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JackStreicher

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Posts posted by JackStreicher

  1. 5 minutes ago, Incineroar87 said:

    Will Deepkin still be able to field lots of eels with Coherency? Guessing we have to take MSU eels and sharks which most seemed to be doing anyway. 

    oh jeez, getting 10 eels in coherency will we a chore XD

    • Haha 1
  2. 16 minutes ago, AHexInScarletRed said:

    But it's so high, haha. 

    e: Ah well, Wolves also don't protect it from being high. So the consensus is to just be smart with its positioning, no dedicated support? I'll up my positioning-game, then :'D

    Overgrown terrain will protect it from line of sight no matter how tall the throne is :)

    • Like 1
  3. 2 minutes ago, AHexInScarletRed said:

    How are y'all going to protect your Coven Thrones? With Kastelai, I think Standard of the Crimson Keep to survive shooting better and some Wolves to keep it from getting charged. Other plans? 

    Hide it behind terrain. The thing is expensive already, investing more points to protect it makes it perform worse ^^

  4. 1 hour ago, Verminlord said:

    Just because things have melee ranges doesn't discredit anything. Rules do not have to be a word for word port of 40k combat range; they never are. They ported coherency, why wouldn't they port a version of combat range that is already designed to work with those coherency rules?

    All they would need to change is the definition for engaged units. The 2nd rank rule would fix most of the issues people are complaining about.

    Combat range within weapon range to a friendly, eligible to fight model is my guess. 
     

    I don‘t mind the rule as much. What I mind are the awkward Cavalry formations we‘ll see

  5. 1 minute ago, Fred1245 said:

     

    .    ZSo with the new rules for invocations...what exactly is the point of DoK's fist thing?

    You're paying 80pts for a 66% chance at -1 damage, that your opponent has a 50% chance at getting rid of before you can actually use it.

    That's 80pts for a 67% chance of literally doing nothing.

    Grandiose Game Design

    image.jpeg.1554dcd3ac97a350facf35d762e14b18.jpeg

    • Like 2
  6. 38 minutes ago, hwd48 said:

    Apologies if this has been discussed before but a quick read of the interwebs suggests that Mounted Vampire Lords have disappeared. Is this the case? 

    Kinda stuffs my WIP army (from ages past) of all Blood Knights and Vampires...

    They‘re gone.

    you could proxy them as Wight King in Skeletal Steed

  7. The Annihalators are a hard one. Maybe they'll indeed have the initial Evocator points-tag of 200? seems kind of plausible. Yet it will surely be points +5 because reasons XD


    Edit: I am hoping they added the 5 point increments because one can now add a number of Models to a unit instead of larger increments. This theory might fall apart quickly though :D

    • LOVE IT! 1
  8. 18 minutes ago, Angela said:
      Reveal hidden contents

    AoSDaily Annihilators Jun6 Boxout2

    Are we subtracting 1 or 2 from the charge roll to determine the number of dice rolled, and then dealing mortal wounds on a 4+ or a unit with 2 models deal MW on a 5+ and a unit of one model deals MW on a 6+?  I think it is the former, but I've read the rule a few times and am not sure.

    1 model: 6+
    2 models: 5+
    3 models: 4+
    Is correct ^^

    • Like 2
  9. 1 hour ago, Neil Arthur Hotep said:

    Monstrous Rampages are fun, potentially quite good for Avengorii builds. Roar is nice since it turns off Inspiring Presence, the first sign that battleshock might become more important.

    It does not. The roar only works for abilities during the combat phase. Inspiring presence is during the battleshock phase iirc.

     

    Edit: Nvm someone was faster :D. It basically makes sure you fight a unit at its base powerlevel.

    • Thanks 1
    • Haha 1
  10. 1 hour ago, Neil Arthur Hotep said:

    I still think 30 skeletons and a necromancer are worth considering, since they are just about the most anvilly horde we have. You need to be prepared to shell out those command points for inspiring presence, though.

    I have been building lists a lot more like Cities of Sigmar, in that I focus on power pairs now. In LoN, your general had to stay close to grave sites to resurrect, your units had to stay close to your general to protect them and your heroes had to stay close to your units to heal. All of those limitations have been removed in Gravelords. You can now just pair up a unit with a hero and send them on their way to do their own thing. I think the new book has a seriously good potential to spread out and threaten objectives from multiple angles since all our units can act much more independetly now, especially with the new deep strike/resurrection rules. You really don't need to lean into the death star anymore.

    That‘s usually how I like to play: one contingent of the army led by a hero ^^

  11. 13 minutes ago, Greybeard86 said:

    They need a niche, they currently have none. But I guess they wanted to make sure their red cousins had a prominent role, not so much the older models.

    They were bad before but became somewhat useful/cool on the charge. If they kept their Lance charge rule and went down to 110 points they‘d be cool. Not good but cool. 
    the way they are now makes them pretty useless for 120 points. It‘s not about a niche it‘s the combination of „does nothing noteable“ and „costs too much“

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