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overtninja

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Everything posted by overtninja

  1. @Arathorn185 There aren't any good 'normal' mounted options, but if you are open to griffon generals or Stormcasts riding beasties, those could work quite well. @Myrdin As far as the rules go, you can model your dudes however, but they MUST have a city keyword, and then use the rules and traits for that city. The option for a generic city doesn't exist - which is a sore spot for many folks here and elsewhere, from what I've seen. You've still got the artefacts and traits from your chosen city, and given that most battalions aren't that appealing for CoS armies, you'll probably only need the one artefact anyway. If you want a 'generic' city, you might be served well by Hammerhal, which is the biggest, can be in two realms, and offers good middle-road traits, and would easily let you field any sort of force you like and justify it adequately (if you feel compelled to). Personally, I'm hoping that future products/rules will be released down the road that provide rules for different cities in other mortal realms - maybe as part of the ongoing linear narrative that AoS sports. Here's hoping!
  2. It's helpful to remember that the units and warscrolls that the players on this forum do not consider potent or useful may not be seen that way in different meta environments, including what is likely the enclosed meta of the design and testing team of the game. Sometimes things like high armor and high movement are prized highly and costed as such, but their low damage ends up making them unappealing. Sometimes shifts in the overall meta with different book releases end up making units that were previously not interesting or appealing much more so. This is not to say that there are not some duds in the list for the time being, certainly some units have more appealing counterparts within the same book - but for a book that has basically unified 9 or so factions under the same banner, the book does a surprisingly good job of fitting everything in a workable way, without too much overlap. I honestly think this book is a good middle-road battletome - it's not the newest filth, and it's not bottom-barrel, and it accommodates a vast array of potential modeling projects, existing collections, and list-building options, more so than possibly any other book as yet released.
  3. @HollowHills If you are going with Sword Kurnoth, run them 2x3, since their range won't let them swing over each other the way Scythes will. Also, what spell are you planning to run with your Branchwraith? I'm assuming the healing spell, but I'm guessing she also wants to throw trees up. Otherwise, it's a pretty punchy list! Best of luck.
  4. Be careful about fielding Greatswords in large groups, they only have a 1" range, so all 30 of them will have trouble getting into range. It might be better to go with 3x20 of them - and that would let you use one as your general's honor guard, too! Keep the Demigriffs, they are mobile, punchy, and durable, and you'll need the speed to get to objectives and contest the other side of the table.
  5. @Rahatlin I've been a fan of Wild Riders since I started back at the beginning of WHFB 8E, I love playing with fragile hard-hitting missile units. I'm definitely going to figure out a way to fit all 10 of mine into my list and run rampant all over whatever shows itself. Good advice on the timing of your appearance, it's definitely something i'll try to remember. I think it matters on the potential double turn more for WWR and maybe less on the double turn for Wild Riders, since they are only really savage on the charge - but maybe they are worth using in a charge-retreat-charge kind of way. I'll have to test it and find out! Really excited for the possibilities the new warscrolls provide; it's nice to have ambitions for my wood elves again!
  6. Personally, I don't think 1st turn is important for a Living City list - giving your opponent the first turn to move some units away from their deployment zone could advantage your 1st turn alpha strike by making more room for your units in their deployment zone. They'd also have to weather your magic and shooting phase, and their knowledge of your plans would cause them to play to counter what they expect your deployment to be - but if they are doing that, they are on the defensive, and are not making proactive moves, which advantages you. I think, especially with the last few releases, that being out-deployed isn't nearly as harmful as might have been before. If your opponent takes the first turn and surges towards objectives, they've left themselves open to your infiltrating units off the sides of the table in most scenarios. If they hang back entirely, you might as well just shoot them and wait for turn 2 to come in with your melee troops. The main advantage is that you don't have to show your hand until you see all of your opponent's - and you don't need to go for broke on the first turn against anything but the most mobile armies in the game.
  7. There are a fair number of elite infantry in CoS, but at least in my local meta a lot of people run lots of monsters, so I've had good luck running groups of 20 WWR around. They obliterate any monster they touch reliably. I'd certainly agree that Greatswords are have greater overall damage output, but are more expensive and slower. I can't think of other melee infantry I'd want to tactically insert into my opponent's eyeballs for the same cost, at least with what I normally face (bunch of greater demons and such, mostly).
  8. I'd bring maybe 2 units of 20 and another of 10, I think, and bring a NP with them, and a beast caster to give them +2 charge, which would get the unit you want into combat on a 5+ roll. Without it it's a 7, which is still pretty good. As someone who also owns 10 Wild Riders, I'd bring them in for the fun too, and maybe use the beast caster on them, because I really want them charging in for -2r/2dmg attacks. It could work, is what I'm saying - and if you alpha'd with them, you could charge up the field with some speedy boys on the other side, and sandwich your opponent before they got going anywhere.
  9. @Martsb The list looks good! Maximum birdboys. The only thing I'd change is divide the Shadow Warriors into two groups of 10; you lose nothing for doing so (you actually gain a shot for having two champs!), you can more easily fit them in terrain, and you have more options for placement. I'd be interested to hear how it plays, if you end up fielding it!
  10. I've managed to cook up some decent lists with CoS so far for my Wanderers, there's some good internal synergy with the force, and the various cities allow for very different play-styles. I've modeled my army on a Ghur theme, but since Wanderers... wander, I'm sure that will be just fine regardless of the city I field them in. Currently I'm trying to figure out which units would be best to burglarize my opponent on turn 2, when he's scooted forward foolishly with the bulk of their forces to, you know, fight me. By then, they should have moved their main force out of my way, making deep striking easier and let me more easily access their most important dudes. I considered going with big blocks of WWR, who could show up on turn 2 and pulverize a backline, especially led by a Nomad Prince kitted out. Wild Riders would also be really appealing for the second-turn surprise assault, and infiltrating SotW would be fearsome to deal with if my opponent hasn't reserved enough to defend. Going with Living city affords me additional options, including using Drycha with a Spite-Revenant entourage for backfield mayhem, or Sword Kurnoth, which I have used as allies in my Wanderers army previously to great effect. These units don't need Wyldwood synergy to be effective, which makes them good choices to include in the force. Also, going with CoS, I can finally live my dream of building Giant Wolf Cavalry, which has been a goal for years. Now, I just need a mounted Nomad Prince option that's Match-Play legal, and I'll be good to go.
  11. If you go with a blue/green ghost color for the ghostly parts of the spites they'll look fantastic imo. You could do something delightful with Spite-Revenants as well, depending on how aggressively you pursue the theme - jack-o-lanterns and the headless horseman come to mind. 😛
  12. Well yeah, but assuming she doesn't just off and die, she'd be able to the next turn! Durthu would just be sad and limp around with all his wounds on him after his ambush.
  13. That's honestly what I was hoping for, since I intend to play Living City with my old elves and sylvaneth, so it's good to hear.
  14. I'd agree, initially I was going to use Durthu but I think Drycha is worth using over him - she's a wizard too, which will be nice to throw her sig spell or an endless spell around after she does her surprise burglarizing.
  15. Oh, I'll be taking them in groups of 10, and putting them in like every piece of terrain that I can turn 2 or 3, not as one big unit. at 110 for a group I can afford at least that many, and it forces my opponent to guard objectives rather than being too aggressive, or they'll lose them. If they hold the objectives heavily, it blunts their offensive force, and I deploy them closer to their offensive line and shoot the ****** out of their units in combat, which should help me break them. And I maintain the option of reading the field and deciding on turn 1 that I need them, too. Shadow Warriors are such versatile units, I'm honestly surprised at how little they cost for what they allow you to do, and force your opponent to do.
  16. That's a bummer, though probably better than the alternative that you need 4 units from CoS before you can add a stormcast or other ally. Hopefully the Warscroll Builder gets updated soon!
  17. SotW are probably better being midfield, or anywhere with clear sight range of the majority of your opponent's army, or overwatching objectives, so they can do work all game without having to move. If you Hidden Paths them, you might end up with them out of place outside a turn 1 alpha strike, and then they won't be able to do the work they need to later. Personally, I'd use the deepstrike on melee units like WWR or big stompy Sylvaneth, and keep my shooting on my side as an initial deploy with my EG to block. After all, with your Shadow Warriors you'll have like 30 deep-striking jerkbag elves to put in cover anywhere for turn 1, 2, or 3, which will do an excellent job of shooting away support heroes and doing chip damage on the bigger stuff if needed.
  18. have you tried putting in 10 units and then putting another Kharadron unit it? It could be that instead of 1/4 KO being allowed, it's 1/5.
  19. I can tell you without question that my 2h-sword wielding noble will be nomad prince #2 for my army, I've glued that damn sword on far too many times to retire her.
  20. It does seem that even with shooting being potentially too strong in certain lists, it does seem like you have to go into it fairly heavily if you want it to work properly - investing in a hurricanum for hit buffs, the right selection of units in the right numbers, proper heroes to command buff, and a few other considerations that would make bringing other strong things difficult. Most of the good shooting units are priced pretty high - with the notable exception of Shadow Warriors, which are going to be showing up all over the place for hero sniping with their 2+/3+/-1 ranged profile from cover with a deepstrike, without support. You can expect these to be in every list just to blow up people's buffing characters. With that said, this is essentially what people use magic prayers for - reliable unsaved wounds on the specific targets you need it on. If you're piling on the Shadow Warriors in the numbers you'll need to get the job done, you'll have trouble bringing all the goodies you might want for magic or melee or durability.
  21. The reason I was thinking of Durthu is that he's got a shooting attack, and he's a hero, so he could infiltrate, shoot, use the command ability on himself to move 6" after shooting to move within 3 of your target, and charge in the same turn. He could also carry an artefact - such as Gyrestrike for 2+/2+. It's the best way to guarantee an unharmed Durthu hitting whatever you want to really hard right in the face from the first turn, which is exactly what you want to do with him.
  22. I haven't had the opportunity to play in a month, but I suspect that with the new terrain rules and availability of interesting ruins and other things, my regular opponents will be more open to multi-level terrain and generally having more things to move over and climb over on the game table. It really does make for a more enjoyable game if your table looks like a cool place to have a battle in, rather than being a bunch of templates.
  23. GW made a battletome out of the very best legacy sculpts from elves, dwarves, and humans. What was preventing those quality model ranges from seeing the table were their rules. There will be a lot more people rolling out their old armies, and people starting the hobby now have the option of playing the 'normal people' faction with rules that stack up against all the horrible gribblies that fill AoS's setting. There really aren't things that stand out as being necessary to add to the faction at the moment, with so many good models and varied units available in the same force. With that said, if GW wants to expand on these factions in the future, that design space is now open, where it wasn't before. I'd expect some character models at some point, to be honest.
  24. could bring a TLA and grow one for free, but that's 300 points for a bunch of trees...
  25. You might get some milage out of a bigger monster hero with a shooty attack - you could infiltrate with the City ability, shoot, and use the city Command Ability to scoot them right next to your opponent before you lay into them. Recommend Durthu or Drycha for that purpose. Durthu would be a better way to use your artifact, as well. You might also consider an Emerald Lifeswarm instead of the command point, you could regrow your models that way.
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