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GM_Monkey

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Everything posted by GM_Monkey

  1. Hey man, unfortunately the max is a block of 30 glade guard. Also Mystic Shield on Glade Guard is pointless as they already had a re-roll 1s from there shield. But if you have the Sisters of the Thorn then Shield of Thorns is really worth it.
  2. I use precise shot if there is a -1 to hit debuff so there is no way I'm gonna to get any extra shots. So in the Tzeentch game I played the Lord of change had a -1 to hit combat trait and I had to move my waywatcher so I thought in that case it was better to roll the precise shot and hope for an additional -1 rend. However the other 3 times they fired where all rapid shot.
  3. Played Tzeentch last night, and although I didn't win I tabled him on turn 4 and was only 2 victory points behind 17 to 15 so felt pretty good about the match, and my pure Wanderers army actually held their own. The battleplan was shifting objectives, so I deployed most of my army as a gun line with a screen of 20 Eternal Guard out in front. This was 12" from the object line. I then deployed the Wild riders, 10 Eternal Guard and my Waystrider off the table. I could then make him go first and he was forced to move up the table to take the objectives and surprising I was out of range of most of his skyfires so only lost 1 SotT. So on my turn 1 I could move up and was within reach of main force of Tzaangors, which I wiped off the table. I also brought the realm wanders force on behind his Skyfires and had 3 chances (with the 3 units) to charge his skyfires and tie them up in combat. Overall I felt really good about the army and how it played (if I wasn't drinking so much beer I might have been able to contest the objectives a bit more earlier). The protective volley worked really well and cleared out his Lord of Change leaving me to finish up his Curseling in the shooting phase. The screenign Eternal Guard did their job but I had to use a command point to keep 5 of them on from battle shock. The Sister of the Watch did most of the heaving lifting with their 2+ to wound is just amazing. One thing was however, we had rolled to play in the realm of fire so all missile weapons had +1 rend which as you can imagine really helped me out. Plus some of the spells where just nasty.
  4. 100 points for a 6+ ward save, I don't see it myself. He is fairly bad at everything else. Also with the new realm rules I'm finding myself using more and more realm spells that usually include a few buff spells. Personnally I would stick with the spell weaver and 1 auto dis-spell a game.
  5. Don't drop them yet, but maybe consider what you want to fill out your next 500 points to get it up to 2000. I think you need some killy units, so maybe 20 Sisters of the Watch to take you to 1860. Then you could proxy the Wayfinder as a Waywatcher so 1880 points. Then you could add 10 more Glade Guard split your GG into 2 units of 20 and meet the battle line or you could take a unit of 5 wild riders to back up the Wildwood rangers. That makes you a clean 2000 with you style of Killy magic. Could work well. End of the day just go with want you enjoy to paint and play with.
  6. I find that even at units of 30, I'm losing so many in combat that the rest battleshock off the field leaving me with no chance to retreat as everyone has died or ran away. I've been trying to use the Sister of the Watch as a mobile striking unit and then take the charge to see if they'll survive longer with they're better save and overwatch volley.
  7. This is the reality of the AoS, the older non battletome forces sometimes struggle against the battletome forces. Especially the Stormcast who can now do everything better (Tanker, fighter, shooter, magicer etc). The one thing I would say is you army list while good in it's varity lacks a solid punch. This usually comes from the SotW, Waywatchers and Wildwood Rangers. You have a lot of points in magic (420) so 33%ish of your army is non fighty magic which will put you at a disadvantage, especially without the Viridescent Shawl. Personnaly I would think about dropping the Sister of the Thorn and 1 spell weaver and then investing in either more Wildwood rangers for a faster striking melee army or more Sister of the Watch to get the fire power you need to shoot off opponents units.
  8. Warscroll says: "Summon Everblaze Comet has a casting value of 6. Only Stormcast Eternal Wizards can attempt to cast this spell. If successfully cast, set up an Everblaze Comet model wholly within 36" of the caster." https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Everblaze_Comet.pdf So he should be okay.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. Wanderers mentioned in the Hammerhal Herald. https://www.warhammer-community.com/hammerhal-herald/#hammerhal-1
  17. 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.
  18. 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.
  19. Sorry that was a typo, 20 Sisters (360 points 21 attacks doubles to 42 attacks)
  20. 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)
  21. Wow you really don't like banners do you ?Nice work thou' I like the classic dark green
  22. Starts at 25:30 if you guys are interested
  23. Personnally I always consider the heroes to match certain units in the army, so the Waywatcher links with the Sister as the both do better when not moving. The Way finder "links" with the Glade guard as they both have strong alpha (and then are pretty useless). The Nomad Prince is tanky and can link with the Eternal guard behind the line with his 2" range. And the way strider I think goes well with Wildwood Rangers with the fast moving hard hitting strike, but melt after that. However I haven't really take (or built yet) any wildwood rangers and the only time I found the Waystrider fulfilled his rule was in Duality of Death when he held the 2nd objective with a screen of Wild Riders for 2 turns while the rest of my army dug in at the first. I have now pretty much dropped him however.
  24. Last page of the Wood elf compendium. All the points value you need, Eagles are 60 each Warhawks 40 each. https://www.games-workshop.com/resources/PDF/AoS_Compendiums/warhammer-aos-wood-elves-en.pdf
  25. I believe the discontinued the glade riders as they were too old. You can still use them as Shifthawk Agent Reavers which are better in AOS the glade riders. Eagles and Warhawks still exist in the compendium rules but lack the wanderer keyword.
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