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DionTheWanderer

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Everything posted by DionTheWanderer

  1. How in heaven’s name did you have the patience to paint 100 glade guard? I did 32 in one go and nearly quit the hobby as a result!
  2. Question: is there ever a circumstance under which you’d use precise shots rather than fast shots for a waywatcher? Also - where in the books are the rules of 1? My understanding is that they prevent the waywatchers fast shots from cascading (ie new attacks can’t themselves spawn new attacks) but I can’t check that.
  3. Has anyone else noticed that a few of the Hidden Agendas are pretty straightforward if one can realm-wander? Particularly with Stalker of the Hidden Paths?
  4. Ah, the old 'if you can't beat 'em, join 'em' approach.
  5. Thanks for the advice - that’s very helpful. It means missing out on the battalion though. What I might do is try a few games with battalion (+shawl), 5 wild riders (which are half painted) and 10 more glade guard. Then can add models to make 2000 without the battalion once I know the army a bit better. I need to make/paint a lord on dragon for a narrative tournament, which might give me some fun options too. Soporific breath + WWR + Nomad Prince sounds like a neat combination. Good shout proxying WF as WW if needed. I’m sure there are options. I’m also thinking things like movement trays to make my GG less of an ****** to move around. 2x units of 20 might even be easier to get into range. I’m pretty sure clever movement, even with the nerf to realm wandering, is the key to beating most armies, many of which rely on getting into combat ASAP or a gun line approach where chaff shields vulnerable units. Stormcast are one of the most internally balanced armies, by design I guess, so hardest to try and exploit weaknesses.
  6. Yeah - I’m loath to drop units because that’s £50 and countless hours of painting that’s gone into them! I feel it should be possible to have a casual, points balanced game where I can defend 1/3 objectives for 5 turns without having to carefully list optimise! If you can’t do that, the points balancing is broken. I agree it’s a bit magic heavy - I went that way deliberately because I hoped that endless spells would have the same “new shiny toy” overpowering that the stormcast seem to have. Hopefully I can use them better in future. I’ll add the shawl when I put in a battalion.
  7. Oh yeah, I forgot to add that the twist card for our game meant no battleshock tests - favouring me. That basically meant that 6/30 GG survived getting charged, ran away and spent the rest of the game watching their arrows bounce uselessly off armour...
  8. Yeah - I don’t have a huge flexibility on what units I pick for my list, as I’m limited to what I own! I bought my army based on having a wide range of units to paint, naievely assuming that the points values would mean they were vaguely balanced. I’m not trying to be tournament competitive, or even to win that much - would just like games at my local club where the outcome isn’t obvious from turn 1. I’m thinking about SOTW to make me up to 2k with the battalion, but it annoys me that I’ll have to nominate my WW as general. Does that actually matter, tactcially? Also they cost a fortune. I guess it was just a bit dispiriting to see an army of the same points values be better in every department - shooting, combat, armour. They even held their own in terms of speed and magic! I’ve had close games against some death armies - but ones that are mainly old WHFB armies rather than AoS ones. Every time I’ve played an actual AoS army the outcome has been clear by the end of turn 1. Anyway, bad workman blames his tools and all that, and I’m hoping I get better with practice - but my memories of playing 40k and WHFB are of much more balanced games.
  9. Just had a chastening experience against a SCE list. 3 objectives, 1 in each zone 1 in the middle. Opponent was very nice and sporting, and if anything was unlucky in his dice rolls compared to me. What was frustrating was that from early on it was clear I wasn’t even going to be able to defend one objective, let alone take another. I had 20 EG in cover on my objective, with SOT (about half the time). Got off full unit of 30 GG bodkins plus Hail of Doom on his sequitors, with nomad prince buffing almost all my units. Killed 5/10. Got my WWR into charge and wiped out his Vanguard Palladors, but they were wiped out on a counter charge. Nomad prince and waystrider didn’t cause a wound before getting wiped. Basically, it felt like even though I was getting all the buffs I could be, I just had nothing that could go toe-to-toe with any of his units, in either shooting or combat phases. It was mad. Any thoughts? Maybe I could have gone after his heroes to reduce the buffs on his armour etc, but then my alpha strikes would be gone, and their regular armour makes most shooting pretty useless. I’m also struggling to use maneouverability at all well - when you can only realm wander 1 unit per turn it’s not like you can suddenly flank with a viable group of units, and no one unit in the army is strong enough to threaten even one unit of their battle line troops. Any thoughts? Army lists below for reference: Mine: Nomad Prince (Starcaster, Hidden Paths) Waystrider Wayfinder Waywatcher 2x spellweaver (endless spells: shackles + pendulum) 30GG 20EG 5SoT 10WWR SCE: ++ **Pitched Battle** 2,000 (Order - Stormcast Eternals) [1500pts] ++ + Leader + Knight-Zephyros [100pts]: 1. Blade of Symmetry Lord-Arcanum on Gryph-charger [240pts]: 2. Aethereal Stalker, 4. Azyrite Halo, 5. Staunch Defender, General Lord-Castellant [100pts] + Artillery + Celestar Ballista [100pts] + Battleline + Judicators [160pts]: 5 Judicators, Skybolt Bow Judicators [160pts]: 5 Judicators, Skybolt Bow Sequitors [240pts]: 2x 5 Sequitors, 4x Stormsmite Greatmace, Stormsmite Greatmace (Sequitor-Prime), Tempest Blade and Soulshield + Other + Evocators [200pts]: 2. Celestial Blades, 5 Evocators, Grandstave, 4x Tempest Blade and Stormstave Vanguard-Palladors [200pts]: 3 Vanguard-Palladors, Starstrike Javelin + Allegiance + Allegiance: Allegiance: Stormcast Eternals + Game Options + Game Type: 2000 Points - Battlehost + Realm of Origin + Realm of Origin: Origin: Hysh ++ Total: [1500pts] ++ Created with BattleScribe (https://battlescribe.net)
  10. It does depend on what scenario you're doing. I played Kingslayer (from the open war cards) and it worked a treat. Cocooned my General (nomad prince) in the middle of 20 EG in the middle of a forest. Gave him Mystwalker, and kept him 2" from the enemy. Therefore they *had* to come and attack the EG to get at him, and bounced badly into the SoT I managed to set off. Otherwise, yes it's difficult to set up. I've also been torn between 1 unit of 20 or 2 units of 10. The problem being of course that you can only cast SoT on one unit at a time. In the end, I magnetised the command group for the second unit, so I can run either option depending on scenario. I'll try a few games and let you know how it goes.
  11. I find they're at their best ~8" behind a unit of 20 EG defending an objective, ideally in cover. For extra punch, have a spellweaver in range to replenish any casualties on the two units. 20 EG at 3/3/3+, rerolling 1s and 2s, causing mortal wounds on 4+ is bloody hard to shift. Add the sisters' javelins, and you'll be doing a reasonable amount of damage in return. Plus, while they're mediocre in combat, 10 wounds of sisters (with a possibility of 2D3 being returned by a blessings of life spell) are a pain to get rid of, so if they do wipe out your eternal guard, you have a fallback unit that might stick around long enough to hold an objective on a final critical turn or two. That means for 140+220+100 = 460 points, i.e. less than a quarter of your army you have a *very* stubborn defensive unit. This gives you a fulcrum around which you can either go for mobility, firepower, or a combination of the two. *Disclaimer* - I'm a pretty new player, and don't exactly have a stellar record in matches, so more experienced players may have ways round this.
  12. I am extremely excited for this. One question for narrative-creating purposes: How do we find out which guild our armies will belong to? Will they be assigned, or shall we pick one (I assume the latter would cause issues if more chose one side than the other). Or should we assume that any background we write does not include the joining of a guild?
  13. Also, the Lifeswarm fits the best with the theme for Wanderers in general/my army in particular, but I think is overpriced at 60 points. I guess it would be good to keep my Nomad Prince (nickname: Glasshammer the Fragile) in combat for another round or two. I suppose it’s priced to stop people using it to make a Greater Daemon or dragon invincible. A price I could take if there were any >5 wound/120pt models available to Wanderers.
  14. Yes - the quicksilver swords look worth it for 20 points. Could you try disguising the hands by filing them down and using vines from the GW vine set to cover the spot/make the supporting structure? It’s massively overpriced at £15, but incredibly useful for Wanderers conversions. Maybe find it (or similar) for cheap online
  15. Does anyone here have any experience using Endless Spells to complement wanderers lists? I'm currently painting up my spells and wondering which ones to choose. I've gone with soulsnare shackles and pendulum to start with. Will report on how I get on. Also, are people tempted to customise their spells to their armies or the appropriate realm? I've gone for the former (will post some pictures when I get home) as I quite liked the idea of the pendulum tearing into Ghyran (yeah, I'm not an original thinker with my realm theming).
  16. I'm trying to choose between another unit of 30GG and a unit of sisters to complete my 2000pt Wanderers force. I already run 30GG In favour of GG: - I already have a second command unit painted, and it annoys me not using them - I could build up slowly - paint another 8 GG and I can run 2 units of 20, while I paint up the others. (I painted the first 32 all in one batch and wanted to die) - I'm not 100% sure I like the SOW aesthetic ported over from high elves to wood elves - Buying 32 GG is £20 cheaper than buying 20 SOW (more so if I get them second hand!) In favour of SOW: - I would then have a complete collection of all the different models available to Wanderers (I've based my list more on the range of fun models to paint than being competitive) - It would annoy Chaos players, particularly Nurgle. (This is partly a fluff thing, partly I had a game against a really annoying Nurgle player). - The models are pretty cool, and might look less incongrous painted in wood elf colours - I really struggle to get 30 GG into range for their bodkins. If I try to get close enough to get 30 models in range (which in practical terms means being about 14" away) then I inevitably seem to get charged first turn. Usually by a dragon. Glade Guard hate that. 20 SOW have a smaller footprint, which negates the difference in range, and have a chance of actually sticking around long enough to shoot. Also, has anyone tried running units of 20GG? Or do they inevitably take a casualty before they can shoot, thus rendering their shooting ability worse than Orruk Arrowboyz?
  17. Thanks dude - sorry for delay I’ve been away on holiday. Will pay up as soon as I’m home (ie tomorrow)
  18. I wish I'd seen this *before* painting my Wanderers army...! Looks good though, would happily play games against an Army like this, and I think the lore is excellent.
  19. Please could I get on the reserve list as well - I’ve just finished painting my first army in 15 years, and live in Cambridge so I’d love to come? Do I need to send a £2 deposit to the PayPal address above?
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