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Warbossironteef

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Everything posted by Warbossironteef

  1. I don't think he needs to do nothing. He moves almost as fast a Ironblasters and Ironblasters want to position themselves to do the hailshots. He's tanky enough, especially with double big-names to be pretty agreesive. I agree about new Hunter. Waste of a new model and pretty useless IMO.
  2. I think Mournfang are great in their role. They aren't like the nurgle flies or gotgruntas that can carry a whole army but they are a great linebreaker unit with resiliency against shooting and unleash hell. They also are good at taking buffs but also fairly self reliant. IMO with cannons and our MSU Ogors being a bit better you can make a good combined arms list that didn't function before. MFC unit of 4 are great running mates with a FLOSH. They charge first, you then charge with FLOSH and Monsterous Rampage onto a backline unit. Between mortals from both charges peppering the unit in front MFC can take down remaining models. I think it's a nice combo and protects FLOSH from gun lines. I'm going to try Underguts first. I don't want run 4 Ironblasters. I do think Ill also move off Underguts overtime, go down to 2 Ironblasters and bring more Gluttons or min units of Ironguts. FLOSH Tryant 3x 4 Leadbelchers 4xMFC 3x Ironblasters
  3. Anyone here have experience playing with 9x Spirit Hosts? Is it about they tankiness of the unit and effectiveness of returning them?
  4. Fair but the big difference is in this book you still cast warsongs spell from tree and you get to attack for free thanks to strike and fade. Big differences.
  5. I 100% understand why the TLA is priced as he is. I do wish he was a 2 wizard or a little cheaper but his board-wide tree is so powerful and can do some nasty things. The obvious being Warsong with Spellslinger in Gnarlroot and with the reroll season. Because you can also place it 3 inches away you can also do some 1st turn charges using the Hive. It's actually fairly reliable thanks to the flexibility of Gnarlroot, Spellslinger and the reroll season. Below is an oversimplified example but: Assign overgrown to one of your terrain pieces on your back board edge Deploy your TLA and Warsong last, out of range of dispel and next to overgrown Set up first tree in center board and deploy Kurnoths in it Cast Hive with Warsong, use reroll if necessary - you can cast through the WW the Kurnoths are in Summons WW with TLA Cast Warsongs warscroll spell with 3d6, use reroll if needed and if not used Cast spell with TLA - most likely trying to summon another woods Teleport Kurnoths through trees to TLA Tree. Reposition TLA on the board thanks to his warscroll teleport Charge, murder something, return Kurnoths to any WW
  6. So I haven't gotten my preorder yet But I took the one 60mm base I had and traced it out on a piece of paper. I believe, if you space out your Seekers/Lancers 1 inch apart and get the front line into base to base with enemy, it creates enough gap for the back row to get between and within 2 inches of enemy. You may not always be able to get all 6 in, but I feel like in most cases, except for attacking small based heroes, you'll be able to get 5 in, maybe all 6. I know this sounds difficult to pull off, BUT, the warscolls are so well written. They all have a 6 inch pile in! This gives you a ton of flexibility to get them in the right position. I really feel like if I can master the art of getting 5 of 6 in combat, a unit of 6 Seekers is going to be awesome. 3 is good, but there are plenty of armies that can delete them in one turn. 6 man unit makes it much more difficult, giving you the chance to revive, utilize rally and Verdous Harmony much more effectively.
  7. Good news about using Lancers is with warsinger they move 17inchss so you don't have to play too aggro with Warsong. Then he hangs out with hunters until its time for them to push out. I prefer making my general a bit more tanky than Arch. Arch actually has to get aggro the turn you charge with your hunters to make sure he can stay in range for wound buff and command ability. I don't know how the meta will shape out. I think most armies will take a few GV. I need to get some more games in with lancers/Seekers. I love both and might make sure I have at least 1 unit if Seekers in every list.
  8. I'm starting to really like the idea of Gossamids paired with Kurnoths. It's super expensive but I honestly dont see how any melee army deals with it if you play well. They screen, making charges almost impossible and your Hunters are always set up to counter charge. If you use Warsinger everything moves so fast, even Hunters going 8. Of course some shooting armies will be able to blast the Gossamids away and it's not cheap, but they seem so bleeping good in certain matchups. Heartwood – The Reaping Warsong – 305 – Warsinger, Gem Arch Rev -120 6x Kurnoth with Scythes – 500 5x Tree Revs – 110 - Expert Conquerors 5x Tree Revs – 110 - Expert Conquerors 5x Gossamids – 220 3x Lancers – 210 – Bounty Hunters 3x Lancers – 210 – Bounty Hunters 3x Lancers – 210 – Bounty Hunters 1995/2000
  9. I think for sure 6 Seekers could be good. 2x3 is also good for healing multiple units, but I like Lancers and think they have a good place in the army. Don't underestimate their extra speed. Also if you're brining other units, it allows you to strike first with your Lancers and then save your Strike and Fade for a unit of Kurnoth or Durthu or whatever. So you can have some nice, one-sided combat phases.
  10. Anyone here have familiarity with round 60 mm bases? If you have a unit of 6 Lancers or Seekers, have 4 in a line and then 2 in the second row in between two in the front row, will there be enough space to get all 6 into 2 inch range?
  11. Nothing is stopping you from casting the Spiteswarm on the Hunters prior to moving through the trees. They keep the +3 to charge until the end of the turn. :)
  12. Did some final tinkering and my preorder is now complete. Going to build some bug boys. Feeling pretty good about something like the below. Warsong is an awesome general. A little pricey, but she can give out +3 movement and auto revive every turn. List brings Hunters with full support of Arch Rev and 3x Seekers. 2x Units of Lancers to be aggressive and then 3x5 Tree Revs all counting as 15 models for battle tactics. Not sure if the number of Lancers and Seekers is optimal or if the Lancers should be a unit of 6. I'm hoping to magnetize them and get some practice games in. Heartwood – The Reaping Warsong – General, Warsinger, Vespereal Gem, Verdous Harmony - 305 Arch Rev - 120 6x Kurnoth Hunters with Scythes – 500 – Bounty Hunters 3x Lancers -210 – Bounty Hunters 3x Lancers 210 – Bounty Hunters 3x Seekers – 235 5x Tree Revs – 110 – Expert Conquerors 5x Tree Revs – 110 – Expert Conquerors 5x Tree Revs – 110 – Expert Conquerors Spiteswarm Hive – 40 1950/2000
  13. They both have merit but Warsong has the edge of being able to take the Gem and also extra enhancements for spells. Auto-casting a spell from the lore that cant be unbound is huge, especially when consider how impactful our spells are. If you have an extra enhancement you could also make it so the Warsong knows multiple spells. For example you can have her know both the spell that revives models and the rend spell. It makes her super flexible and with the Gem extremely reliable.
  14. It is worth testing but the thing about KH and Durthu lists is that they are very very slow. Warsong with +1 to cast and rolling 3 dice gives you a good shot at getting off SpiteSwarm, which in my opinion is great with the new season that expands the range on our tree buffs to 12. It allows you do more aggressive combos of teleporting, making a charge and then strike and fading.
  15. I also would love to collect and try an army based around a unit of 9x Lancers and 3x Seekers. The fact they can strike and fade, rally be revived by Seekers, always hit first and move 14 mean you can stay out range of enemy, then on your turn, move, charge, fade and then be out of range of things again. I think it could be super good.
  16. I'm using the models I have but trying the below. It's nothing fancy but I like the idea of Durthu being a hammer along with 6 Sycthes. Bring the spiteswarm hive for either launching guys through terrain or for more protection for Hunters. Not sure if the 20x Dryads will be good but it's what I own. I think auto reviving 1 Kurnoth with Warsong and 1 from Seekers is interesting. It's a shame Warsong lost knowing the whole lore because the healing spell would be really nice for Ethereal Durthu. Gnarlroot - Wargrove that expands tree buffs range Durthu, ethereal, d3 attacks Warsong - Gem revival spell Arch Rev 20x Dryads 5x Tree Revs 5x Tree Revs 6x Kurnoth Sycthes 3x Seekers 1x Spiteswarm hive
  17. I think Tree Revs counting as 3 and being Vets is really good. Great for certain battletactics. Such a small footprint for 15 models worth of scoring that can teleport. Easy to hide as well. Still struggling to figure out what to use for screens. Dyrads are okay but I really worry about using Vet units as screens. We'll have to see!
  18. Sorry if this has been resolved in here already but do the new Wyldwood or Overgrown terrain block LOS?
  19. I know full info isn't out, but just to give you an idea of what some lists could look like. Two hug hammers in Durthu and KH. Amazing support from Warsong and Rev and Seekes are all around amazing units. They might honestly be better than KH but I love rend 3. If Warsong is the same and has access to entire lore, ohhh buddy, her. with Gem is nuttttssss. Guys, let's gooooo!!! Heartwood: Durthu- ethereal, +d3 attacks Warsong - Ves Gem Arch Rev 10x dyrads 10x dyrads 6x Kurnoth with Scythes 3x Seekers 3x Seekers
  20. Can anyone make out Sythe Kurnoths scroll? Also any sign of Drycha?
  21. Where are you all seeing these spoilers?
  22. I would say it's particularly good in NH given we lack casting support and rerolling charges can allow you to fish for certain wave of terror effects. It's flexible, cheap and the rerolls are great for NH. It's not, this is winning me the game busted, but it's insane value for the mere 40 points. The points thing is what makes it so good imo. At 80 points or something it wouldn't be as enticing.
  23. New Cogs is changed to rerolls of casting or charging. REROLLS. 40 POINTS. Okay time to make room for 40 points. So good. Every army will want it. No idea why they made it 40...
  24. Thanks! Yep it is melee, but mounts not excluded.
  25. It's a battalion, up to 3 units of troops/infantry and it's a flat +1 dmg for attacks made against Veterans... It's actually kind of nuts because it, as currently reads, is +1 dmg to shooting and melee attacks including mounts. I actually think it's huge deal and is a big problem for NH that you'll have to figure out. Some units, like gorgruntas, will be able to do absurd dmg to Veteran units, like Bladegheists. Kind of nuts. It makes hexwraiths more interesting. They are the one battleline unit in the book that doesn't have to be Veterans.
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