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Arkhanist

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Everything posted by Arkhanist

  1. Ironbreakers have 2 attacks base at 3+/4+/- with a 3+ save, longbeards have 1 attack at 3+/3+/-1 with a 4+ save, or 1 attack at 3+/4+/- with a 3+ in melee. The cost difference is pretty small, so ironbreakers are more survivable and do more damage per point - that 2A and flat 3+ save really helps and also means they benefit more from buffs such as the runesmith. Hammerers are very killy but less robust than ironbreakers. Longbeard grumbling has its uses though, so take them for that rather than large unit combat or board control where there are better choices. Both are less resilient than they were before overall (mathhammer for that in the dispossessed topic).
  2. I presume you mean the warden king for the +1A command ability Ancestral Grudge (all friendly dispossessed get +1 melee attacks against a nominated enemy unit within 18" of the king). Runelords grant -1 rend on a 2+ to a friendly dispossessed unit wholly within 12". I presume you meant the extra mortal wounds for hammerers? Or when referring to the 3rd attack, do you mean the +1A from the king, because both hammerers and ironbreakers have 2A base so 3A against 1 unit with king command, which you do refer to at the end? Longbeards do look garbage damage wise for their points so glad the mathhammer endorses that, but I'm curious if you used their 3+/3+/-1/1 great axe which does seem better than the axe+shield? I agree their main value looks to be in their re-roll 1s to wound aura to buff hammerers or irondrakes though. Glad hammerers are even smashier than we suspected!
  3. Stormcast CoS units do gain the Cities of Sigmar keyword (was in a community article and the vid review) which Hurricanums buff now, so that is definitely an option - been thinking about that one myself. edit: Hah, missed you'd already checked, sorry! Nice new list, will be interested in how it plays out.
  4. Looks like it was a one-man band operation where he made/sold that mat himself, but he's still active on facebook even if the shop seems to be defunct. Send him a message, he may be able to help. https://www.facebook.com/TwoPlusTough/ (the original launch video, I think)
  5. They're getting rid of everything in waves that's somewhat generic fantasy models, especially older kits. I won't be at all surprised to see a big chunk of the current freeguild, dark elf and high elf units go in the next purge. The only surviving dispossessed kits are from what, 2014? So anything much older than that in CoS that you can buy alternatives for from mantic, reaper etc I wouldn't expect to survive in the long term. So the big monsters, oddball warmachines and things like demigryph cavalry are probably fairly safe for now, but I wouldn't get too attached to stuff like greatswords or shadow warriors. The ultimate future of dwarves for GW is Kharadron and Fyreslayers, copyrightable unique/weird stuff, just as dark elves future is Daughters of Khaine and Idoneth, humans are sigmarines, wood elves as slyvaneth and high elves well, whatever they end up doing for them, probably some Azyr magic users range. They will probably do a 2nd 'normal' human (mostly) cities of sigmar army to replace freeguild, but expect it to be pretty weird.
  6. I think it's down to CoS being basically a battletome version of the firestorm Campaign - which was a campaign over Aqshy of course, with additional forces from Ghyran via Hammerhal, and several of the cities were new to the lore at that point. Hallowheart, Tempest's Eye and Anvilgard were all founded in Aqshy, while Hammerhal is in both, which brings in Greywater Fastness, the Living City and Phoenicium. We may see additional cities from other realms at some point, but the other realms don't have much in the way of similar Sigmar cities in the lore yet; Excelsis from Ghur maybe in WD?
  7. I'm going to do the maths for ironbreakers, as this seems to be neverending. (edit: added more units) chance of save against: Rend 0 Rend -1 Rend -2 Rend -3 old 4+ (hammerers, running longbeards) 50% 33.33% 16.67% 0% old 4+ with shield re-roll (longbeards) 75% 55.56% 30.56% 0% old 4+, ignoring -1 rend (running ironbreakers, irondrakes) 50% 50% 16.67% 0% old 4+, ignoring -1 rend with shield re-roll (ironbreakers that didn't run) 75% 75% 30.56% 0% new 3+ (ironbreakers, irondrakes against missiles, shield longbeards against melee) 66.67% 50% 33.33% 16.67% new 4+ (hammerers, irondrakes against melee, longbeards w/o shields or missile attacks) 50% 33.33% 16.67% 0% So. The new ironbreaker 3+ is only better than the old against rend -2 up, and rend 0 when you run. This also ignores the loss of the 5+ against spells. Irondrakes are better off against missile attacks, worse against -1 rend melee attacks and no 5+ spell save. Hammerers are unchanged (no surprise!) Longbeards are worse off in most circumstances from losing the re-roll and shields entirely with 2H axes, though shield longbeards now get a 6+ save against -3 rend melee attacks they didn't before...
  8. That's true; though Blacksmoke Battery has the old rules for crew with separate profiles though, so can get shot to pieces quite easily, and won't benefit from the city allegience rules IIRC as mercenaries. And of course you can take the new warscrolls (as latest published) in an entire dispossessed army using the GHB rules along with all the old units still, so they're not totally dead for at least another year. But I think CoS has too many buffs overall to ignore. That said, I'm unconvinced of the wisdom of buying new old 'pre AoS' ironweld/freeguild/elf units etc to replace ones that just got squatted, but that may be just me... With regards multiple rend, there's nothing in the new warscroll that prevents multiple runesmith prayers applying at once, nor the main rules IIRC, and the general consensus was that the rend prayer stacked before the new wording, so no reason I can see why they won't now. Hammerers with longbeard, runesmith and king buffs will be downright nasty (the longbeard re-roll of 1s to wound will also generate extra MW on hammerers if you roll 6s!)
  9. Ironbreakers get 2A in melee, longbeards only get 1 with either weapon. Longbeards with Great Axe are basically less dangerous hammerers (who also get 2A and extra mortal wounds), longbeards with axe+shield are weaker ironbreakers (with their 2A, 3+ save all the time). Longbeards are cheaper, give grumblings buffs, and will be battleline all the time along with ironbreakers. So it makes some sense from an internal balance perspective, it's when you start comparing to other units in the book (or indeed, what they were) that you start wondering whether you'd be better off with other things. I think the plan we're expected to use is that without the re-roll saves 'trap' and the new +1 advance/charge musicians we push big units of hammerers/ironbreakers up the field more aggressively (depending upon if you want tougher or harder hitting) with small units of longbeards to support and provide grumbling buffs, along with runepriests to buff defence in 1st turn, then switch to rend prayer and king +1A ability to buff damage. Improved, cheaper gyros for initial strikes and flank harrassing. Runepriests and longbeards to help get rid of endless spells. Obvious synergy with tempest's eye, with improved move and save turn 1. Irondrakes are a bit stuffed; with only a 16" range they want to move up, but need to stand still to get their 2A. Steam tanks look like they might be a good fit for the 'grinding advance' style we're being pushed into, and the option of 1 in 4 units being stormcast - maybe their ballistas? Don't know stormcast very well. The old 'sit back and shoot them to pieces because we're hard as nails' style is definitely dead with the loss of canons, organ guns, quarrelers and thunderers and the loss of re-roll saves. Ironweld + greywater fastness + freeguild bubblewrap I think is the new gunline army. As an aside, I won't be using my old units as 'counts as' other races; aside from the difference in statlines, the keywords not overlapping (such as not getting longbeard buffs etc because they're not actually dispossessed units) would just be a risk for confusing my opponent too much for my taste, unless I somehow find a regular gaming group.
  10. Yeah, the website link is incorrect and just points to the unit page. You have to follow the same pattern of other URLs for warscrolls and substitute hammerers to get their warscroll i.e. https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos_hammerers_eng.pdf
  11. I tried to read the pages on the video, but couldn't find it (and the text is pretty hard to read); are there restrictions on paint schemes and city allegiances? In Firestorm (which these city traits seem to be largely based on), you needed to paint your units with the specific scheme of a given city to use that city's rules. They then loosened them so you could use any city rules to represent your own custom city (and paint scheme) but an army painted as Hallowheart, for instance, couldn’t use the rules of Anvilgard, and vice versa. Just wondering how much, if any of that made it into the new book.
  12. Longbeards get +1 against melee attacks with shields, irondrakes get +1 against missile attacks for gromril armour, I think they've just merged both into the +1 profile save for ironbreakers. Re-rolling saves is gone across the board. Kinda irritating that freeguild guard get a straight +1 save for shields though; on that basis ironbreakers should have a 3+ save (shield) and a +1 against missile attacks (gromril armour). Hammerers and gyro's were slightly buffed; everything else seems pretty much a wash. I was gearing up to repaint and rebase what valid units I had left of my dispossesed (and finally do my irondrakes) and maybe add some kharadron but yeah, bar significant points drops/good batallion I'm feeling pretty disappointed. Plus the integration in CoS seems non-existant, heros still only buff their small subfaction, no synergies. E.g. Cogsmith only repairs ironweld now. Running through the grand alliance book to compare to new scrolls really made me feel (again) what we've lost. From my old 8th edition army, I've lost miners, trollslayers, cannons, organ guns, bolt throwers, grudge throwers, flame cannons, warriors, rangers, quarrellers, my beautiful old thunderers, thorgrim's throne (both versions), anvil (both versions) and multiple named characters. Plus my old long drong slayers... All I have left is metal warriors counting as longbeards (need better greenstuff beards!), hammerers, ironbreakers and a couple of gyros plus runepriests & kings. Might as well sell the lot off to a 9th age player or something.
  13. Just put together a post for CoS dispossessed changes, comparing new and grand alliance:order warscrolls, thought I'd repost here: - For all: Various re-rolling saves with shields (shieldwall etc) removed. Musicians changed to +1 to run and charge rolls. Banners changed to +1 bravery. Both changed to max 1-in-10 models. All units changed to 'any number of models'. - Warden King: Save improved to 3+, command ability changed to +1A for dispossessed melee weapons against single enemy unit within 18" of King. Doesn't stack. - Runelord: can also attempt to dispel 1 endless spell with a +2, rune lore prayer (both effects) range reduced to a dispossessed unit wholly within 12". - Irondrakes: Ironwarden drakefire pistol improved to 3+ to hit, +1A if paired, only as missile wpn; but mailed fist improved to 4+ to wound for all. Unit loses ignore rend of -1, gains +1 save against missile attacks. Loses 5+ spell save on banner. Lots of other rewording with no net changes I think. Blaze Away FAQ change reversed, back to gets +1A for missile wpns if didn't move that turn. - Longbeards: Great axe or axe/hammer and shield, Great axe and shield option removed. Great Axe improved to 3+ to hit. Shields now give +1 save against melee attacks. Old Grumblers changed to 1 of a) +1 bravery to friendly dispossessed units wholly within 12, b) You can re-roll wound rolls of 1 for attacks made by friendly Dispossessed units while wholly within 12", c) attempt to dispel 1 endless spell - Ironbreakers: Save improved to 3+. Ironbeard pistol missile wpn stays 4+ to hit but 2A, +1A if paired, melee profile replaced with mailed fist (same statline). Unit loses ignore rend of -1. Loses 5+ spell save on banner. - Hammerers: Ignores battleshock reduced to wholly within within 12" of friendly dispossessed hero. Gains inflicting an additional MW for unmodified wound rolls of 6. Technically ironweld, but I'mma doing them anyway: - Gyrocopter: Move increased to 16". Steam gun improved to attack all models in unit within 8". Bomb changed to 2+ chance (per gyro) to inflict D3 mortal wounds once per battle. - Gyrobomber: Bomb changed to 2+ chance (per gyro) to inflict D3 mortal wounds - Cogsmith: Automatically repairs D3 W on a ironweld war machine within 3". Cog axe improved to 3+ to hit. Can give up cog axe for +1 to hit with missile wpns; or give up grudge-raker for +1 to hit with melee wpns.
  14. For Dispossessed, comparing new unit website warscrolls to Grand Alliance: Order book. - For all: Various re-rolling saves with shields (shieldwall etc) removed. Musicians changed to +1 to run and charge rolls. Banners changed to +1 bravery. Both changed to max 1-in-10 models. All units changed to 'any number of models'. - Warden King: Save improved to 3+, command ability changed to +1A for dispossessed melee weapons against single enemy unit within 18" of King. Doesn't stack. - Runelord: can also attempt to dispel 1 endless spell with a +2, rune lore prayer (both effects) range reduced to a dispossessed unit wholly within 12". - Irondrakes: Ironwarden drakefire pistol improved to 3+ to hit, +1A if paired, only as missile wpn; but mailed fist improved to 4+ to wound for all. Unit loses ignore rend of -1, gains +1 save against missile attacks. Loses 5+ spell save on banner. Lots of other rewording with no net changes I think. Blaze Away FAQ change reversed, back to gets +1A for missile wpns if didn't move that turn. - Longbeards: Great axe or axe/hammer and shield, Great axe and shield option removed. Great Axe improved to 3+ to hit. Shields now give +1 save against melee attacks. Old Grumblers changed to 1 of a) +1 bravery to friendly dispossessed units wholly within 12, b) You can re-roll wound rolls of 1 for attacks made by friendly Dispossessed units while wholly within 12", c) attempt to dispel 1 endless spell - Ironbreakers: Save improved to 3+. Ironbeard pistol missile wpn stays 4+ to hit but 2A, +1A if paired, melee profile replaced with mailed fist (same statline). Unit loses ignore rend of -1. Loses 5+ spell save on banner. - Hammerers: Ignores battleshock reduced to wholly within within 12" of friendly dispossessed hero. Gains inflicting an additional MW for unmodified wound rolls of 6. Technically ironweld, but I'mma doing them anyway: - Gyrocopter: Move increased to 16". Steam gun improved to attack all models in unit within 8". Bomb changed to 2+ chance (per gyro) to inflict D3 mortal wounds once per battle. - Gyrobomber: Bomb changed to 2+ chance (per gyro) to inflict D3 mortal wounds - Cogsmith: Automatically repairs D3 W on a ironweld war machine within 3". Cog axe improved to 3+ to hit. Can give up cog axe for +1 to hit with missile wpns; or give up grudge-raker for +1 to hit with melee wpns.
  15. Yeah, no 2W dwarfs, shame. Also longbeards now have to choose between axe and shield, or two handed axe - no 2H axe and shield combo any more. Link for hammerers on NZ site is broken (just points to unit itself) - using same pattern as other units, this is the hammerers warscroll.
  16. Was it this tutorial (hammerer rather than longbeard)? https://workbenchwarriorsblog.wordpress.com/2015/01/13/painting-a-dwarf-hammerer/
  17. The LoTR models have quite a different body shape (basically human shortened, rather than the stocky AoS style), and much smaller weapons and heads as they're true 25mm scale rather than 28mm heroic. They're nice models, but will look significantly different to standard GW dwarfs. Mantic dwarfs are one of their older plastic ranges, and again the scale is a bit 'off' - far smaller hands, and bandy legs. They work OK as a regiment on their own if you can live with lower detail, but they really don't work in a mixed unit. I rather like the Avatars of War dwarf rangers: They do some nice hammerers and thunderers too. I have quite a few AoW minis now, and they are nice quality, tho not quite up there with GW in amount of detailing (who is, frankly) Norba miniatures have quite a few new decent dwarf units that are really cheap if you can live with the lack of pose variety. and similarly momminiaturas - the iron breaker knockoffs in particular are pretty cool (they're a bit flattered by this official NMM paint job), though be prepared for a fair bit of flash cleanup etc.All 3 companies fantasy line is very similar to GW heroic scale. Atlantis miniatures are at the opposite end of the quality scale - awesome minis, but a rather eye watering price (£45 for 10!)
  18. You could also create your own Free City with its own scheme and background (in your case, in Ghyran) and use one of the existing allegiances to represent it. The only lore restriction now is that you can't use an official scheme and then say it's from another, i.e. paint as Tempest's Eye but say it's from Hallowheart etc. Most players won't care, but it's worth noting. You also have to use a Grand Alliance allegiance to add the free city allegiance on top, instead of a battletome/race specific one. https://www.warhammer-community.com/2017/10/06/firestorm-matched-play-rules-update/
  19. Totally keep the picks as is. They're not 2H axes, but the distinction on the warscroll is between 1H and 2H weapons and picks are clearly the latter; if someone is that picky about WYSIWYG then chances are you're not going to have a fun game anyway. Tournaments might be different, but even there 'count as' is generally fine as long as it's very clear what it should represent. Miners as 2H warriors is logical, particularly if given shields and mixed with other warriors and a unified paint scheme; miners counting as say, a unit of irondrakes would be a different story outside of games with friends.
  20. I did look at this for re-using my existing miners and other compendium units as I'm dusting off my WHFB dwarfs - AoS 2 has tempted me to try this new thing! My understanding is the dwarf compendium points at the end are still valid in matched play (though possibly at a disadvantage given the GH2018 general drop in points), but they do limit you to the Order allegiance since the warscrolls don't have the dispossessed keyword - which also means they can't be taken as allies for a dispossessed list, as they don't have any of the allowed keywords. Nor are they compatible with an order/free cities allegiance such as Tempest's Eye as again they don't have one of the required keywords. Giving up the dispossessed allegiance (and thus battleline choices etc) or a free cities allegiance if you take a more mixed Order force seemed too high a price to pay for me for unit roles that can generally be replaced with fully supported i.e. still sold units. As stato, I plan to just re-use my miners as 2-handed warriors with added shields, mixed in with others. It's handy, as most of my old metal warriors are 1 handed axe&shield, and I'm not a fan of the plastics so less conversions needed!
  21. Ah, found the post. So taking another ballista is better than taking the ordinator until you already have 4 ballista to be buffed, when using them in single shot mode. In rapid fire mode, he's worth it instead of about the 3rd ballista.
  22. From pg 242, The wording is "One out of every four units included in an army can be an allied unit." (it's referenced under the pitched battle rules, so it applies in addition to the 20% points limit for that) Worded another way, for every 3 units you take, the 4th can be an ally. So you need a total of 12 units to have 3 of them be allies - but that includes the allied units in the count. So to take the ordinator & 2 ballista, you only need 9 dispossessed, i.e one more than your example list, so splitting up the irondrakes for example would do it. That said, I was reading somewhere here that ran the numbers that it's actually more efficient to just take another ballista instead of the ordinator until you get to I think 4 ballista (or use a battlescroll that needs him).
  23. Pg 242, core book. "One out of every four units included in an army can be an allied unit." Reworded, for every 3 normal units you take, the 4th can be an ally. The wording is clear that you need whole multiples of 4 to qualify. 0-3 total units = none can be allies, 4-7 units = 1 can be an ally, 8-11 units = 2 allies etc. Theoretically, this is less restrictive than the added points limit in matched play; up to 25% of your units can be allies, but only up to 20% of your points. For high cost, low unit count armies, like ironweld, it's more of an issue.
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