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Spears

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Posts posted by Spears

  1. 1 hour ago, Dracan said:

    Can someone explain to me why warp lightning vortex went up 10pts and the other 2 skaven spells by 45 and 40??

    Bell of doom and Vermintide both arent very good spells... even at old points.

    Warlp lighning vortex broke the game for a while at 100pts before it got erretad with less range.

    To pay 90pts for warp lightning vortex and 85pts for Bell, 80pts for vermintide seems mind blowingly bizare to be frank???

    My limited understanding of aos 3 is that spells now move in both hero phases so vermintide and bell now do damage twice as often and always controlled by you. Whereas the vortex is not tied to being moved so does no additional damage.

    • Like 1
  2. I'm mostly excited about the prospect that the nighthaunt units are no longer gimped in NH by their potential abuse in Legions of nagash. I don't think the points hits to grims for instance would ever have been needed if they weren't summonable in lon.

    • Like 1
  3. 10 minutes ago, Popisdead said:

    So unless I'm mistaken, after hearing on the Honest WArgamer the talk about the latest GHB FAQ that if you lose your BL requirement you lose BL to score objectives.  Hurts armies like Wanderers who don't take 3 natural BL units and instead push for like spamming SotW.  If you lose the Nomad Prince those SotW can no longer score objectives.  

    At least I think that's the gist of it...

    No that's the opposite of the faq. You don't lose your battleline status if your unit was battleline when you created your army.

    However summoned units don't get battleline status.

  4. I don't think its unreasonable for the limited release stuff such as the wd batallions to get retired, it would be nice if there was clarity as to how long the shelf life might be though to inform buying decisions.

  5. Not sure if it was already mentioned but the Harridan max unit discount was changed, its now a 20 point discount so you get 20 for 260.

    Despite that Harridans now seem significantly better than Grimghasts if you think you can manage the 1 inch reach.

    A further side effect of this is that the minimum cost to run a shrieker host is 500 points.  This gives you a lot of deepstrike flexibility and the battalion ability is likely to wreck some armies.

  6. Overall it still feels like they are trying to set the internal balance without actually making the faction any better. I think at this point Harridans are looking pretty good and a compelling alternative to the other 32mm options. This with the Kurdoss drop looks to favour legion of grief.

    Still no GOS with hourglass, really glad I visited a gw store twice to pick that model up...

     

     

  7. 21 minutes ago, Snakeb1te said:

    You are incorrect about the 3" pile-in. There are some abilities (like the Slaves to Darkness, Slaaneshi Pleasurebound Warband) which simply increase your pile-in range. 

    However some abilities (like grasping plate) specify that you are eligible to fight within 6" and can pile in 6". Sisters of Slaughter from the Daughters of Khaine also have this. 

    The threat range I assume refers to moving the Varanguard unit 10", then piling in 6" - perhaps killing the unit, using the Varanguard ability to fight twice, then piling in another 6" into another unit - effectively allowing you to attack something 22" away even if it is behind a unit (provided you can kill the screening unit). 

    Hope that makes sense. 

    Thats weird I would swear the Varanguard wording was the same as the chaos lord in that you have to be within 3" to use the ability regardless of pile in range.

    Edit: No I think i'm right, you have to be within 3 to use relentless killers on the current warscroll.

  8. On 3/10/2020 at 2:10 PM, annarborhawk said:

    Anyway, the 6" pile-in artifact (grasping plate), together with the once per game attack twice is REALLY effective. When that unit gets Oracular Vision'd and Demonic Powered - holy hell. The 6" pile in gives your general a 22" threat range. (And it was REALLY handy at avoiding the insane overwatch fire from CoS handgunners). That second pile in I was often able to use to get to some juicy prize behind a screen.

    Does the grasping plate give you 22" threat range?  You need to be within 3" to get the second pile in.

  9. 44 minutes ago, Thamalys said:

    - The Dolorous Guard will make Arkhan really tough to kill - that's great, as all the Mortarchs are notoriously squishy.

    -* Cons

    - Arkhan sucks in melee. The Dolorous guard is (in my opinion) meant to grant some staying power to characters with some solid damage output (Olynder is probably the best choice you have, as her damage is mostly morta wounds).

    I agree with your overall assesment of the new Arkhan, Dolorous guard doesn't make him any tougher though. Unless i'm misreading it the bounce is only on the General, Arkhan can't be a Nighthaunt general.

    • Like 1
  10. 4 hours ago, PiotrW said:

    One idea I have for Marauders replacement: the shield-bearing fighters from Spire Tyrants. They have the right look! Two problems, though:

    1. If you use them as Marauders, it makes it hard to include Spire Tyrants in the same army.

    2. Considering you'd need at least 20 of those and there 3 or 4 of them in one Spire Tyrants box, this doesn't look terribly cost-effective...

    Just buy some shields to add to the others, the only three that dont easily take a shield are the bestigor, the two handed chap and the one pointing his sword in the air who should make a decent banner bearer. The two handed dude also doesn't fit on a 25mm without looking daft but the others are okay.

    • Like 1
  11. I think the problem with just cranking the Glaivewraith damage up is that they then give us yet another option in the already muddled bladegheist/grimghast/banshee slot. I think giving them something with a little more utility to it might be nice, I had thought of either:

    Strike and melt away skink style, so when you are selected to fight they can retreat instead. It fits with the ghostly theme but perhaps not with the relentless hunter thing.

    Or

    Add 1 to charge rolls for friendly nighthaunt units wholly within 9 of a death beat drummer (if you are feeling generous let it count for wave of terror)  I think you then might start to see them crop up alongside our other options and it goes some way to reducing the reliance on cogs for deepstrike heavy armies.  I'm not sure that investing more into charging is healthy for the faction though.

  12. So the reasoning behind this is that you can only take artefacts if your allegiance has artefacts. The realm rules then allow you to pick a realm artefact instead. 

    Slaves to darkness the allegiance have no artefacts, they are all baked into the damned legions. So if your neither your damned legion (Host of the Everchosen) or allegiance (STD) have artefacts available to them you cannot choose realm artefacts.

    I'm not 100% sure its intended but given HotE have no native artefacts it doesnt seem too far fetched that it is on purpose.

    EPyE0L9WAAAMEIi.jpg.f985345c5d22959eb6d8f976bb1290fe.jpgEPyFKuQX0AA-WUq.jpg.947c710ea020c9a061e62fbc1089472a.jpg

    • Like 1
  13. 16 hours ago, EnixLHQ said:

    My takeaway: If you are NOT bringing max units for anything except the Banshees, and relying on the buffs on the warscroll card alone, Banshees are better for the points. No buffs at all? Bladeghests. Can bring some buffs (KoSoES, VL, KoS)? Dreadscythes for +hit, Banshees for +attacks.

     

    I'm not sure its quite so cut and dry. 

    15 Bladegheists with a Spirit torment come in at 390 points, 12 Myrmourns + A Knight of shrouds on steed and a command point comes in at 380. 

    The damage output of the Myrmourns is greater if you can setup an unbind and a KOS buff, but not massively so unless you are hitting mortek guard.

    image.png.a4350fc744edbb18faa3572339acec12.png

    The trade off for this is the reliability and consistency. To get the above damage output the bladegheists simply need to have charged, the banshees need to have dispelled something, be within 18 of the kos and spend a command point. So by definition the banshees cant put out this damage the turn they drop in.

    Lets assume we are stuck in combat, this time the bladegheists haven't got to charge and the banshees didnt get their attack buff. The Spirit torment is now the only buff still in play, and it makes a big difference as seen below.

    image.png.e3a9a162e55214eb319ec6af077a6d95.png

    Obviously the banshees having a whacking great unbind chance brings a lot of power that is hard to quantify but their reliability and lower wound count brings some non trivial downsides.

     

    • Like 1
  14. If malign sorcery isn't in play you don't actually get an artefact or command trait whilst being sixth circle anyway. The benefits of projecting their own Aura of chaos, being able to spend command points on the generic abilities and gaining lookout sir are pretty big buffs on their own though.  

    I guess we need to see how subfaction selection works.

    Edit: Sadly warscroll builder has Fist of the everchosen as their own allegiance entirely.

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