)
  15. Personnally I take 1 unit of 30, and that's it. 1 20 is okay but your really forced into an early Arcane Bodkins in the hope of not losing any man. However a few people do take 3 units of 10 just to use up the batteline quote and spend the rest of their money on good units. However pure Wanderers don't have any bug guns so we all tend to maximise the units of Glade Guard and Sister of the Watch to try and get them to be hard hitting. The Wild riders are poor, but they are only 120 points, and will fill up your battelion, personnally I take them and use them as a road block unit, or fast grabbing an objective and trying to hold out for 1-2 more turns. But really I don't want to influence you into take the standard list, I like your list for it's difference and I'm actually keen to hear how the Comet goes for you.
  16. Hey man, welcome to the wanderers. They are fun army to play. Just a couple of notes on your list, just my opinion play it how you want to. Firstly you need 3 heros (Waywatcher, finders or stalker) for the battelion so you missing one, you can swap out the Castigators for a waystalker. (Sorry just seen your general so you do have 3 ignore this). Secondly in IMHO the wayfinder is way worse then the Waywatcher, even with the 1 off Hail of doom it's only 9 shots average compared with the Waywatchers 8 average a turn (6 shots plus 5 or 6 on not moving). Take as many waywatchers as you can. Thirdly the Glade guard are okay, but in groups of 10 they aren't 4+ to hit is really bad, and you need then in 20+ groups to work. Again IMHO. Lastly, and this is really just my opinion the Sisters of Thorn are really not good for 220. They can't shot much (average about 4 wounds a turn at 9") they can't hit anything (6 attacks for a group of 5 hitting and wounding on 4+ yuck!) and they melt in a light breeze. So why does anyone take them? Because of the Shield of Thorn spell, but who are you going to cast it on? You have no eternal guard, your archers really don't want to be in combat so who else is there? And why take 2 you can't cast it twice a turn so what's the point? Also why the 100 point spell? It makes no sense in this list to take it when you really need more shooting and more glade guard.
  17. "Finally, beloved heroes return, such as Hamilcar Bear-Eater, who is eager to prove that Shadespire holds no terrors for a hero such as him, and Prince Maesa, venturing into a graveyard in Ghur where we’re sure there’ll be no hideous undead beasts at all…" https://www.warhammer-community.com/2018/11/21/coming-soon-the-2018-black-library-advent-calendar/ Nice find, man.
  18. Indeed, most of the time if you ask your opponent they usually let you. And what you can actually do is take 2 lists, 1 with the old Wood elves included and 1 with all the correct units. But is question did start "Could you use glade lord on dragon in match play?" so I was just trying to answer for that. 🙂
  19. Wood Elves aren't matched play allies for wanderers. None of the old legacy lists are valid allies so you can only use them in Order allegiance lists.
  20. Not without loosing the Wanderers allegiance abilities (for what that's worth) which will also knock out Eternal Guard from being battleline. Personnally I would just the Dragon lord, which is as good if not better then the Glade lord. I have used one before, it's not the most competitive list but it's great fun to use.
  21. I was talking to an opponent at a tournament this weekend, and he mentioned that the Wanderers get some mentions in the Beastmen of Chaos book in the lore section.
  22. So now after we've had 3 months or so of the new General Handbook alliangance abilities, especially the changes to Realm Wanderers to one unit. I was had a few of questions about how you play wanderers now. - What unit, if any do you use the Realm Wanderer ability on? - Do you still take Stalker of the Hidden Path or have you changed it to something else? What is that?
  23. Wow, 880 points for 20 Sister of the Thorn, I would really not go for this. I find sister so poor at everything other then casting that I'm really find it difficult to even take 5 at the moment. Obviously wants so good about wanderers is we do have a choice so we can go with different things.
  24. Sorry I gave the wrong answer here, you already mention the rule of one. I don't know where it is in the new rules actually, all I could find was the old rule.
  25. Get sisters of the watch, the more I use them as a block of 20 the more I like them, I actually volleyed a charge of 10 Dryads off due to their loose until last ability. Also you might want to stick your waywatchers into that list. Personnally I would think about running small groups of Eternal guard, maybe a 20 and a 10 just to give you more flexiblity in objective holding.
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