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dmorley21

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Posts posted by dmorley21

  1. 7 hours ago, bsharitt said:

    So the rumor is that Chainrasps are $40 for a box of 10, and the price seems confirmed from a couple of sources and while there's some disagreement , but there's some  does that affect anyone's future army construction? I wasn't going to go full maximum horde, but I was thinking of running two or three units of 20, but since I already have the spirit hosts and hexwraiths who are battleline, I might be keeping a more elite army. It's not a major issue and might be for the best since the command abilities that bring back models bring back whole models rather than just wounds worth of models and much more valuable on Hexwraiths and Spirit Hosts.  What it does kill for me though is any idea of going back to  a LoN army with chainrasps replacing all the zombies.

    That does seem insane. They're my least favorite battleline unit from a fluff perspective and at that price I definitely won't be including them. I'll have to figure out how best to supplement my 10 Hexwraiths. 

  2. 3 hours ago, TheWolfLord said:

    It improves the chances of getting Wave of Terror from 16.67% to 27.77% so it’s pretty decent especially with reroll charges. 

    If you use the Cogs you can deep strike 9” away and only need a 6” charge.

    Black Coach’s are great, Hexwraiths are great and a Harrow is really handy to grab objectives so it’s all round useful.

    It's definitely useful. 

    My thinking is my Deathriders battalion may average about 5 charges a game, and that might be optimistic. 

    Meanwhile, if I'm sinking points into the Black Coach and Hexwraiths, chances are I'm going to be low on units/models which I'll want for objectives and board control. 

    I could deep strike the battalion, but with their awesome movement I think I'd rather deep strike other forces and just deploy the hexwraiths and coach on a flank and deep strike other, slower models that aren't meant as main blob tar pits or anvils.

    As for the harrow, my opinion is constantly shifting. As a teleporting wizard, it's a very useful model. But it doesn't generate bugs for other units, and I've always loved the Tomb Banshee so I'm just not sure if I want to drop a 100 pts on one. 

  3. 8 hours ago, AverageBoss said:

    I like the idea of Deadriders combined with Cogs and our reserve deployment. Landing 9" away from the enemy with +3 to charges makes things FAR easier. And I am already a fan of Dreadblades, Hexwraiths, and Black Coaches.

    I plan on taking a unit or two of Hexwraiths and the black coach but am not sold on Death Riders. I just don't know how often it would end up being useful. 

  4. 2 hours ago, SleeperAgent said:

    I plan on running two of them. Should average out two levels per each turn. Bringing back slain models and selfheal are so good.

    Two of them? In a 2000 pt game?

    What's the rest of your army comp?

  5. 13 hours ago, ajax_xaja said:

    Circling back to dealing with those big tanky models, the destruction player in me is a little disappointed that Nighthaunt don't really have a beatstick (though I know that isn't really the playstyle).

    Is our strategy at this point going to be horde it up, and fish for mortal wounds? I'd loved to have had a big centerpiece model to deal damage and hold areas of the board. Even the Black Coach doesn't seem to fit that role.

    I think running a generic buffing horde army is one way of playing Nighthaunt. I'll probably play more aggressively with them though, as I always think of horde armies playing an attrition style game. With the abundance of movement options available I will likely go for an alpha strike, board control, or hammer and anvil. I'm sure they'll each be good for certain battleplans and against certain armies.

    The lack of heavy hitters means you have to play strategically and attempt to enemy units and charge them with multiple units, which is something that can be done with the movement advantages we have.

    It's interesting though, because to me Nighthaunt doesn't seem to be a an army that is beginner friendly for playstyle, which I thought would be the case with an army in a starter box.

    I'm returning to the hobby after last playing WHFB and they remind me a bit of Dark Elves and Wood Elves from back then; where you had to really plan out each charge and move in order to full take advantage with synchronized charges.

    4 hours ago, Clewz said:

    Aside from being a fantastic looking model what are peoples thoughts on the black coach?

    As others mentioned, once it gets its buffs it's a pretty impressive model. It's a tank. Without the buffs, it still puts out a good deal of attacks that have frightful touch. It's also very mobile with up to a 14" move and the ability to run and charge once it reaches level 2 and the ability to retreat and charge once it hits level 4.

    I think it's quite capable of being deployed with your main blob as an anvil, it can probably grab and hold objectives by itself, you can race it around with a unit of Hexwraiths, or you can deep strike it which could cause your opponent to over plan for it deep striking at them.

    It's a pretty versatile piece, and I'd say a must take if you don't plan on taking Lady O (which I don't like to take named characters often, so I'll probably be rolling with the Coach in most of my games).

  6. 2 hours ago, Beliman said:

    Is there any rumor for the next (completly imminent) release of Grots? Anyone know if GW are aiming for a moonclan release? Or maybe a Grotbag Scuttlers release?

    I'm looking for a second army, and flying crazy green pirates seems the best option after my flying stunties!!

    Most seem to believe that Moonclan Grots will be released before the end of the year. Sings started pointing in this direction with the Fungoid Cave-Shaman being a champion of Malign Portents. However, it has not been confirmed at this time AFAIK.

    • Like 1
  7. 1 hour ago, Garxia said:

    Haven't seen any rule in the battletome  that doesn't allow to deepstrike the General, maybe in the GHB?

    Otherwise, fully agree with your spells/items list.

    I also haven't seen this anywhere, an am working on building a list before I start collecting. Can anyone clarify?

  8. I'm thinking about getting back into the hobby after a long break and back when I started playing WHFB I always loved the Tomb Banshee (back then, just Banshee).

    I haven't seen much love for her with the new battle tome, but with the -1 bravery army allegiance and ability to come in from the underworld rules, she seems pretty useful. Any thoughts on if she's competitive?

  9. 38 minutes ago, Kelbesq said:

    Are 20 Ironbreakers really better than 30 Dryads (who are 10 points cheaper)?   They certainly have slight advantages over the Dryads outside of a Wyldwood, but they lose all other Sylvaneth synergy, and don't even count as batteline in a Sylvaneth army. 

    Maybe not, but it's a more cost effective way for me to get into the game/hobby.

    • Like 2
  10. Hello everyone.

    I played Dwarfs in WHFB and for the past 10 years or so have only played with my buddies when we get together a couple of times a year. Now with AoS 2.0, I'm looking to return to the hobby.

    I always like to try different armies, and have stumbled across the Ironbark Wargrove in the Sylvaneth battletome which allows you to take 2 Duardin units as part of your army. I'm wondering which Dispossessed (or other Duardin... the different splits are hard to follow) units you think would be best in such a force. I'm currently leaning towards Ironbreakers and Irondrakes... which were two of my favorite units from before.

    Thanks!

  11. 15 minutes ago, Freejack02 said:

    I'm away from my book, but afaik the Wyldwoods will still try to kill anything not-Sylvaneth regardless of whether it is allied or not. Is there a specific Ironbark exception that fixes this?

    I don't know the answer to that. I thought it would hurt them, so I was planning for the Ironbreakers to anchor down an objective/quadrant that is not near a Wyldwood.

  12. 2 hours ago, Lhw said:

    @dmorley21 I'm starting off with Ironbark, so think it could work. I agree, I like the idea of 20 Ironbreakers (If you can get them into a Wyldwood, that should be a nice combo!) I actually would combine them with a Runelord - the 6+ ward save on them is cool, as is the boosted dispel, especially now it's 30"! 

    The only thing I would note, is these will limit you elsewhere. I don't know what else you fancied taking, but I would put aside Alarielle, for example. 

    Treelord: 240
    Tree Revenants (2 x 5): 160
    Branchwych: 80
    Ironbark (inc Household): 180
    Ironbreakers: 280 (I think?)
    Runelord: 100

    =1040 

    Yep, that looks correct.

    But with the Ironbreakers acting as an anvil and the summoning abilities of some characters, I think I only need one unit of 10 Dryads which leaves me some room to play with. I'd be looking at a Branchwraith, but I was also considering Alarielle just due to the new emphasis on magic and summoning.

  13. So I mentioned this in the previous discussion, but I'm coming to the hobby after playing WHFB. I have a collection of Dwarfs, and figured if I use the Ironbark Wargrove that would be an easier way in for me. So my question is which of these do you think would work best with Sylvaneth:

    20 Ironbreakers

    10 Irondrakes 

    2 Gyrobombers

    1 Gyrocopter

    1 Cannon

    2 Organ Guns

    1 Cogsmith

    2 Runelords

     

    My other stuff is either retired (Slayers and Miners) or too much of a hodgepodge to play WYSIWYG. 

    Right now, with the point reductions, I'm leaning towards the unit of 20 Ironbreakers as Sylvaneth seem to lack an elite infantry and the 10 Irondrakes for some shooting support. 

    Any other thoughts? Thanks!

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