Jump to content

Frowny

Members
  • Posts

    603
  • Joined

  • Last visited

Everything posted by Frowny

  1. I don't play a super competitive crowed, so that's one thing. Also, I did the math a bit ago and against rend 0 like witch elves, ironbreakers and longbeards are both similar for their cost in survivability to pheonix guard, and pull ahead with rr1s (which is easy in hallowheart). Freeguild guard with shields re also just as sturdy although obviously less killy. Plus the few games I've played against those things, they don't always make their 1st turn charge. And even if they do you can sometimes use a screen to absorb it. Put 10 of something cheap in front. Then a bigger sturdier block 4 inches back. Even with the 2nd pile in they can't get to it, leaving you free to punch back harder on your turn or magic them up. Even just throwing a single random gyrocopter or chariot right up next to deamonettes or bestigorson t1 makes it a lot harder to get to you. They either lose a lot of movement going around or spend a turn killing it. Or shadowwalkers popping up at 9 inches, making a 15 inch wall. Or pallisades. I think regardless of what you pick, trying to tank that kind of firepower is the wrong strategy. But this is all theory crafting. Ill be Intrigued to see how it plays out
  2. I'm going for ironbreakers, longbeards and maybe some hammerers. A bit sacriligeous but still. Ive seen many people floating pheonix guard as well. I don't think you can really go wrong though... Lots of good choices.
  3. Yes. Absolutely. You can easily build a solid list around hunters order dryads or some of the monsters. All are strong. If you can stomach it 1 unit of 5 revenants is amazing for objectives. People are using a lot of spites for the battalion but it isn't strictly necessary either.
  4. Treelords are very easy to magnetize. It's really only the right hand. Some might be sticklers for the head I guess but if your opponent cant tell apart the giant staff/sword/vines im not sure anything will help them
  5. People seem to be spending really a lot on endless spells. That seems ok, but maybe is unnecessary... I can imagine wanting to cast 4 of the tome spells every turn (wildfire, heal whatever used the command ability, ignite weapons, either the 4++reflect or the bubble ignore wounds). And then still wanting to cast a lot of my warscrolls spells (chain lightning, phas protection, comet of cassandora or burning gaze). Sometimes elemental cyclone or even prime elctrids are good too, especially with +3 to cast. This doesn't actually leave a ton of casts for 5 endless spells per turn. It's also a ton cheaper. Clearly endless spells will have a place but might be better served with 1 to 4 good ones, rather than 7. I think the weakness of this army may be poor mobility for objectives since a lot of points are tied up in a wizard bunker. Therefore using the extra points for allied tree revenants or shadow warriors or something fast and killy like wild riders or another big squad to go take objectives may be more valuable than yet another endless spell. Food for thought: warding brand on a bunch of cheap infantry is incredibly good mw output. Not quite as targeted obviously but you also get huge value from just having infantry to hold objectives take objectives of guard your wizards anyway. A 10 man suicide squad into a big enemy could reflect back a ton of wounds. Pistoliers might be good for this. Or freeguild guard. Or even flagellants. Or single chariots.
  6. A group of us play on Thursdays I'm midtown Manhattan at a place called the compleat strategist. Pm me and I can figure out how to add you to the email group
  7. Has anybody pondered using hallowheart more for buffing? The +1 to wound spell and the battlemages and sorceress -1 to hit spells could all make for a pretty good death star. A lot of the 3+save dwarves really want a mystic shield too. A hurricanum I think will be a staple of many lists anyways. The mortal wounds on death could go on something else to make it also unappealing. This isn't a very expensive package, at only a few hundred points, and would still have multiple extra casts to throw out fireballs or whatnot. Hallowheart is the only city with any plus to cast and any ability to reliably cast it's spells might make it one of the more versatile buffing cities.
  8. I agree and disagree with some of the earlier complaints. I think overall the breathed a new life into a lot of armies and warscrolls. And there are some neat interactions to play with. However, to do so, they took a lot of strength from warscrolls and added it to the allegience. This leaves a lot of the individual scrolls feeling a bit unexciting and variations on the same, but maybe also makes the bigger picture army selection more interesting. Their homogenization also left a lot of the assorted infantry feeling kind of too similar. It's nice that every wfb army had heavy infantry bit when you put hammerers, executioners, Wildwood rangers and greatswords all in the same army they all just kinda feel the sameish. They kinda had to do that so players could still run viable all one faction armies but still it's a bit weird. I wish they had differentiated things a little more. Like make ironbreakers extra sturdy somehow (keep their reroll), or tanks being very ... Tanky with a base 2+ save or a rule like the bastilidon so it is unreadable. It would give them a role. Dark riders, for example could have inherited the reavers run after shooting, which would have been very interesting to try out. Maybe Wildwood rangers get some of the old wardances, for example. Longbeards are a great example where they did this really well, which I like a lot. It's funny to think of them grumbling so hard that they dispel spells and makes them unique without being easily overpowered. I think the new luminarch and hurricanum and battlemages also were changes for the better but also with good interesting warscrolls in their own right. You could also tell they wanted to avoid abuse of etheral amulet with +to save rather than just flat changing the save.
  9. I did the math wrong on drakespawn knights. I had forgot they kept their rr'1s and 2's in combat, where every other unit just got the generic +1 save. Table should look like this. This makes drakespawn knights far and away the most resilient in the entire book, and very high overall as well. They are also very sturdy against higher rend attacks, but not by nearly so much, and also the sturdiest against higher rend attacks, although not by as much. Maybe useful as a mobile tarpit for lists that want that.
  10. Allarielle is on an absolutely enormous base. I think it's too big to fit within 6 of an edge. That being said, with a 16 inch move she can get there on t1 without it too.
  11. I think durthu is too slow. He only moves 5. Even with the command ability you only get to a moderate 10 but then you might as well just use something faster. He hits hard but without the +2 attacks from woods, many things hit harder. Like a general in griffon. I think it's better to go with drycha for that trick and then put the artifact on a griffon or pheonix.
  12. I can't see how that would be a problem. It is clearly a griffon type model. It can't be mistaken for anything else at all!
  13. And now for durability Everything is expressed points per wound to kill (after saves etc.). Higher numbers are therefore sturdier. Rend -1 would obviously be somewhere in the middle. Some Observations: Standouts here ironically are the sequitors, and to a lesser extent, liberators. Here, I included the price of the castellant (and buying them as a group of 10) and they still easily blow everything else away. If you want a wall, you want sequitors. A Lord arcanum+Sequitors+Castellant in a hallowheart list seems like a great way to both augment and to hold your bunker. Killy infantry are predictably pretty fragile. The standout here being pheonix guard which were quite killy but also the top of the list for sturdiness. Ironbreakers also stand out as quite sturdy while also not doing terribly on the damage side of things as we saw earlier. It is also trivial to get mystic shield off in some lists, which favors higher saves over lower ones. This would likely favor the longbeards and ironbreakers. Dwarves also have access to the only race-specific durability buff in the runelord 6++. Cavalry/Fast Movers Note that for the most part, these are all more fragile than true tank units like bleakswords or pheonix guard such as above. Demigryphs are very sturdy, and remembering that they had quite a punch, look relatively strong overall. Only limitation is their base size, which might make it hard to fit more than 3 into a fight. Maybe MSU. Interestingly, dark riders do quite well on this front. I'm really wondering if dark riders will find a home. They are gorgeous models. They have middle-of-the road stats across the board, and maybe add some cheap versatility to a list. I also wonder how they would be in an 'alpha bunker' style list. With 1 cp, in the living city, they can easily get up to form a line 3' away from an enemy. Park a phoenix behind them and throw every debuff on them for -1 to hit and -2 to wound. It would take an enemy most of their turn to chew threw, all the while you set up to score objectives, blast them with spells or set up fortresses of boughs. Has anybody tried this 'alpha bunker' style list with other armies? I think grots can do it pretty well, vomitting 60 right in the enemies face on turn 1.
  14. Chaff Infantry Note that here, I included the unit size buffs and the 'near leader' buffs, since these are likely always in play. Standard in the range of chaff. Here, I included the unit size buffs already since as chaff, they will likely already be getting them. Note that this actually makes them poor carriers of buffs, since most of them are already hitting on 2's just with the unit size buffs and the very easy-to-trigger proximity to hero buffs. Longbeards stand out as especially poor damage output, but as you will see later, they are among the sturdiest to to rend - attacks per point, and the grumbling has other uses for buffing other units. I think for pure defensive roles their sturdiness and grumbling make them superior to several of these options for other reasons. All units here seem to have some roles. Bleakswords and dreadspears can be eaten by sorceresses, although darkshards are likely more useful there. Interesting to see that halberds are pretty solid if you want melee guard Heavy Infantry Note that buffers for everything cost points, which I did not include. In a lot of situations it may be better to just buy more models. Standout-buffers are the Rune lord for +1 attack, which pays for itself if he can use it even on only 20 models. Of the killy infantry, Hammerers stand out as being the killiest. They are the only heavy damage infantry that can get the 3rd attack. I didn't include them with full buffs since they are so far ahead of the other options that it makes the colors not as helpful. I think they were ~1.3, twice as killy per point as evocators. Executioners are worse than both greatswords and hammerers, since their attack sequence stops with the mortal wound. Greatswords are the best without buffs, but carry buffs poorly since they already hit on 2's. Wildwood rangers are amazing vs monsters and should be used as such. They are below average against infantry and much more fragile than other options due to their price and 5+ save. Pheonix guard are solidly in line with other options. Their strength is in their defensive stats, though, so they are slightly behind here. Ironbreakers are interesting. Of these options, they are the 2nd sturdiest, losing out only to Pheonix Guard. And with their 3rd attack they carry buffs quite well, but start off only about as killy as chaff. A middle-road infantry. Time will tell if that is valuable but may lose out to more dedicated hammers and anvils.
  15. OK. Here Goes. Big List of Just as with the previous poster, I wanted to figure out what to use for what roll so I did some math. Everything is expressed in wounds per point on a 4+ save. For my own convenience, I ignored unit champions, but that shouldn't affect things too much on full squads. All units are charging, and get all models in. Note that this way of calculating also punishes expensive units. For comparison, here are some other common units on the charge: So, in general, 0.5-0.6 is a relatively killy unit, 0.02 is standard burly chaff. Heavy Cavalry: Comments: Drakespawn Knights are garbage. even with +1/1 they are still worse than many other options even with buffs. I think pistoliers are misunderstand. Given that they can shoot, then shoot again, then charge, they have 7 attacks right before charging. They fill a roll more like shock cavalry than skirmisher cavalry. With their relatively low hit and wound, they carry buffs extremely well, and outperform most heavier cav, even with no buffs. Good to see demigryph knights and buffed wild-riders able to play up their with the big boys. Dark riders do poorly here, but I think they may have other uses. They are the fastest on this list, and with their 4+ save. they also are one of the sturdiest. They also have ranged attacks. I just wish their warscroll had something unique to make me excited about them instead of just all around ok stats. I wish they gained the reavers move after shooting ability
  16. The structure of the book also leaves it open to easy additions like new heroes or new cities. They could even create 3 small kits and then theme a new city around them.
  17. I think a Knight azyros general in tempests eye will also be useful. Most of the other support style heroes are too slow to keep up. Not him! Boosts right to the front! And he as a rr1s to go with the +1 wound.
  18. You get 10 ironbreakers models for 130. You only get 5 liberators models. It's the same wounds but liberators get 10 attacks while the ironbreakers get 20. Even with the grandhammer ironbreakers win easily
  19. Ironbreakers have 2 attacks each, making then nearly twice as killy as liberators. And a 3+ save to liberators 4+ rr1s, so they are sturdier as well. and 10 bodies for objectives and smaller bases so you can easily fight in 2 ranks. Not saying they are perfect but I think you are missing something
  20. Some thing that stand out to me Stormcast + hallowheart. Stormcast don't have any innate buffs to cast but here you can easily get +A lot. Living city+gyrobombers. You can use the command trait for an extra move, not only giving enormous map preassure but you can also double bomb something. 6d3mw will cripple many targets. Probably a suicide mission though. eternal guard +sisters of thorn: 2+ save if stationary. Maybe use to make a hallowheart bunker for all your wizards. Living city spell + Frost heart pheonix: -2 to wound is pretty tasty. Demigryphs+ hammerhal. They hit really hard on the charge. So people my want to hit them to stop the charge. But then you are engaged in the hero phase and can command point to free yourself up. Still pretty killy not on the charge too. Knight azyros+ outriders with tempest eye +1 wound item Fast enough to actually keep up with them. Rr1s and +1 wound are both nice. Or you could go nuts and give everything to a hurricanum for +1/+1. Celestial hurricanum+everything. This is going to be allied everywhere. Good spell,+1 hit bubble, storm is also great. It was strong early in aos, and even though the warscroll isn't changed much, the point drop is very strong. Questions for you all: Best city for tanks? Living city for the heal every turn or tempests eye to get them in position and make them extra sturdy turn 1? Or hallowheart for the spell shrug.... Ironically ironweld seems like nearly the worst. Longbeards vs ironbreakers? Longbeards are slightly sturdier for their points but ironbreakers have an extra attack. Is +1 attack worth it for 20 points on what is fundamentally a wall/screen type troop? The grumble is fine but doesn't seem likely to make that much for difference.
  21. I think kharadron overlords allies are going to be great. Grundstock thunderers seem notably better than irondrakes. 2 shots basic instead of one and you cold bring a khemist for the 3rd. Big blocks of ironbreakers are also looking strong. Hard to shift. Up to 3 quality attacks. Carry other buffs well. Combos I see Sisters of thorn + ironbreakers is a 2+ wall Tanks in a bubble around the general in tempests eye. 2+ save, +1 to wound, control the middle from turn 1 with a wall of armor. Both wild riders and demigryph knights hit quite hard on the charge. So math will tell us which is better as a hammer. Demis are much sturdier though. Winner seem to me like hammerhal (generally useful), tempests eye for a strong alph Nd resistance to enemy alphas. Halloheart for a blob of battlemages Anvilguard and grey water fastness seem. Pheoneciumhas some good builds but seems like really only the go to for spamming pheonixes. Maybe do some will figure out how to build around the +1/+1. Not sure how to Interpret living cities. I play sylvaneth and aside from the hunters not too much seems better in a living city than in a sylvaneth army. Some great traits spells and artifacts though
  22. I think it's not as hard to trigger as you might think. Especially on the defensive, since the enemy will be actively trying to kill off units (for objectives etc.). They fight first, kill something and you get +1/+1 for everything else. Or they pick a more minor combat and you can swing first. It's the same kind of thing as tzaangor enlightened with their rerolls, which is deceptively strong. That is easier to trigger but this is army wide. Depending on ally rules it would also go great with msu skinks or thunderers. Either they kill them and give you +1/+1 or they don't and you flee. Although with prior cities rules that wasn't possible so who knows. When do full video reviews tend to go up? This weekend?
  23. Do it. It would be fun. If you have a dream owning it is probably better than trying to shoehorn something else. It could also be more mortal followers of nagash if you are going that way instead.
  24. You have a reasonable force. The only thing you need are some forests. I would get 2, so you can teleport between them. A bit more ok investmemt still but a start all the same. Something like Treelord ancient Durthu +relic Treelord Branchwraith 20x dryads 20x dryads 5x tree revenants Probably you could adjust to 1250 or so and have a good game of it. It would be a reasonable army. Next things to buy would be the trees as mentioned and then maybe just more of whatever you enjoyed. Or maybe some hunters so you can have tried everything
  25. Many of them are still available if you look around. But I doubt it. I think the new start collecting boxes will preclude that
×
×
  • Create New...