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Maddpainting

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Everything posted by Maddpainting

  1. Just letting you know from my experience with playing the bull a lot, he isnt going to be using that relic much and you are not going to be wasting 1CP for his ability, 5 attacks to hope for 1 6 to deal 2MW isnt going to be as good as 2+ to wound on 3 damage weapons. But i'll leave it at that, let me know if it worked out for you.
  2. AH i didn't see it on it, but i still would take it, so what if the Doombull may deal 2MW with 1 weapon, give him + to hit or wound, something else thats better, he is rend -2 3D, making him into combat is better or getting him more attacks and or better to hit will be better. Finishing for a 6 isnt that good on a low attacking unit IMO. Like the Onyx Blade, that would be better, 2+ to wound is nasty.
  3. Why Magma Blade? Its not really good for the low attacks, i'd rather have Thermalrider Cloak from the same realm.
  4. Ah, well the rules are all small and you only need them while you set the game up, nothing mid game actually changed other than the wording of the missions and how many objectives are in some, oh and DZ sizes a bit. But b.c its charts and measurements cant really tell you.
  5. You kinda need it..... they changed a lot about some of the missions, terrain (tho the terrain is in a FAQ b.c they messed it up) new command abilities, mercenaries, new way to play 1k games, buying CP changed, etc...
  6. Morrsarr damage on that charge is basically double damage over Ishlaen tho, not counting the 1 turn of MW's. but i like them both for different reasons, having a 3+ ethereal (easily 3+ that is) with re-roll 1's to saves is very strong road block, only weak to MW's. Add to that tho, with Namarti getting cheaper, and Ishlaen also are cheaper in general, you might be able to make the damage up with more bodies to equal the damage and having more wounds over all. Tho i will keep doing what i was doing, 1 strong Morrsarr unit to take out major threats and a unit of 6 Ishlaen for a tank.
  7. So.. here is something i am doing (mostly b.c i have everything but the legs). I am going to make 9 Skyfires (I have 18 Disks so might as well), the upper body from/arms/weapons are separate. I ordered a box of 10 Tzaangors (basically cutting the arms off) the disks are just going to be a 400m base with some greenstuff and spikes. Now that GH2019 is out and we have re-roll 1's in shooting for CP, i'm thinking about actually runing it seriously, for 760pts, 1 shaman, 1x9 Skyfire's, maybe a ungor unit to teleport blocking. With 16" movement and 24" shooting, 3+/3+ re-roll 1's, 6's deal D3 MW's (7 hits, 1 becomes MW's, so 6 hits, 4 wounds, rend 1) on average vs 4+ save its 8 damage, that is enough to deal damage to almost anything big, tho 3+ save units will be hard. After shooting for a couple turns (the goal to deal 16 damage over 2 turns give or take a wound or 2), then turn 3 go and attack in melee, their melee isnt 1/2 bad if you go first (deals more in melee than shooting at times), but the goal is to not go out to soon, dont want them to die. Get ride of large threats first with them, raiders, bestigors, use our speed to win, then use the 16-19" movement turn 3-5 to sniper out objectives.
  8. BoC is very fast and somewhat fragile, but the same 7-10 units can be played out of many books, that is what BoC does differently than any other army. You can literally play our of the Nurgle, slaanesh, Khorne, Tzeentch book if you like rather than the BoC book. Tho you'll want 2-3 units from each of those books to rally make it work. But note that BoC fast is not the same of Deepkin fast, BoC can move EVERYTHING fast, this includes 4x30 man units and 2x40 shooting units. BoC is like playing with good Thralls and Reavers, deals same damage, but cheaper and just as fast (Bestigors are 12ppm or 10ppm in max unit these are the Thralls equiv. Raiders are 8ppm the Reaver equiv). Also the summoning is actually really balanced. Something else, Chariots are now in units, they are not the best, but 1 unit of 4 is really cheap (50pts each) it gives you a large foot print low model count unit that is good at wounds mitigation (great at conga line into units to make them waste attacks, this is good if you take other better melee units like Tzaangors on Disks), they are basically super fast wounds and body blockers. Finally, if you want, you can do 1 drop armies, which isnt that hard to do.
  9. Yeah, my Reavers seems to always do well, the Thralls are there as a threat, but i also play BoC, and Bestigors are just better in everyway it feels (they have the same problem 32mm with 1" range) Bestigors are 2 attack, 4+/3+ (+1 to hit vs units of 10 or more) and can get +1 attack on the charge, they are 4+ save and 12 points, they move 6+1+run and +3 if near a shaman and can run and charge, with a +1 pile in Rend -1. So for 12points with a 11-17" movement and the ability to stack + attacks like the King can, IDK why Thralls are still 13pts each. A 30man Bestigor can get re-roll 1's to hit, wound, saves, and +1 attack per CP, i have done turn 1 multi charge with 30 5 attacks each, 3+/3+ re-roll all 1's, killing 40 Dark coven Executioners in a tournament (Adepticon). I understand Thralls can not be shot at if other units are in front, but that is "army rules" and if all army rules are equal (BoC has summoning) then the units should be priced accordingly. Remember thralls are only 5+ save normally. I have sat Bestigors in cover for 3+ with re-roll 1's on objectives. For 120points it was well worth it. Not that i dont like Thralls i still play with 20 of them every game, but i wont play 40+ like i do with Bestigors.
  10. A Namarti Corps with Eels isnt bad tho, now that the battalions units are 50pts cheaper, but it is still 700pts and many will say 3 units of Eels are better, but I actually like using it a lot. And they are bad vs 2-3 wounds not 2-4 wounds its "4 or more". Why i like it is, +1 relic, +1CP, and bodies, with some range, even tho its only 40 shots, 40 shots are very important sometimes, there are many heroes in odd spots that are 3-5 wounds and 5+/6+, also Reavers are fast, and its all 1 drop.
  11. 32 can fight in pseudo 2 ranks, but not true 2 ranks, Gors just needs a warscroll Rework, i've used them many times and even tho points drop wont make them playable. Everytime i have played with them they have done nothing, literally just a small speed bump. Ungrs in 40's are better at everything, sure they have 1 less save, but they have more wounds (+1 save is 16.7% but 10 more over 40 is 33.3%, so really Ungors has more survivability comparative to points value if taking spears) and they can fight in 2 or 3 ranks depending if you go 2hands or spears, but if you go 2hands they are equal in survivability to gors, but deals way more damage. Gors should wound on 3+ and an "Unruly" where they any Gor that is in base with another Gor in base with the enemy may attack even if they are out of range" Like they used to be able to back in the day, they had +1 str and always got to attack.
  12. No, follow the rule book, the builder is still wrong in some places
  13. Shaggoths are jack of all heroes, treat them as being ok at everything, but not great at anything.
  14. Do to the point changes i'm running 1x6 and 1x9, i was running 1x6 and 2x6 with 2 Souscryers but that isnt possible anymore. The 1x9 works better IMO now with the new CP's in the Generals HB. Just make sure the general with within 12"
  15. I was looking at skeletons only b.c Skeletons are actually good for what they are and i dont need to play with all 100 of my ungors/raiders to still have lots of bodies.
  16. If you take both a Turtle and an Eidolon, thats 1/3 of your army (well more like 37%). When 1/2 of your army is 2 models, it could be hard.
  17. I just wanted them to be 3+ to wound at least, why are they as weak as Ungors? In all of fantasy they were always better in melee than Ungors. They are bigger and stronger, but yet hit the same... so stupid. I would kept them at 8pts, made them 3+ to wound and always 2 attacks, the 20+ or more would be "Unruly Blob" If the unit if 20 or more and charged they are -1 to be hit for this phase. Now they are back to being fluffy and has a purpose. But GW isnt very imaginative.
  18. In 10man's sure, but only for body blocking and objective holding, unlocking some Battalions as well. Honestly they are still godly awful. They really needed a warscroll change.
  19. I have 3 Chimeras, so i like playing with them and why i played Allherd a bit., its not that bad, I play my Dragon Ogres with Allherd, with -1 to brav test, re-roll charges you dont need to spend CP as much and can save them. Turn 2 Chimera is pretty good, take the Relic to gain back CP on 5+, 1/3 to gain a CP back can really change the game too. I start with 1CP down and 1CP from Battalion normally (I never did the 3-4CP down, but thats gone so it doesnt matter). I like having a 2nd relic, starting with 2CP then gaining 1 turn 1, on average you'll have 7PC points turn 1, but if you wait 1 more turn to make sure you have CP for moral might be good, i averaged 5-6CP turn 1 spending 2PC points. Your opponent will play completely differently when they see you can summon everything on turn 1 or 2. Now is it better than Gavespawn? I think its on bar for sure, mostly the re-rolls and +1brav, the bonus Rend weapon was ok, i put it on my Dragon Ogre, that helped, my Shaggoth was my General (I had 2 of them) so i was fine putting him into melee 1st for the charging re-rolls. But honestly, Gavespawn is more fun to play.
  20. This link copy oddly. Here, this might help. https://www.facebook.com/GWWarhammerAgeofSigmar/posts/1063248077205318 Nige James We're gonna need some rules clarifications for terrain, as it is now many factions terrain pieces are going to have a bad time. Gnawholes are broken completely. Warhammer Age of Sigmar Hi Nige - this feedback has been passed on and it will be addressed. For now, we recommend carrying on using the rules as they appear in the battletome. Thanks!
  21. They have posted on their Facebook (GW) that Faction terrain ignores those rules > Link It literally will otherwise make some faction terrain unplayable for all or most missions (Gnawholes, Loonshrine, etc..), given a good opponent (or a nasty one) you can place terrain in a way you ca not place faction terrain as well.
  22. My Raiders has almost always been my MVP, i went to Adepticon (sadly had to leave early and couldnt get my 5th game in) and my 40man Block always did great, had a few opponents even mention how well they worked. I didnt ambush them, i did move them up closer only once (I had a 1 drop so i always let my opponents go first), having a Bestigor unit in front, and Disks moving around, they almost never got targeted. Being able to run and Shoot with a Shaman near, a 11-14" movement on a 40 block that shoots can change games. IDK if i can take them less than a 40man every again.
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