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Talarian

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Posts posted by Talarian

  1. Thank you all for the feedback and insights! 
     

    All very good points. I will play the game as intended, and keep chipping away at the walls.

     

    I haven’t fully introduced myself either, I have several 7th edition armies that I am currently using in a CoS list:

    Empire, dwarves, wood elves and dark elves. I am also very tempted by a soulblight army.
     

    Perhaps I will start a personal thread on hobby progress and battle reports :) 

  2. Hello all,

    I’m trying to convince my local gaming group to start an AoS campaign/slow grow. Being 40k players they are very opposed to the roll off to determine who gets the turn, so we might omit that rule.

    I argued that there are likely nuances that we are missing in which a double turn has less of an impact. As of now the few games we’ve played resulted in a huge swing in whoever received the double turn.

    As a new player, I’m asking if the vets can provide some insight as to why it might not be a big deal, playstyle, strategy, spells, etc that help mitigate this.

    An example as to why they dislike:

    ”I set up my cavalry for a charge, for the next turn, but then infantry charge them instead” 

    • Like 1
  3. Ah ok, yes, one model lee unit is 2dmg, got ya :).

    You can D6” drummer mover + 2D6” charge!? That’s awesome! Thank you.

     

    another question for you fine folk, on the hobby aspect now.

    has anyone had any luck magnatizing crossbowman and handgunners ? 

    As well as luminark of Hysh and Celeatial Hurricanum? 

    Thanks! 

  4.  

    Thanks for the replies guys!

    How do you get handgunners to do 2dmg each?! 

    I like handgunners as they look cooler imo. But I feel X-bows are better suited for a mobile playstyle. Then again, I was thinking with 20+ and a Griffon +1 to hit they’d still be hitting and wounding on 3s at a -1rend and can still be mobile. 

    I think I’ll get the grratswords as well, they just look too cool. Start with 10, like you said. 

    Im still learning AoS rules, but what you’re saying is stay 3” away from my unit and counter charge in wth a company rules or drummer charge? They’ll still be susceptible to being hit first when my opponent activates though, no? Unless they charge in after my opponent attacked first. Can you please clarify :)

     

  5. Thanks for the replies guys! 

    Two more questions.

    1. I’m building my army up for an escalation league and was seriously debating crossbowman vs rifles. 

    Supposedly crossbowman are without a doubt better this edition. Now, is it only the case because they get two attacks at over 20 models? What if you only have a unit of 20, would it be better to run rifles? 

    2. Greatswords are a fantastic model. Does anyone use them? Are they any good? Or has their role been replaced by guard with halberds?

    Thanks again guys.

    My list will eventually look like this at 1500. 

    Collegiate Arcana:

    x1 Luminark of Hysh

    Free People:

    x1 General 

    x1 General On Griffon 

     

    x20 Crossbows

    x20 Crosbows

    x40 Guard 

    x3 Demis

     

    im debating making a group of 30 crossbows and a group of 10 rifles. 

    The 40 Guard could very well be militia, 40 extra shots, likely hitting on 2s ain’t half bad.  With the luminark nearby they should be relatively sturdy.

    Do you think this list could work? Might not be the best but I got into AoS for the models/centrepieces. So I could probably make it more competitive b dropping the Demi’s and luminark, they’re staying for the rule of cool

  6. Can a mage on the luminark be an amber battlemage as well? Or is he reatricted to the spells given to him? 

    Im confused as to how magic works. Any caster can choose a specialization? Ie Amber and get that one spell, in addition to all the spells of the given realm being played on? 

    Selectimg your realm or origin only impacts what artifacts you can choose from? 

    What do people think of greatswords? I love the model and they seem to be decent on paper. I guess massed halberds is essentially the same, if not better when in ranks, as well as cheaper :/

  7. I dig the second list! I might try something similar :) 

    but why the second general? 

    Im new to AoS so forgive the noob questions. 

    Why pick the Ghyran realm? Isn’t the point of realms to choose artifacts? I didn’t notice any in yor list. 

    Thanks for the insight! Excited to build my army. 

    Think I might build up to your second list eventually with some modifications perhaps to fit in a second general on Griffon!

  8. 18 hours ago, Cerlin said:

    I have always felt the battalion was very powerful and the most throw away unit for me was the 3rd unit of guard. Besides that, I can work with the unit selection.

    I mostly do 2 great companies, one to be defensive, one to piviot a flank, and the cavalry and Griffon General are the reverse flank.

    The main great company is 40 swords and boards and 2 units of handgunners. I normally go with 10 each to maximize long rifle snipers.

    The second great company is 20 to 40 Guard with halberds, 10 or 20 greatswords, and 10 handgunners.

    The last guard unit I use 10 militia to hole plug. I also try to bring one banner General and some magic.

    I feel the regiment fixes the freeguilds biggest problem, which is mobility.  

    I do not think I have lost a game with this in the last edition.

    Now you get an extra command point, an extra item (which can be a realm item), and your general does not have to be the command ability you can use.  This change made the army more flexible.  

    Also with Indominiable and Armor of Meteoric Iron, we are one of the few armies that can add plus to armor anymore. That is hard to beat.

    Do you think this will still be viable with the increase in points to the Batallion + having 0 magic defends when AoS 2 seems to support a lot of magic?

    I’d be eager to try the list out but am wondering if you can still fit everything you said you did previously 

  9. 17 hours ago, Stulle said:

    Hi Matador,

    thanks for your answer. Unfortunately i just don`t get it. In my club my mates all know how the great companies work and i can`t stop them from making my great companies useless with their charges. The point is: How do you prevent the enemy from charging in a way that all my great company units have an enemy unit within  3" and therefore no longer can lend support. My Great Companies can`t support each other because my mates always manage to charge these ways. Especially with these flying Nighthaunt units.

    Do you prevent this by your formations or by having units in the flanks?

    Is this more in the kind of A or B in the following image? Or do i understand it utterly wrong? o.O

    image.png.942619c0c97a4a551790f07ea09587c0.png

    Is this triangle meant like this?

    image.png.4902120b7f1a8b50a90eba563d52bf7f.png

    I can`t help myself but i think that I`m doing something entirely wrong with the positioning of my free peoples. I`ll definitly will try out some formations on the table but at the moment I`ve no clue were to start.

    Any help or suggestions are much appreciated.

    Thanks!

     

     

    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).

     

  10. I’m painting up my Altdorf regiment gents! Can’t wait to get this army going. :)

    starting and escalation league at my LGS.

    beginning at 500 pts with a 1/4 point sideboard. 250 pt increments.

    thought I’d start the army with: 

    x20 Guard with swords and shields

    x10 handgunners 

    x10 crossbowman

    x1 General

    Might not be the most competitive but I’m grabbing that General On Griffon at 750 pts! Will be an awesome centrepiece.

  11. 5 hours ago, someone2040 said:

    I reckon 2 Griffons are fine (And it's what I currently run) but sometimes you do wonder how other people are fitting in all the toys (and then you remember you fit in a Griffon).

    I'm not sure about 3, scenarios these days either favour bodies or heroes with artefacts + wizards (assuming you're playing the newer ones). Both would potentially be a concern with 3 Griffons, because the Griffons do impact your ability to put bodies on the table as well as potentially what allies you can get on the table as well.

    To be honest, while Griffons are super good, I've never managed to make a list with 3 that I'd be happy to play with. That being said, I also don't particularly want to buy a 3rd Griffon... Kinda feel they lose some of the coolness having multiples.

     

    To be completely honest, I'm not sure how I feel about the Battlemage on Griffon. Personally one of the reasons I take Griffons are for the rend -2, and the Battlemage version loses that (in lieu of having more beak attacks which have more reliable damage). The wizard part (like all the battlemages) is quite an average affair, although Amber Spear is definitely quite powerful if it goes off (and you don't blow up your own units).

    Personally I feel I'd rather spend allies points on stuff other than Griffons that offer more things to the army. That being said, a Battlemage on Griffon is likely a much better buy than 2 Battlemages.

     

    I used to play 5 Pistoliers, and all they ever did was go gungho into the enemy and die. Dunno, I feel that they're just not quite good enough to make the cut at 130 points and it's a big disappointment they didn't come down in GHB2018. At 10 more points, I think I'd be taking Demigryphs every day of the week (And I'm not even sure Demigryphs are good).

    That being said, there are a few scenarios in the new set that really require movement (Like Relocation Orb or Shifting Objectives). I think overall the meta is going to force us to be more mobile than the static gunline we prefer to be. So it's possible that there's a good list with these guys in it out there, I just haven't seen it.

    Part of the problem our more mobile units in the list suffer from is that there are so many bonuses for standing still. Outriders get bonus to hit. Hold the Line is super good (arguably the only super strong thing free peoples have). And standing still means you're not making use out of your movement.

    Would you mind sharing your list? 2 Griffons seems fine to me :)

  12. Hey guys,

    I’m interested in starting a Free People army as I think the General On Griffon looks incredibly boss and is a nice centrepiece.

    That said, I was curious as to how viable they are.

    I was considering running 2, even 3 generals on Griffons. 

    Woukd this be somewhat competitive? Or just get trashed.

    How should I build my army around this? 

    x40 Guard with sword and shield

    + ??? 

    Lacking ranged i’d Imagine. Feedback would be appreciated.

     

    tldr: can I run 2-3 generals on Griffon and still have a decent chance to win.

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