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Yoshiya

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Posts posted by Yoshiya

  1. 4 minutes ago, Overread said:

    Darklings are their own thing and basically a bit like Daughters of Khaine (women ruled); 

     

     

    By that logic Slyvaneth and Legion of Blood are also a bit like Daughters of Khaine... Troggoths too if you count the Troggoths Hags as their leaders.

    Darkling Covens have a pretty different feel Daughters of Khaine in the lore and majority of models (only the Sorceresses are similar due to originally being the same army). They offer no allegiance but to the personal whims of their Sorceress lords who mind control the rest and thus don't really make any sense in any other army unless they make the Sorceresses swear allegiance to another faction.

    I personally think both the light aelves and dark aelves with be mostly new armies with maybe a very limited selection of old models. The lore is clear about them being a new generation of aelves solely devoted to their relevant creator as opposed to those lucky enough to somehow find their way into the Mortal Realms.

    • Like 3
  2. Yea, you can't take allies as you have no ally list to work with. Plus, the cities work a bit funny and rather than being allegiances themselves are more of a case of "when you have finished building an army that fits X, Y and Z requirements, you can use this rule as well" meaning you'd pick allies before the city and thus disqualify yourself from taking the city.

  3. My primary issue with the way they are going with subfactions is that they've already heavily limited what you actually get to customise before you even add in forced artefacts.

    One command trait and one artefact is honestly a pretty terrible amount of customisation and leads to the same choices being seen time and time again. The new subfactions taking those two choices away from you and forcing uninspired artefacts (they all have to be generic enough for it to make sense that practically every hero in that subfaction apparently carries one) just seems to be saying "this is how you should be playing your army".

    Couple in the recent coupling of battalions and CP (possibly their worst decision of AoS 2 in my mind) which resulted in battalions going up to eyewatering costs for often terrible bonuses, they've also made it harder to actually expand on the number of choices you get.

    If things continue this way you'll end up at the point where many armies can quite literally be broken down into the subfactions regarding special rules and artefacts with little variation outside of units (which most subfactions seem to be pushing towards certain ones to take advantage of the bonuses).

    You only need to look at Idoneth to realise that locking in artefacts or command traits is a bad idea as the most commonly played subfactions are Brom Hain and Fuethan, which are the only two that do not lock in anything. Ionrach occasionally sees use in ally/magic heavy builds but given the rule that benefits allies is a command trait, the actual named character ruler of Ionrach can't take advantage of it (despite him being the guy that's pushing for Deepkin to make allies and thus provides the fluff for that ability!)

  4. One of my biggest hopes for the plastic Keeper of Secrets is that they have multiple versions representing different things.

    Sure, have one that's super sexy and covered in more ****** than I'd know what to do with but also give me one that is covered in jewelry and shining golden armour. Or one that's huge on a pile of food (maybe the food could be mortal it's captured). They could have different rules in the same manner as the khorne ones representing the vice they have.

    • Like 2
  5. Great episode but your discussion of Slaanesh just highlights how badly GW has done marketing Slaanesh. He/she's the God of Excess not Pleasure so their reason to fight is just for the excess of violence. Pleasure is just one aspect of excess that the internet has taken and run with. Really hope the upcoming models and lore helps correct that misunderstanding.

    Also, love the clown army idea, I know a few people that would have huge unpainted clown armies that would try to justify their purchases ><

    • Thanks 1
  6. 58 minutes ago, Twh30 said:

    If this helps this is my winterleaf list I am planning on using 

    ADB9671F-71C7-4278-AE39-0895693B5A6F.jpeg

    Wait is there a reason for the Everblaze Comet being there? You can use it anyway and it takes you over the points limit so it seems a bit odd to have there.

  7. People seem to be reading into the bug way too much. If you look at the spites that come with the Kurnoth Hunters etc it is actually really similar to one of those with the scythes and long appearence, just painted to look more realistic.

    I think it's probably just a wizard based on the Tree-Revenant look. Either as an alternative Branchwych like the Stormcast/Grot one, a unique one off like the Nighthaunt one, or a sign of a later faction expansion.

    I hope it's the latter, especially since the bow Revenant and the 2-handed Revenant (which most people have just assumed is a Protector Glaive despite the different aesthetic, and the fact that the glaive is a leader only weapon and this guy isn't the leader, the guy with the sword is) both are new units. An expension of differently armed Tree-Revenants could be awesome in my opinion, especially since they are the main warriors of Slyvaneth in the lore (Dryads only having taken their current form in response to constant attacks on their forests).

    • Like 2
  8. 14 minutes ago, froo said:

    Going down that Underworlds rabbit hole, I noticed that the "fairy" that Zarbag is holding is named a spite and there is a specific card that shows off spites being a 4 winged insect type thing.

    So some of the insectoid things we've been seeing (the thing with larvae coming out of its armpits) could be related to that.

    Spites are the little fairy things that accompany Slyvaneth. They have tons of forms ranging from small bug things to the giant Wardroth Beetle that Alarielle rides.

    • Like 2
  9. Whilst I do agree that some people are wishlisting at times sentences beginning with 'i think' are pretty par for the course when discussing unsubstantiated hearsay ie. A rumour.

    As Sabotage! mentioned, leaked pictures etc arent rumours but rather...well, leaks.

    At the end of the day a rumour is merely unconfirmed hearsay, and whilst people like LLV have proven reliable, at the end of the day all we have to go on trusting them is their accuracy so far.  If we'd shut him down back when he first started because there was no evidence we'd have no trusted sources and thus I think it's important to allow some degree of free discussion where people throw in what they've heard (which at the end of the day, are often just things their friends thought are going to happen).

    • Like 2
  10. 1 hour ago, Ravenborn said:

    Yeah, two wounds instead of two attacks might be a better way to go. Call it “poisoned arrows” and it fits the theme much better than a hail of arrows.

    Looking at the Kurnoth Hunters, a unit of three has six shots of -1 rend, d3 dmg. I don’t know what they cost, and I know direct comparisons aren’t advisable, but I’d like the melusai archers to be a better dedicated ranged unit that make enemies want to take cover. A potential max of eighteen wounds, vs our potential max of five. 

    Kurnoth Hunters with bows cost 200pts. For comparison they are useless in combat and have less models for objective keeping in running for being more tanky against non-mortal wounds.

    They are useless in combat however and cannot put out any mortals at range (I know Stalkers don't out out many but they do have the chance). They also have less outside synergy and whilst it's a new concern their own armies wyldwoods work against them by blocking site. They can however use those woods to teleport.

    Comparing the two I'd say you either keep them the same cost and increase damage to 2 (lower max but greater consistent damage) or keep them the same and give them a points decrease to 140 and then see how it goes.

     

    Also, despite what I said about a page before after talking to my wife about which army she likes I've decided to pick up the Daughters of Khaine (she said she liked the "sexy ones" ?)

     

    For now I'll be getting 1000pts and then working up and was wondering what you guys thought of the following list which is attempting to keep costs down somewhat (you think it's bad in the UK trying collecting Witch Aelves here in Japan with another ~50% markup).

     

    Hagg Nar

    Leaders

    Slaughter Queen on Blood Cauldron (General) - 330pts

    Hag Queen - 60pts

    Bloodstain Medusa - 140pts

    Battleline

    20 Witch Aelves w/ Dual Daggers - 200pts

    10 Witch Aelves w/ Dual Daggers

    Units

    5 Doomfire Warlocks - 160pts

     

    990pts total

     

    I'd appreciate help with an artefact and which prayers/spells to take. DoK seem to have a good mixture of strong options so it's hard to know what to focus on. (For fluff purposes I want them to be from either Hysh or Aqshy if you're thinking of realm artefacts).

  11. 3 hours ago, Clise said:

    Im looking into playing a dispossessed heavy list with a treelord under the living city rules and I have a few questions regarding wyldwoods. Does it cost points to include wyldwoods in my army? How many wyldwoods can I summon with the tree lord over the course of the game? Do I start the match with wyldwoods out on the field like sylvaneth players? Any information people can provide for me on this would be greatly apreciated. Also if you have a FAQ or document that supports the rules for anything related to my questions I would love to see those for reference. Thanks!

    1) Wyldwoods don't cost any points (they used to but not anymore).

    2) You can summon as many as you have hero phases. Ie. You get one chance per hero phase for having a Treelord Ancient alive (only one Treelord Ancient can activate the ability per turn). If you succeed on all your hero phases you can summon each time for a maximum of 5 in a normal game. (I believe this is in the Slyvaneth Designers commentary or FAQ)

    3) You do not start with any on the board in a Living City army. The ability to place a Wyldwood on the board is part of the Sylvaneth allegiance abilities and requires you to be playing a Slyvaneth army to use.

     

    Hope this helps :) I'm also making a Living City army and play Slyvaneth too so I should be able to answer your questions.

    • Like 2
    • Thanks 1
  12. 5 minutes ago, Gwendar said:

    I think I've finally decided on a list. Definitely going with Longbeards, as I think in minimum units they're just as good\better than 10-20 Guard when you take the shield wall into account. Excited to get to get started with it to see how it performs.

    Allegiance: Greywater Fastness
    Celestial Hurricanum With Celestial Battlemage (380)
    - General
    Luminark Of Hysh With White Battlemage (240)
    Lord-Ordinator (140)

    10 x Longbeards (100)
    - Great Axes & Shields
    10 x Longbeards (100)
    - Great Axes & Shields
    10 x Longbeards (100)
    - Great Axes & Shields

    Steam Tank (260)
    Steam Tank (260)

    Celestar Ballista (100)
    Celestar Ballista (100)
    Celestar Ballista (100)
    Celestar Ballista (100)

    Soulsnare Shackles (20)

    Total: 2000 / 2000

    Looks like a fun list. I found myself drawn to Longbeards for my slow-grow Living City army too. The rend and rerollable 4+ are just so nice on a cheap-ish batteline, even if you cant really expect them to output too much damage due to low weight of attacks.

     

  13. 8 hours ago, Kimbo said:

    Hmm. So swords are better at 4-6+ saves. While scythes win on 2+ saves? 

    I do not own the model yet..but is it possible for them to fight 2 ranks deep with Scythes? 

    Still not that convinced on the scythes however. I like 2 dmg flat and being better on 4+ or worse saves...I mean..there are monsters/big targets that have 4+ saves...like a great unclean one for example...tricky one..

     

     

    You can't fight in strictly two ranks but you can fight in a kind of zigzag formation that lets you get more off when you have larger units.

    One big thing youve got to remember with Kurnoths though that apart from the turn you charge you're going to want to use their rerolling saves ability. This means a lot of the time they're out going to have a 1" pile in making it harder to get those swords into place when you're not able to set up your engagement initially.

    As such I really think it depends on what you want personally. You seem to favour the swords so maybe you should go for them :)

  14. 14 hours ago, Kimbo said:

    Drop the wych for what, any tip? 

    Either: 

    - 5 more revenants? 

    - some endless spell? 

    - or what? 

     

    Also...The whole debate on what weapons to use on hunters makes me unsure how to equip them...

    - in Short, what are the good/bad things for either sword or schyches? 

    I see alot of people going 6x schyches..why not 6 man swords..can they fight in ranks of two? Please enlighen me! Anyone can answer ofc! 

     

    Cheers! 

    I don't think you need to drop the wych necessarily but if you do I think Revenants would a good pick to add another small mobile objective grabber. It's pretty important to have ways to take objectives in smaller games where you have less units.

    Scythes and swords are both good options and depend partly on personal use. Scythes have an edge against higher saves and if you take large units you get more in range to attack (I personally run 6 in a unit so I go for scythes), swords are more consistent and better against mid to low saves.

    My personal thoughts behind Kurnoths is that they are my anti-elite and large monster so I want them in fights against high saves more often than not. As such, I'd personally take the scythes. However, if you know that the big threats in your area are massesd mid-range infantry or there is a lot of Nighthaunt players then I'd go with the swords.

    At the end of the day both are viable options and the difference between them isn't huge so you can also just go on an aesthetic judgement too (which I again like Sycthes) or even get both when you expand the army and mix and match depending on the army list you're making :)

  15. So I'm planning my long term purchases out and I want to make a 2000pt list for BCR that uses the battalion with Gore Gruntas since I love those models.

    Given the absolutely absurd cost of Gore Gruntas im planning on getting them through the SC box (only 500 yen more with is about £3.50 at the moment) which would leave me with 20 'Ardboys and 2 Warchanters. As such, I've decided that if I take th plunge I might as well pick up some more models to get a 1000pt side army of Ironjaws.

    At the moment I'm thinking something like this but I wanted to know if it would be viable;

    Leaders

    Megaboss - 140pts (General, Ironclad)

    Warchanters - 80pts

    Battleline

    10 'Ardboys - 160pts

    10 'Ardboys - 160pts

    3 Gore Gruntas 140pts

    3 Gore Gruntas 140pts

    5 Brutes 180pts

    1000pts exactly

    What would be the best artefact to take in such a list? I don't have the options on me at the moment so I'm not sure what the Ironjaws do.

  16. Congratulations on the win Soka Paint. Would love to start a KO army but already got my hands full.

     

    I'm one of those players from the Ikebukero store! Apart from me I think I've seen maybe two other expats and everyone else is Japanese? I've also visited the Takadanobaba store since they seem to have a ton of older boxes for good discounts/avoiding ordering online and even though the store is tiny everyone I've seen there is Japanese.

    Costs are really high here unfortunately and as Soka Paint said, there is no resellers I know if that offer discounts meaning I always just go through the store. This has lead to Kill Team being huge in Tokyo and the vast majority of games played here at the moment are Kill Team games.

    Additonally, only AoS2.0 battletomes have been released in Japanese meaning many players have to have an understanding of English which makes theory crafting harder for many of the natives. This means (in my area at least) most players go for rule of cool rather than any serious consideration of rules when making army decisions. As such I'm really looking forward for more battletomes to come out and capture peoples imagination.

    • Like 1
  17. But literally every buffing hero in the game only works by spending points on other things, that's hardly unique. You have to take that into account but you also have to take into account that one Hag Queen can buff almost a quarter of your army with no roll and then still have a 66% chance of throwing another buff on there.

    Look at factions like Nighthaunt where almost all of their heroes are support and you'll see you're paying more for all of their heroes (the comparison is admittedly a bit harder because they are AoE but weaker effects) and Khorne support heroes are similar expensive (the Blood Priest is the best comparison as a fellow Priest).

    Hag Queens aren't even all that fragile compared to some other factions support heroes if you run Hagg Nar and she's near the Blood Cauldron.

    Also, DoK aren't that expensiveness as a faction but more middle of the road in my mind, especially Witch Aelves which are the battleline staple cost of 100pts. Warlocks and Blood Stalkers are expensive but compare Khinarai to Tree Revenants and you'll see they are the same cost for a similar fragility whilst also having a freer deepstrike mechanic and 140pts for an elite option is hardly rare. You're only wizards are admittedly expensive however but they also have a good range attack and can hold their own in combat unlike most wizards.

    Like I said however, I get that DoK are all about synergies and I don't want that taken away. I also don't think they are broken strong but rather above the curve in a way that makes them very challenging and potentially unfun to play against on a more casual level and I think this arises from the fact that at the moment DoK seems to get access to the majority of their buffing potential for little downsides outside of hero sniping (which matters less when they have the option to run so many cheap support characters).

    Anyway, I think I'll bow out here, I'm not a DoK player and I don't want to derail the conversation. I just noticed you were talking about what you though would change and wanted to give my two cents as an outside player with a big interest in the army who is currently put off because I can't help but see even a softer army dominating my local meta.

    • Like 1
  18. Does anyone know of any good conversions for a Lord Relictor? Wanna take one for a Vanguard chamber army idea I've got but don't wanna have to put down the money for a SC box just to get one. Struggling to get one online since I'm on Japan and even looking at UK eBay to get sent via a friend they seem a bit on the expensive side whilst half of them would also requiring paint stripping.

    The force will ultimately be combined as part of a larger Living City force so bonus points for anyone that can think of how to bring the theme in.

    I was thinking of using a Vexillor and replacing the top with the Dryad branches with a skeleton in it but the Lord Relictor coffin thing seems huge in pictures and this would be a lot smaller.

  19. Based on the wording of the Core Rules I'd almost say that the current correct way to play is that Drycha can only shoot if she has line of sight to one unit in range (in order to be able to use a missile attack). Then once the attack starts she activates the ability which simply states all units in range so she would hit all of them.

    So she would need to see one unit but can hit all which is just a weird way of doing things and why GW really needs to realise that you can't make a new edition and hope for all warscrolls to just keep making sense.

    • Thanks 1
  20. Looks like a return to Slaanesh is in my future. Kinda hope they redo Daemonettes too. They still technically fit the aesthetic but they just never looked sleek enough to be Slaanesh for me.

    Wonder how they'll do the mortals to fit, could be a rather interesting army. I hope they have a pretty even male/female ratio as so far the chaos armies are pretty much a all boys club and that just wouldn't fit the mixed aesthetic of Slaanesh.

  21. 8 minutes ago, romhi said:

     

    This is an interesting question that comes up a lot of times. Many people say that you need los and many say you don't. Apart from being a missile attack, it is also an ability that has its own rules stated on the warscroll without any need of visibility. The safest bet would be to discuss this with your opponent/judge/organizer. If my memory serves me right in the last 1-2 years I have only seen it played as not needing los as it is an area of effect ability. This does not mean that this is the right way to play.

     

    The exact words from the battletome states: "If a SYLVANETH unit is within 3"of a Sylvaneth Wyldwood at the start of your movement phase, it can attempt to traverse the spirit paths instead of moving normally.

    In my reading you "exchange" your normal move for a teleport. If you can't move at all in the movement phase I feel like you can't teleport either. I could be wrong, the only similar thing that comes to mind are the new summoning abilities from other armies. Most of them can summon at the end of the movement phase thus locking you out of such options like this one. 

    That's the same understanding I have for it. You can only teleport if you can move and newly summoned units can't move the same turn they appeared.

    As for that FAQ I'd say it's irrelevant as it's talking about units that are reset up and not ones newly set up (though the two are similar).

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