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Matador

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Posts posted by Matador

  1. ALERT! ALERT!

    As some folks have predicted the Darklings have been swept into Aelves,  they are no longer sold as a separate army on the GW model purchase list, just as they did with the Free People army the revenue folks at GW have gotten ahead of the official announcements and warscroll builder. Expect to see the Darklings winked out in the Cities of Sigmar tome (kiss that 6+ goodbye my beautiful executioners!).

  2. ALERT! ALERT! 

     

    The model purchase list for Free Peoples on the GW site has let the cat out of the bag, here is a link to it that show the 21 models that are now Free Peoples: New Free People lists.  Of course no change on the warscroll builder yet, that will come in conjunction with the Cities of Sigmar battle tome.  

    Not sure How I feel about it, but what the hey, if they make changes we make changes.  How that new book is along shortly. 

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  3. On 6/18/2019 at 11:54 PM, RuneBrush said:

    +++ MOD HAT +++

    Come on folks, let's keep this on track here - this is a thread for discussing the new Generals Handbook.  It's not a thread for discussion where the new handbook has got it wrong - it's not even out yet...

    Hey the split book for points is cool, I'm hoping it's sturdy though because my GHB seems to get picked up and left just about everywhere on my property and usually is left face down open.  In fact, not sure about them splitting it after all as it's having it all together was pretty handy.. you know what I mean oh mighty moderator?

    Let's see otherwise, pumped about the points for legacy units being in the book! How cool was it to knock up a proper section to run tournaments? although the paint points being included is a bit grubby.  While I'm not thrilled that GW continues to ignore the old core (DC, DP, FP, SP, WND, etc...) when it comes to battletomes and figures I do appreciate the consistency of carrying last year's allegiances through to this year.  Gotta love all the new battle plans. 

     

  4. On 6/19/2019 at 12:12 AM, Asimov said:

    I remember your list and it looks really strong, but dude, I have 3 charriots and I am not willing to buy the rest to get the dozen needed for the list... Too many projects on going at the same time.

    Anyways keep us posted on your results, maybe I will change my mind ^^ 
    Also, curious to see a picture of your army, might be nice to just have so many charriots

    Will do mate!  on road for another week now but will when I get home. In fact how about I post a couple pics of my list with the substitute units I had to use while waiting on the GW's chariots getting painted?  Made em out of foam and plastic and I still think they are better looking than the official models LOL (I believe I've posted elsewhere just how much I detest the look of the GW version haha).  

    • Thanks 1
  5.  
     
    5
    On 6/18/2019 at 11:24 PM, EMMachine said:

    In case of the -1 Rend. Warriors have Double-Handed Duardin Axes to fill that role (wounding on 3+) that Halberts have for Freeguild Guard. And if you need 30 models to hit as well as Warriors do with there axes or hammers (even after losing one model) it means, that you have to pay 3 times the price. So you can basicly fill the entire battleline of 2000 points for the same amount of points one Unit of Freeguild would cost to play effectivly and the rest of the 1760 Points can be invested in constantly stronger stuff (thats most likely the point why warriors get a little more expensive, even it is not much).

     

    Ha! that's funny bud! they way you zero'd in on the rend aspect I addressed only in passing and ignored the range attack/melee attack, better to hit, and ability to turtle em up. Great stuff! maybe next time just post: "me like dwarves, me no need facts!" Have a great day!

     

    *NOTE: jokes aside, It's cool you are into your dwarves, everyone should barrack for their army. 

     

     

     

     

  6. 8 hours ago, EMMachine said:

    Yeah, this could basicly be a point. Let's compare them for example with Freeguild Guard.

    The Freeguild has 1" more movement (the warriors are more stable in case of running with a hornblower)

    Warrors have more +1 Bravery, are hitting/wounding better bepending on the weapon (Freeguild needs basicly 30 models to hit better), can have Double handed weapons + Shield (for some reason), can have two banners.

    And with the generals Handbook 2018 both cost the same, which means warriors are favored.

    oh contraire mon frere, 

    The Guard get's +1 at 20, +2 at 30, and +3 at 40.  More importantly, they have the militia weapon option that gives them 14" range attack! and the melee attack as well and remember units shoot through themselves so the entire unit will fire a volley at 2 or 3 to hit before piling in with a 2 to hit. That's twice the attacks on your turn.  Also, the guard have counter charge which can buy you some sweet free movements on your opponent's turn. Finally if need be you can pick the halberd build for -1 rend if you want, or the sword build for 4 saves, rerolling 1's for both with shields, but honestly I always pick the militia for the much high damage output.   

      Granted, the warriors have much better beards. 

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  7. On 6/17/2019 at 6:54 AM, Lucky Snake Eyes said:

    Hordes are still playable and popular man, check out the 6Nations lists on honest wargamer (was recently looking at these because I heard some mad man brought KO) plenty of hordes of rats, reapers, skeletons, etc even some hearthguard blobbing (while not a traditional horde it is internally a horde by fyreslayers standards)

    FREE PEOPLES!!!!!!! BWAHAHAHAHAHA!!!!

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    On 6/17/2019 at 5:49 AM, Asimov said:

    Nobody seemed to care about Tzeentch, but the army got a lot of point changes:

     

    Tzaangor Shaman 160 (-20)
    Tzaangor Englightened 160/480 (+20/60)
    Ogroid 170 (-10)
    Gaunt Summoner 160 (-20)
    Changeling 180 (-20)
    Pinks 180 (-20)
    Blues 90 (-10)
    Brimstones 60 (-10)
    Flamers 140 (-20)
    Burning Charriot 150 (-10)
    Exalted Flamer 90 (-10)

    The Changehost will probably come back as a competitive list (100 points of reduction considering you are taking 3Pinks, 2Blues, 2Brims), allowing for another hero (auto included LoC, Blue Scrib and Gaunt summoner), or more endless spells. 

    We get a new viable and very tzeentchian trick: Changeling with Purple sun of Shyish combo went down of 70pts to 230

    Some of the reduction costs will be eaten up by endless spell increases, but thankfully the vortex did not change. 

    One of our only very competitive unit got nerf with the Enligthened, but it seems fare looking at how they perform. It is a bit compensated by the Shaman decrease. 

    The one thing I am really concerned about is the disapearence of the Gaunt Summoner with familiar from the point list. Remains only the regular Gaunt Summoner and the Gaunt Summoner on Disc who both went down to 160 . Hope we will keep our familiars for the +1 to cast an the extra 4 wounds. 

    Also, I am curious to give a new try to the flamers and charriots again. 

     

     

    Skip the rest and go with the last Mate!  my Chariot list "Billy Blake and the Blue Boys Batallion"   

    Picked up an extra 140 free points to play with, and it was magic before. The one bit of advice is don't get suckered into using the points to pick up the Warpflame host... its a mug's move.  The host's positioning needs conflict with the strength of the list.  

  9. Well Free People got some real love, some lower prices to strengthen the core of the lists but also some of the points changes are interesting enough to make you reconsider some of your tried and true list options. For instance not only are the Greatswords down to 120 for 10 but by discounting the massive 30 to a measly 300 points it really begs me to reconsider their role in a list. Also the overall points required for the battalion cost and units dropped by 50, and that is a really important 50 in that it gives a great deal of flexibility to choose units or add ons that were just 20-30 points to expensive before. 

    Also the allegiance ability is the unchanged superior version they came out with last year so grat all around. 

    My Scourge list picked up some fantastic changes and Darklings got a little more viable. 

     

  10. On 6/15/2019 at 7:09 AM, Pestilens said:

    300 for a hurricanum without mage is so interesting.... :)

    Yeah, I keep going back and forth on it in the sense that trimming 80 points for one without a battlemage is handy, but getting a battlemage with access to all realm spells, unbinding and the +1 to casting roll for only 80 instead of 110 is tricky.   Granted for the extra 30 points a free standing battlemage costs you get a couple more hit points a so... very situational I think. 

     

  11. Well, it's been two months and I thought I might post an update on my burning chariots army.

     This list just keep rolling (chariots get it?) For me It's gone 38 for 38 and only made it to fifth round 8 times, I'm not really all the smart so  I've also loaned both the list and figures to a few mates to test it out as well and they have had much the same success (except for Stevo but he doesn't count.. 😃). That said I'm pretty satisfied with it.

    Pros:

    -It tends to put people off as soon as I put it on the board as it's not the usual type of Tzeentchy stuff

    -The maneuverability is fantastic, looking for the follow up mortal wounds really chews through the toughest nuts

    - The unbind potential has had more impact then I anticipated as I originally built it in mostly to protect the mortal wounds generating units, and the summoned screamers or extra herald in long matches have been icing on the cake. 

    -Speed of play, so few models all with flight make this a crazy fast turn machine if you keep thinking ahead. Enough so that you can really get in your opponent's head (especially horde generals) by throwing the turn back at them so fast. 

    Cons:  

    -The main drawback is the level of concentration needed when you play it. you can easily leave your thin-skinned hitters exposed if you don't keep track of everything

    - The units are so expensive that you really have to gird your loins so that you don't get your confidence dented when you lose a few,

    -Even flying the Curseling is a pain because of its relatively slow speed (9" with cloak) and you can find yourself losing Damage opportunities with your units by trying to keep them under his umbrella. 

    -Models are ugly as Ass, seriously I just hate looking at em, even the ones that are painted well. The flame on them isn't just ugly it's stupid as hell. But hey what can you do?

    Super excited to see what comes with the GHB2019, if there are no changes to the list I'm actually considering playing it for the GT in Texas, toss up between it and my Mixy army (my fav free people army is just too slow for a GT tournament format 😒).

    Billy Blakes Battalion

    Matador - Allegiance: Chaos - Mortal Realm: Aqshy

    LEADERS  

    Herald of Tzeentch on Burning Chariot (200) 14" 5+ 8 10 - General - Command Trait : Magical Supremacy - Staff of Change - Lore of Change : Fold Reality

    Curseling, Eye of Tzeentch (160) 5" 4+ 5 7 - Artefact : Thermalrider Cloak - Lore of Fate : Glimpse the Future

    UNITS  

    3 x Burning Chariots of Tzeentch (480) 14" 5+ 6 10

    1 x Burning Chariots of Tzeentch (160) 14" 5+ 6 10

    1 x Burning Chariots of Tzeentch (160) 14" 5+ 6 10

    1 x Burning Chariots of Tzeentch (160) 14" 5+ 6 10

    1 x Burning Chariots of Tzeentch (160) 14" 5+ 6 10

    1 x Burning Chariots of Tzeentch (160) 14" 5+ 6 10

    1 x Burning Chariots of Tzeentch (160) 14" 5+ 6 10

    1 x Burning Chariots of Tzeentch (160) 14" 5+ 6 10

    TOTAL: 1960/2000

    EXTRA COMMAND POINTS: 0

    WOUNDS: 73 LEADERS: 2/6 BATTLELINES: 8  

    BEHEMOTHS: 0/4

    ARTILLERY: 0/4

    ARTEFACTS: 1/1

    ALLIES: 0/400

     

     

    l1373427058_BillyBlakesBattalion.pdf

  12. On 8/2/2018 at 4:49 AM, Talarian said:

     

    Your supporting units need to be within 6” of the unit they are supporting.  Even if they somehow manage to land within 3” of your ranged units if they have pipers they can shoot. 

    I may be misunderstanding the question but it’s a tough charge to make, even with fly, if you have your CC units between you and the enemy - 3” away from CC units + 6” (distance from both units).

     

    Sorry late on this one but important to clear up, units now need to be within 12 inches not 6, this is a real game changer. 

     

    • Like 1
  13. 16 hours ago, Asimov said:

    Can you please detail your list and your strategy?
    I tried a heavy charriot and flamer list against a free people army (former empire) and I got decimated by the shooting. Won the game because it was a heroes objectives and I got the first turn. Since then, I had a very bad feeling on charriots, which is a bommer since I love the model and I painted 3 of them...

    Howdy Asimov!  

    How funny is this? my main army is Free people and I just luuuuuuuuuuuuv playing them, and have always found the one weakness in my freeguild list (especially in time-limited tournaments) is heroes and objectives! lol usually my go-to solution is to forego the objectives and focus on tabling my opponent by killing his whole army and picking up objectives in the remaining rounds. 

    But that is my Freeguild hat talking!  here is the link to my first post about my list from a couple of pages back and attached is my list. I will be happy to chat in more detail on my battle philosophy with the list in PM's as to avoid posting the 'walls of text' I can make during that kind of thing. 

    Thanks for the interest and I hope it will help

     

     

     

     

    BillyBlake'sBattalion.pdf

  14. Skip the horrors and go for the Burning chariots

    On 4/4/2019 at 8:42 AM, Reezark_SP said:

    I'm curious what is this "Skyfire orgy" list you are seeing? I wasn't playing AoS when Skyfires were the hotness and I only just recently began looking into them as an alternative to the mass Horror summoning lists that have been popular for at least the last year or so.

    Skip the horrors and go with the chariots mate, the maneuverability, the mortal wounds, the rebound, all make them better for a clever general. I played against a horror 2k, and then a horror 3k over the weekend and neither game went to 5 before my opponent was tabled. 

     

  15. I am a dedicated Freeguild guy..... snicker all you want!  

    But in the interest of proving my buddy Snoopy's assertion that the only winning Tzeentch list is the Skyfire orgy lists making the rounds lately I undertook some research, buying, building and farming out (ye gods my painting is bad).

    The result is the attached list; Billy Blake's Battalion.

    I 've been running it for three weeks now and after 11 battles and 11 wins, none going the full 5 rounds I can tell you that I am yearning for that ultimate badge of honor... Seeing GW nerf it! lol. Seriously this is a fun, versatile list that will have your opponent checking his rule books, and FAQs for hours to see if you really can rain that many mortal wounds down on his superduper  Khorn killers, or his theretofore undefeated Flesh-eaters!  It is a delight. While pricy, at $523 (not counting the painter... eeek) it is well worth the price and will change your Tzeentch perspective for the better. 

    Be warned that it is also frail and very unforgiving of generals who lose focus and don't keep a close eye on their opponent's army and threat matrixes. 

    Enjoy!

     BillyBlake'sBattalion.pdf

    BillyBlake'sBattalion.pdf

  16. On 8/12/2018 at 9:33 AM, Stulle said:

    Hey guys,

    I had a fun game with a buddy yesterday and wanna tell you how my freeguilds performed against Nagash himself. We both started wargaming 7 months ago, so there were some stupid faults and a lotta fun on both sides :)

    I took the list @Matador suggested earlier in this thread with one adjustment. I took a second general instead of 10 xbows because i know my mate always tries to snipe my general.

      Reveal hidden contents

    Allegiance: Free Peoples

    Leaders
    Freeguild General (100)
    - General
    - Stately War Banner
    - Trait: Indomitable
    - Artefact: Writ of Dominion
    Freeguild General (100)  --> proxied by a Gunmaster
    - Stately War Banner

    Battleline
    20 x Freeguild Guard (160)
    - Militia Weapons
    20 x Freeguild Guard (160)
    - Militia Weapons
    10 x Freeguild Guard (80)
    - Militia Weapons
    30 x Freeguild Crossbowmen (300)  --> proxied by 30 Handgunners
    20 x Freeguild Crossbowmen (200)
    10 x Freeguild Handgunners (100)
    10 x Freeguild Greatswords (140)
    3 x Demigryph Knights (140)
    - Lance and Sword

    Units
    5 x Freeguild Outriders (130)
    5 x Freeguild Pistoliers (130)   --> proxied by 5 Chaos Knights ?

    Battalions
    Freeguild Regiment (210)

    Total: 1950 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 162

    He played Nagash, Supreme Lord of the Undead with his Battalion.

      Reveal hidden contents

    Allegiance: Grand Host of Nagash

    Leaders
    Nagash Supreme Lord Of The Undead (800)
    - General
    Necromancer (110)

    Battleline
    2 x Morghast Harbingers (220)
    - Spirit Swords
    40 x Skeleton Warriors (280)
    - Ancient Spears
    15 x Grave Guard (240)
    - Great Wight Blades

    Units
    5 x Black Knights (120)

    Battalions
    The First Cohort (160)

    Endless Spells
    Umbral Spellportal (60)   --> proxied by 2 Nighthaut Endless Spells

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 98

    We played the scenario "The Better Part Of Valor". I played 2 drops with the whole battalion at once + 2 second general so i finshed first and gave him the first turn. Here a picture after deployment. His Gravesides marked in red and the 6 objectives marked in yellow.

    20180811_121521.jpg.f3c8788d6ad86db7dc069af41ce4ecf6.jpg

    In the first round nothing big happened. He moved forward and tried some magic with the Spell Portals which happily only killed one Guard. I also moved forward and tried to block Nagash and his Morghast with my Guards so they couldn`t fly over the mountains. On the far left my cavalary went for the objective but wasn`t able to obtain it in the first round.
    Here a Pic after the first Round:
    20180811_125323.jpg.a570e218a0aac96b3925e9241f1a414c.jpg

    For the second Round i was lucky and got the double turn. I was able to clear the Black Knights on the left and claim the objective. I didn`t wanted to move the units which blocked Nagash so i did nothing more on my turn. I was curious wether he will get Nagash through the center or if he will bring him back to the left to reclaim the objective. I would have been happy if he`d move Nagash in the corner of the battlefield :D. Unfortuenatly he only send the Morrghast down on his turn. Nagash moved up the center and killed the Guards. His Morghast killed my Pisotliers. He decided to burn his objective on the right because he knows what a Great Company with 50 xbows can do.  Afterwards he moved his Grave Guard into the middle.

    In the third round he was lucky and got the double turn. (Pity for burning the objective on the end of round 2)
    This Pic shows the table after his movement phase in round 3. My general in the middle was dust-handed by Nagash through the spell portal shortly before :(20180811_144613.jpg.56418444d0e53a2a4f1c393fd274270d.jpg

    The Morghasts managed to kill one Demigryph and 3 Outriders. Luckily i still had the objective. Nagash didn`t do much, he just killed the last Greatswords and some Handgunner. His skeletons finally arrived at the enemy lines and i faced horrendous 130 attacks against my Guards which got debuffed twice (-2 hit, -2 bravery) beforehand by Nagash. They just killed them all.
    On my 3th turn i made a big mistake bringing my remainig cavalary to the center to threaten his objective. I intended to burn the objective on the lower left but forget that my units hat to remain there until the end of the turn to do so ?
    But my Crossbows went crazy on the skeletons, with Hold the Line and Writ of Dominion it took only 30 xBows to inflict 33 wounds and kill all of them!
    I burned the upper left and middle objectives at the end of the 3th round. If not for my stuiped fault with the lower left objective i would have won here. So there was still a chance for him if he could break my Great Company and save his last objective until the end.

    He started the 4th round and did some magic. The game ende was he faileing a charge on my cavalary with his Morghast. Double 1 :D
    We ended the game here because I would have taken his last objective at the end of my 4th turn.
    Here`s a pic of the end
    20180811_162753.jpg.67dce68a8f4073bd18f1a8a7a01ea265.jpg

     

    It was a really funny game. I played the regiment for the first time. The cavalary is really strong with the +1hit buff by the regiment. Bringing them down to steal his objective was the game winner for me i guess. For the Great Company i can`t say much, they stayed in the corner most of the game. I will definitly deploy them in the center next time. On the other hand they made the opponent to burn his objective too early. I like the fact that Great Companies strike fear into the hearts of the opponents :)

    I hope you guys enjoyed the reading. Some comments or tips for future games are much appreciated.

    Great post mate, I love that you were smacking down one of the "new hotness" armies as well.  And yeah, how great is that regiment?  it even makes the horses scary! LOL.  Keep up the good work, going to send a you a message with pics of the 'Great Company Snakes of Doom' when I get home tonight.  

    • Like 2
  17. 10 hours ago, someone2040 said:

    Archers are in a tough spot as a semi-hybrid unit. They have a slightly better combat profile than Handgunners and Crossbows and have an always on re-roll 1's to hit. However, they don't get to synergize as well with Hold the Line as Handgunners or Crossbows do.

    The pre-game move means their role leads them to being ranged chaff. Which is a bit awkward as they're not quite cheap enough to be chaff, nor tough enough, and wanting to shoot means they also don't particularly want to be near combat either.

    Basically they're not really good at anything, which means they're not a super useful unit. At 30 or 40 points more, I'd rather use Pistoliers, Outriders or Demigryphs as a fast moving unit. At 20 points less, you can argue that Freeguild Guard might be better chaff anyway (Although not quite so fast and lacking ranged damage).

    I'm not sure they'd be worth it at 90, but at 80 I think they'd definitely be a worthy consideration (but might actually be a good purchase in a mixed order army which may prevent GW from going that far).

    Prior to the 'wholly within' change Archers you could snake tail them out to the middle and use them as an excellent trigger anchor unit out in front of a great company. The changes have made that impossible, but I still like the changes.  

    9 hours ago, Stulle said:

    Thanks for this insight Matador.

    How to you run the larger company? Do you fit both crossbow units wholly within 12" of the Guards? Or is one crossbow-unit supporting the other crossbows but not the guards? I find it hard to position my units in the great companies due to the AoS 2.0 rulechanges.

    Thanks for your effords!

    I run the guard with militia weapons as well so all three can threaten range, and pivot the two  xbows  in concentric horseshoe formations or sting all three out in range, and occaosionally gofor a tight triangle.

    Think of the changes as you friend because it has removed the tricky threat of getting two units within 3" simultaneously in many ways.

    The best thing to do is practice moves and positions with terrain and layout by yourself during the week instead of trying to do it in your head or worse yet trying to figure it out on the day, FP really benefits from practice, especially things like moving hordes, measuring distances, removal, etc..  

    7 hours ago, Talarian said:

    For the Batallion, when it states 3xGuard,

    does that mean 1x10 1x10 1x10?

    or can it be 3x10 in one unit? 

    There’s very little wiggle room for playstyle if it’s the former. 

    Got to be 3 separate units, learn to use the extra 10 man unit as a screen against fast movers thrown out ahead to set up a counter charge for Greatswords or you can collect all your guard models with the most crouched poses and use them a very-near line stopgap that can trigger either a 'stand and shoot' or 'lend support' response from the unit behind them, keeping in mind that unit behind will need to be a collection of the taller straight standing guard models so they can shoot over. 

    Try to embrace the philosophy that a limitation can be the source of innovation. 

    Hope that helps! 

  18. On 7/5/2018 at 3:22 AM, Creezy said:

    What’s The general vibe on the regiment battalion? Anyone had any experience with it?  

    It's amazing. Bloody amazing. The blanket +1 to hit and the excellent bravery and standard bonuses are still so good I can't whine about the 10 point increase. 

    Also pretty unforgiving if you take your eye off the ball and leave yourself open. 

    I play it with 2k matches all the time and I'm still finding clever little things I can do with it. 1390 points gets you the full regiment leaving you 600 points to shift about depending on your mood. Run two great companies, one big 20 guard, 30 xbow, 30 xbow. and one small 20 guard, 10 handgunners, 10 guard and move you greatswords up close to pop off a counter charge as well. Keep the two calvary units together and leave the Demi's out in an exposed position as bait to draw in a nice contact trigger on the lend support when you rush a anchor guard unit up. 

    Make sure to take advantage of the xbow great mobility increase from AOS 2.0 when pitching about and make sure to watch your distances. 

    Have fun! 

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