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GM_Monkey

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Posts posted by GM_Monkey

  1. 4 hours ago, Talunus said:

    Started playing warhammer for the first time last year and started with stormcast eternals. I looove elves though and the wonderers really catch my eye! I know in AOS there is literally nothing but pitched battle profiles and the azyr cards for them. Are we hoping they are apart of the free cities book? Or will they be apart of a mass aelf book? I really want to get into this army but not if we have no clue where they are going...

    At the moment we have no clue where we are going.

    Wanderers are a part of 2 cities of Sigmar so far, the Living City and Greywater Fastness. The Living City is might be pretty good (but current it only really works with a heavy sylvaneth force as you need wyldwoods).

    (Edit actually 3 cities forgotten about the all encompassing one)

    The new underworlds features what looks like wanderers (to my eye) in it, but who knows what that means? 

    Personnally I'm hoping wanderers don't feature heavily in the Cities of Sigmar book, but the underworlds release comes with a new wanderers battletome (and some new large monster / missle cav models)

  2. On 7/30/2019 at 8:22 PM, samkrow76 said:

    Honest question with list building, if I am going to be doing the Pathfinder battalion then how many Eternal Guard should I have? 

    It's really up to you. Personnally I take 2 units of 20 to fill the battleline and unit requirement of the battalion. Then I try and pour the rest of my points into SotW and Waywatchers.

  3. I think that Waywatcher and Glade guard are safe. Waywatchers were featured in AoS 2.0 preview with their -2 to hit with look out sir. Glade Guard although old have had the AoS rebrand and the circular bases.

    I would suspect something like Reavers, High Warden or the Swordmaster might be in danger as they are no longer available (you can still get swordmaster fine cast, but no banner or musician or leader). Or maybe some of the older fine cast models.

    However our metal range might be in danger, I only hope they replace it with something good.

    • Like 1
  4. Just now, nightsrage said:

    However, it did specifically showcase wanderer models directly next to the book, so its safe to say that they will be in the battle tome. 

    With the rest of the living city forces, Sylvaneth and Collegiate Arcane.  I just think it's an image of the city, I don't think it will cover Wanderers as an alligence ability or updated warscroll. This is however just my opinion.

  5. 3 hours ago, Aloth_Corfiser said:

    Also a silly question concerning the new Battletome:
    Is anyone else worried about the Sisters of the Watch and their Battleline Status for Wanderers?

     

    I personally think this battletome will have nothing to do with wanderers, It's the free guild book with update for the firestorm city allegiances (of which wanderers can only be in Living city and Greywater Fastness).  I think it will add some cool new rules for the cities and may very well make it better to take them but I don't think it will include anything else for Wanderers. With what looks like Wanderers in the next underworlds I think that a separate battletome has to be on the books.

    • Like 1
  6. 4 hours ago, Poddy said:

    Silly question. But can someone please explain what happens with eternal guard + sisters of the Thorne shield + mystic shield. And explain as simple as possible please. Is there any point using mystic shield if they already reroll? Thanks! 

    Eternal guard naturally re-roll 1s on a save roll. If they are in cover they reroll 1s and 2s. If they have shield of thorns they re-roll all fails. Which means, if they have nothing else they save on a 5 or 6 and reroll 1s, 2s, 3s, & 4s. They cause mortal wounds on a 6. If they have Fortress of Boroughs and Shield of Thorns.  You Save on a 4, 5, or 6 and reroll 1s, 2s, 3s, & 4s (because rerolls happen before modifiers, but you don't have to reroll). They cause mortal wounds on 5s or 6s. And so on if you include cover.

    There is absolutely no reason to cast mystic shield on Eternal Guards as they automatically reroll 1s anyway.

    • Thanks 1
  7. On 7/16/2019 at 8:00 PM, Raffonerd said:

    PG always. Easy to see that against rend 0 or mortals PG are stronger. On top they can move! And they Don t test if you grab 1 anoited (with it you can reroll wound also and dispell). Plus they hit better on the field cause of their 2x aa, which is on paper equal per point but not in game.

    The problem is Phoenix Guard versus Eternal Guard is an unfair comparison without taking points into account. (10 PG are 120, 10 EG are 70).

    PG are elite infantry 3+ 3+ with a 4+ save. They compare to Wildwood Rangers, or Swordmasters (stats and points wise). They have the most durability of the lot but lack the rend for a decent punch.

    EG are cheap road blocks that have no real punch at all. They serve the role of getting in peoples way and then castling up to make them durable, but they are no where near as durable as PG that is until you compare 20 EG to 10 PG (140 pts to 120 pts) Now they have the same number of attacks, but EG have 20 wounds to PG 10. The Ward save actually make this more equal as the PG really get 15 wounds (10 + 50% saved) but the biggest thing missing is the Wanderer key word. Without that the Battalion is more difficult to fill, battleline is missing and you lose the rerolls 1+ from the nomad prince and -1 to hit from the Waywatcher.

    Having seen your list you've made on the other thread, I'm surprised you're still trying to fit that battalion in with a big block of PG. It just soaks up the points and makes it tough forcing you to split the Glade guard and make them less effective. They work best in groups of 30. Personnally I would just go general order allegiance and go made with all the other aelven options.

  8. 2 hours ago, Raffonerd said:

    Hi guys, 

    what do you think about this list here? I'm rebuilding my wanderers army (from wood elfs).

    Allegiance: Order - Mortal Realm: Shyish


    LEADERS


    Nomad Prince (80)
    - General
    - Command Trait : Strategic Genius
    - Artefact : Ethereal Amulet
    Spellweaver (100)
    - Heartwood Staff
    Wayfinder (80)
    Wayfinder (80)
    Wayfinder (80)
    Anointed of Asuryan on Frostheart Phoenix (320)
    - Artefact : Wraithbow


    UNITS
    10 x Eternal Guard (70)
    10 x Glade Guard (120)
    10 x Glade Guard (120)
    10 x Glade Guard (120)
    5 x Sisters of the Thorn (210)
    5 x Wild Riders (100)
    30 x Phoenix Guard (360)


    BATTALIONS
    Waystone Pathfinders (160)

    3 -DROPS TOTAL: 2000/2000

    EXTRA COMMAND POINTS: 1 WOUNDS: 127
    LEADERS: 6/6 BATTLELINES: 3 (3+) BEHEMOTHS: 1/4 ARTILLERY: 0/4
    ARTEFACTS: 2/2 ALLIES: 0/400

    If you're going allegiance order then IMHO there is no point taking the battalion. The 30 glade guard separated plus the 3 wayfinders won't give you enough firepower to justify it. The separate 10 units of glade guard lose their 1+ to hit so are only hitting on 4+ and will on average only causes 3.5 wounds per group before saves.

     

  9. 3 hours ago, sal4m4nd3r said:

    Wow I just realized that if you go with waystone pathfinders, you lose an entire hero phase! So you could potentially go until the bottom of turn 2 without being able to cast any spells, or use any command abilities! Do most wanderers players go with the battalion? 

    I just don't deploy complete off the board as most battleplans the objectives are in the centre of the board. So I set up my castle with spell weaver and nomad prince within range of the objectives, and then I set up the fast units or deep strike units seperately. I've never had much success with a totally deep strike deployment due to the 6" from the edge rule.

    • Like 1
  10. 2 minutes ago, martinwolf said:

    Hey, I was wondering, when I run the Waystone Pathfinders Battalion, do I have to set all units aside at the start of the game or could I deploy a couple of the units normally and then put the rest aside?

    From what I understand because it's a battalion you can either deploy all units on the first turn, setting aside as many as you want and placing as many as you want on the table.

    Or you can deploy 1 unit at a time (on or off the table) until you want then deploy everything left in 1 turn (so if your opponent has 5 drops you can go, 1 unit, 1 unit, 1 unit, 1 unit, the rests)

    • Thanks 1
  11. On 6/24/2019 at 3:39 PM, sal4m4nd3r said:

    ....

    Im so excited! A little sad to hear GG aren’t that worth it! They are such nostalgic models!

    I wouldn't say they are not worth it, they are worth it. They shoot further, they can move and shoot and the -3 rend makes your opponent really have to think. 

    I still take 30 of them and they will probably always have a place in my army, it's just the points reduced sisters now out perform GG even with the -3 rend. 

  12. 35 minutes ago, overtninja said:

    After their initial shots, I tend to use them to hold objectives, or as screens against strong charging units. They can also operate from outside of 6" of the table edge, while SotW pretty much want to park themselves there and teleport around to get the bonus shots. They can also be fielded in groups of 30 - which isn't a bad idea at this point with the reductions to other troops. Remember, raw damage output is not the only stat in the game.

    As I just recently discover Sister of the Watch can also be fielded in groups of 30 as well

  13. 15 minutes ago, Zanzou said:

    Is that not insanely imba that glade guard's ONCE per game against blood warriors is still worse than the same amount of points in sisters of the watch who just have to sit there?  Either Sisters are too cheap or glade guard need to be buffed...  

    Yeah that's the thing, back in the original GHB GG at 120 and SotW at 220 Glade guard where so far and above the best, then 120 for 10 GG compared to the 180 for 10 SotW the actually made the decision very hard. Now with the SotW price drop it's really a no brainer, I mean SoftW moving against Chaos are better the waywatchers!? and at they're best all game long better then Glade guard 1 off ability.

    But to be fair I think GG should be 100 points, I mean compare them to Free guild archers or ungor raiders both cheaper, both almost the same stats.

  14. I did another calculation with damage compared to points with are most shooty units using the new points values. Each unit appears more then once to account for special abilities or different bonus against chaos. This is against 4+ saves. Check out the Wounds column for how many unsaved wounds they causes (and imagine rolling 34 save rolls!). The units are:

    40 Glade Guard (480 points).
    30 Sisters of the Watch (480 points)
    4 Waywatchers (480 points)
    6 Wayfinders (480 points)

    image.png.bceea208cf62f7e8a0d22f28bfba0aeb.png

    I know you can't take 6 wayfinders or 40 glade guard but it means everything is the same cost.

    As you can see the Sister of the Watch come out way better then most things, even against non-chaos they beat out Bodkin glade guard which is huge. They do lose out after moving. Surprise visit 2nd on damage is the Wayfinder. Before the points drop I wouldn't even look at him but now he's almost beating out the Waywatchers for damage to points, in fact that's a whole new spreadsheet with how many turns it takes waywatchers to catch up on numbers of shots (its 3 for stationary 2 WW compared to 3 WFs)

    So make of it what you will but I've got another 20 Sisters of the Watch on order to build and fit in some how. And I think my wayfinders is coming up to be an auto include instead of a maybe for a change include.

    • Like 2
    • Thanks 3
  15. 12 hours ago, Rahatlin said:

    Hello Generals!

    Long time reader here. Now that i have collected army and played some (two) games i wanted to discuss something with you guys.

    Protective Volley

    So... - My basic tactic is evolving around PV battalion ability. Considering we got average 4* turns of shooting, what are yours recommendations for maximasing Protective Voolley potential?

    We all know becouse of 12" range, Nomad Prince needs to be in charge range for PV to happen, and you have to activate it in Hero phase, which means it requires at least one turn of setup - and SOLID unit around NP so he cant be killed in enemy combat turn. 

    For NP i use Myst Walker command ability, which seems like custom made for PV.  Stalker of the Hidden Paths is tempting for sure, BUT - it requires general staying close to edge - which effectively limit Protective Volley potential - and put alot of risk on our 5 wounds general, and limit my objective holding/attacking options

    Id be really glad to read about your experiences and ideas on this, and how you are making most out of protective volley.

    Cheers!

    When I run the Battalion I generally use the a line of 20 eternal guard standing in front of everyone. I position my troops in the development phase just within charge range but as a temping target. I then give my opponent first turn. He should in theory take the bait and try and 1 turn charge your lines. However due to the large distance he will likely fail 50% of his charges. Which means you should have be able to survive with the 20 eternal guard in the combat phase. Take you turn, protective volley the scariest thing in your lines, use blessing of life to reinforce your eternal guard. Use your shorter range shots to kill anything else in combat, or move up to put the rest of his troops in range of the failed charges. Go for the double turn.

    Results may vary. Always read the label before use.

    • Like 4
    • Thanks 1
  16. 13 hours ago, Aloth_Corfiser said:

    image.png.1c0e2b10fc0f447daaa0b86aa7c68870.png

    What do you all think about it? I am mildly excited, alas our beloved Aelves have become more horde-like than ever.
    Overall I try to contain my expectations on whatever "expanded rules" meant in the other preview, I am hoping for maybe a Spell-Lore section. But oh well, ....^^

    The old Sister of the Watch or Glade guard argument just got even more interesting if the Glade guard get no points drop. SotW are actually looking like the best option.

    • Like 1
  17. 2 hours ago, awcamawn said:

    The new Wood Aelf Blood Bowl team announced today is really cool looking, glad we get some new models in some form. Will definitely be picking the team up for conversions; and they mentioned customization options for the team - could be cool to have some extra heads and such to use with existing Wanderer kits for extra build variety.

    I know Blood Bowl is a different universe from AoS but it's nice to know they haven't forgotten the awesome and unique aesthetic Warhammer Wood Aelves have. Would love to see some plastic AoS Wardancers in this same vein.

    Aren't they at a different scale now? I thought they had got bigger?

  18. But also because of this rule you have to watch out when rolling saves for the Nomad Prince and any Shield of Thorn troops. Rerolls before modifiers means that you reroll all fails before apply rend.

    So for a Nomad prince taking a save on a -2 rend hit, he saves on 6s re-rolling 1, 2s and 3s.

    • Like 1
  19. On 5/28/2019 at 9:20 PM, Loose Until The Last!! said:

    ...

    If I have +1 to hit (stationary Waywatcher, Eternal Guard fortress etc) 

    and re-roll 1's to hit with the Nomad Prince.. 

    Are my 1's now 2's and can't be re rolled?? Surly not? ...But the Nomad Princes command ability don't say unmodified ones like other rules here and there..

     

    I don't think so, re-rolls are before modifiers (from the core rules). So you roll to hit, re-roll all the 1s then apply the 1+ to hit.

    • Like 1
  20. That the thing, since I started taking it I've never really had a chance to use it because nobody has been in range, also I don't use the Eternal Guards to screen like you showed @awcamawn I use them in a single line screen the whole block of SofW and Glade Guard behind them, with the Nomad Prince in the centre so I can take full advantage of the Protective Volley.

     

    setup.jpg.38992eea61b4617565575e646c792de6.jpg

    • Like 1
    • Thanks 1
  21. Forget-me-knot question.

    So from what I understand the forget-me-knot is used at the start of the fight phase, against a character within 3" of the character holding it, but I've had situations where they're have charges outside of 3" into my eternal guard screen. Then left me in a position where I can't get to within 3", because you can't end your move with 3" of an enemy unit, and unable to complete a charge because I couldn't get within 1/2" of the enemy (due to the eternal guard screen).

    How do you guys deal with this, is it just a case of hope the opponent has forgotten about the forget-me-knot, or not screen off the hero with it? Have any of you had success with this, and if so how did you do it?

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