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Reuben Parker

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Everything posted by Reuben Parker

  1. Royal family is what I played and it worked well first game. Throwing the 4 heroes on the table turn 1 then summoning ghouls across the game worked well. Also summonable GK works really well with endless spells like pendulum as you can setup really good hits. I do want to try a GK monster list once I get the models as well. I really feel FEC needs the summoning as without it their units are over pointed. I found even with the extra models from royal family the army damage output still was a bit low it’s a grind objectives win list.
  2. Thanks was being blind, so we played it nearly correctly apart from the large units rule doesn’t apply in this edition.
  3. Got my first games of AoS 2 in today (kids schedules) one with FEC and one with Ironjawz. Really a lot of fun and I like the new mechanics. I ran the Royal Family list I laid out earlier in the thread. My opponent wasn't playing the most hardcore list but it still had some good things for generic chaos. Had 3 of the chaos dwarf mortal wound engines and also running the brass stampede. We called it end of turn 3 as I was overwhelming him on objectives and bodies. He did around 100 unsaved wounds but I still had more wounds on the table at the end of the game than the start. The big horror unit with double varghulf regen royal family buffed meant I lost 12 over the game and still had the full unit at bottom of 3. I did lose my big 30 man ghoulblob and it showed me keeping a spare CP would be advisable for inspiring presence when needed. I did find with the big blob it was hard to get the 6+ save after save as the unit was too large. All the summoning and healing works really well as long as you can try to set the board up so your opponent cant one shot the big units you can really win on attrition and with ghouls popping up grabbing objectives. The swords and pendulum endless spells where really damaging as well. Also as an aside does anyone know where the rules are for holding objectives in AoS2. In previous editions it was under the battle plan but the new plans didnt seem to list the holding requirements. We just played most models in 6" and 20 man units trump smaller units but not sure if thats correct.
  4. With the 12” in bubble does it all have to be from one hero. Or could you have one hero on each side of a unit so every model is within 12” of a hero just not the same one? Also remember wounds are assigned 1 at a time so say you took 10 wounds and 2 should where outside the 12” range. Kill those 2 first then you could still roll 6+ ignore on the other 8.
  5. Possibly and RAW it works but when you ask the question what is more likely. A) Ghoul Patrol is special unlike everything else in the game which squashed taking units above starting size since the release of GH1. B) It’s an oversight I would say B is far more likely. I would also play it the conservative way as you don’t want people accusing you of cheating if an FAQ drops later. But it’s your hobby so if you want to use it that way, I’m a big fan of people doing what they want with their hobby as long as it’s not insulting other players. Also FEC could always use a boost.
  6. Yeah the monster list is more a stab in the dark. Royal family with that setup has 140 wounds in the table turn 1. With 4 possible ghoul summons across the game and twin varghulf boosted by royal family healing. Pretty nice for grinding and board control, still main FEC issue is still there in damage output. Need to see if the realms have any good spells to boost large units of ghouls. As they can be 4 attacks each re roll 1 to hit and re roll wounds already. If there’s another spell or item we can layer on maybe giving rend the big ghoul unit can be a good hammer.
  7. So Royal family is not as good as originally hoped but with double summon trait it still has value I think. You get 2 GK a relic reduced deployment all for 150 (CP neutral as gain one spend one). GKoZD double summon 2 GK 9 horrors 30 ghouls 2 * 10 ghouls Royal Family 1CP cogs 40 points for other endless spells so instead of a turn one board spam maybe just summon double varghulf double GK then use the GK ghouls more tactically during the game as CP come in. also is there maybe some room for play with a monster list as summon makes them “cheaper” GKoZD double summon 2 * GKoTG 40 ghouls 2 * 10 ghouls 2 CP Cogs and 40 extra points
  8. Obviously different elements grab different people. My FEC have been shelved since the first handbook but I’m really excited for them in AoS2. Yes those two two options seem the best however as you can choose a new general and trait when the first one dies it does give you more flexibility in game. I think all the changes seem to be pointing to FEC playing as a reserve summoning army which is what grabbed me about them in the first place. Option 2 multiple ridden monsters is now also a much better option due to them being able to summon. You can make the case that they’re 110 cheaper now as summon a 160 point unit but minus 50 as a CP is “worth” 50. I think a lot of what will make them playable is the nature of the missions. If there are multiple missions with large numbers of spread out objectives FEC summoning could be a strong foil in the meta.
  9. I would imagine it will be in warscrolls. If they didn’t limit it would be super OP as you would just take loads of CP and spam summon flayers and vargulf. if it worked that way GKoZD GKoTG cogs 3*10 ghoul 16 CP. I think we all know it’s not going to be that way for us though . The 3rd paragraph under new edition section on the FEC focus article says the summons work once per GK.
  10. I think we can only use each summon command ability once per game. So you could get one vargulf and one unit of flayers / horrors. If double summon trait allows a double summon of the same you maybe be able to do one of those twice. We need to get full allegiance traits to know how it’s worded.
  11. I’ve actually thought about using empire and brettonian heroes for FEC heroes (with some blood and gore) as they see themselves as glorious warriors and knights.
  12. Yeah need to see exactly how the summoning works and interacts with the double summon trait. I just love the idea of a huge summoning FEC list really fits with the fluff and gives a lot of tactical options. Yes the units are mainly chaff so will be forced to play a delaying / screening / board control game whilst the couple of good units in the list actually do some damage. A tweak to to the original list would be to drop 3 horrors / flayers to add chrononmantic cogs and another 2 CP if playing with endless spells. Summon on table edge only needing a 7 to charge with re roll from delusion will be a big threat to weak units and casters.
  13. Yeah I think FEC got a lot better but remember a CP is “worth” 50 points so in some ways that unit of ghouls isn’t free. 20 point increase plus 50worth of CP it’s only a 30point discount on buying them in your list. Then also consider FEC are over pointed on a lot of units 3 horrors or 5 blight kings both 160 points, ghouls are terrible points to save wound ratio and ghoul kings are decent but still expensive when you look at things like SCE heroes. I think for FEC to be competitive they need to summon more points onto the table than the opponent as their units just are not on the same power to points level as other armies.
  14. Super pumped for this, bought a bunch of FEC before first handbook and then put them in back burner due to summoning restrictions. now it looks like in AoS2 they can play to the fluff coming on from all board edges to protect the glorious king GKoZD double summon trait GK GK 3 * 10 ghouls 9 horrors / flayers 7 bought command points Royal Family turn 1 you will have 9CP summon 4 extra GK (2 per summon) then 6 extra units of ghouls plus one summon for double varghulf. obviously dependant on the double summoning trait working that way but if it does it will be very entertaining. Then save up CP during the game to replenish dead GK and get extra ghouls with each new GK.
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