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overtninja

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Everything posted by overtninja

  1. Build 10 spite-revs and take those kurnoth and make them scythes, so you have the option of fielding them in a group of 6. For the Arch-Rev, I lean towards keeping the bug friend separate, so you can remove it from the model should you need to sacrifice it, though it's worth noting that there's a notch on the model to fit the bug into, so if you want to model it on a separate base or something you'd need to cover up that spot on the main model.
  2. I assembled my treelords in non-standard ways, mostly by mixing and matching the joint pieces to get the arms and legs into different positions. You've got a lot of leeway with how you do it, especially because you get so many options in the box that aren't used in the presented 3 assemblies. My treelord is raising his vine-shooting arm above his head, for instance, which was very easy to accomplish, while my TLA's claw-hand is alternately placed, and the SoD is pretty much standard. Your best bet would be to assemble the upper and lower legs and and arms, and then play with the joint pieces you use to find a pose you think is really cool. Also, don't blue your leg assembly until you try it on the base, or the hip joints and ankle joints will be all awkward and terrible. 😛
  3. Oh, I've used them to great effect before, and they are supremely good at their job, but if I'm not trying to build a solid wall, I usually leave them at home. They are good enough, and cheap enough, that I should try to bring them in more often, though, especially with how often I'm fielding SotT now...
  4. The critical downside of a horde-based army is that you get in your own way - your units are so large that they prevent your army from having any real mobility unless your models can Fly. You'll note that, for instance, Nagash and his Morghasts can fly, so he can happily carpet the field with skeletons. Since mobility is such a huge deal in AoS, with a horde-based army you can very easily shoot yourself in the foot, being utterly unable to move properly, and exposing yourself to getting pinned into combat from the sides or back in extremely unfavorable ways. Elite armies, or at least those with lower model counts, end up with a lot more movement freedom.
  5. I honestly carry my whole army in two lunchbox-sized soft cooler containers - the kind you can promotionally buy 6-packs of beer in during the summer (one of them is, in fact, Kirin). They are padded, just the right size for my treemen and kurnoth, and I can insulate them with bubblewrap to keep things safe. I created some internal scaffolding for the other box, and it holds all 40 of my dryads, 20 spite-revs, and 10 tree-revs, and Alarielle when I field her. I honestly just stuff her big beetle into my backpack at the moment, wrapped in bubblewrap, because nothing hurts The Tank. This is probably the cheapest ever way to carry models, but it's compact and convenient, and when you have to travel on the subway for 45 minutes in infernal heat to get to your FLGS, that matters a lot. The Wyldwoods are the new 'Citadel Wood' terrain piece it seems - so if you are just trying to put some woods on the board, that's what they count as - in the same way that lots of tables have Citadel Woods now that aren't Wyldwoods.
  6. So, in a game like this it's almost always better to just bring more dudes - you cover larger areas, which is really good for covering objectives, and while you present a large target, you present a very tough target with lots of wounds. Meanwhile, elite forces concentrate their power in small numbers of units, which allows you to concentrate all your attacks on them and kill them, or zone them out with a wall of bodies. It was the same way in WHF - having a unit of like 60 models with trash offensive and defensive power was better than everything else in most cases, because it was so resilient, never ran, and was impossible to kill through. Hordes are also not zoned out of movement the same way that larger models are - they can move through small spaces, which huge models might find themselves essentially zoned out by terrain. They've got a lot of things going for them! That said, there are spells and abilities that specifically hose them, and if they are common in your meta, you should avail yourself of them and, frankly, abuse them until people cut that garbage out.
  7. I think I might have just been reading them wrong forever because I am bad, really. 😛 Anyway, they are pretty good anyway, but I think moving forward I'll bring them in one big block of 20 and a block of at least 20 GG, since they both do different, good things. They are still fantastic, but I'll have to rely more heavily on getting favorable WWR charges to deal with mean things. GG are pretty trash in terms of damage output but they are mobile whilst losing nothing and since they don't do much after their initial volley offensively I have no problem using them to eat charges, block positions, and otherwise expend their lives heroicly for the good of the team. I would hate to do that with pretty much any other unit in the roster, outside of EG, who are purpose-built for chump-blocking, but have the offensive potential of pocket lint. Of the two, I'd much rather use GG.
  8. word, i was using the old warscroll from the GW website, I guess... anyway, good to know!
  9. So, did you know that Sisters of the Watch no longer have -1 rend? Because they no longer have -1 rend. It makes them a lot less good than they used to be (or at least changes what they prefer to shoot at), and makes Glade Guard with a one-time -3 rend a more interesting choice.
  10. I use my old Wardancers as WWR and the Waywatchers as SotW. They both have models that properly reflect what they do, after all! I'm mostly bummed that I missed the opportunity to field mounted Glade Lords with actually good stats - I had been planning to make a giant wolf riding hero for a long while, but presently I can't even ally one in and maintain a Wanderers allegiance, which is super sad! I'm hoping once elves get a faction book the option will return, personally.
  11. Fantasy had the additional problem that many people had been in the hobby for years and had huge armies already, and weren't buying new models. It also required so many boxes for each unit that it's price was astronomical just based on quantity needed. At least AoS doesn't require huge model counts like fantasy did. That said, it does suck to make the buy-in to start playing higher, and it's going to dissuade people from jumping in. It's really great that there are Meeting Engagements now, they're great for people who are just starting.
  12. These guys look super rad! I might snag a box of lion rangers to use the same purpose, they're exactly in the right theme for my beast realm wanderers!
  13. People say this all the time and yet the hobby continues to do well. Besides, Apocalypse rules are like playing EDH or Commander in M:tG - it's for people who already own massive collections and want the opportunity to field all their cool stuff that they don't usually get to use. Price increases every few years are par for the course - and frankly unless you have a good deal of disposable income this hobby is always going to be out of your price range anyway, especially 40k.
  14. I've got a 1k list this weekend, and because the new Sylvaneth book is delayed forever, I'm playing exclusively Wanderers until it drops. I did some tinkering and realized that I can field a NP, a WW general, 2x10 SotW, and 2x20 WWR for exactly 1k. I'd have no casting at all, but I'd also probably shoot and/or chop most things off the board. I could also go with 1 group of WWR and use the 240 points for other stuff, but I kind of think that maximum choppy is the way to go.
  15. SotW have a stand-and-shoot ability on their warscroll, which is part of the reason that they are so good. If you can give them an additional attack, they'd have 4 shots each if they don't move - per model, resulting in an idiotic number of shots for the unit. Otherwise, going with additional shots on the GG would be pretty solid, I think, for their once-a-game volley.
  16. After their initial shots, I tend to use them to hold objectives, or as screens against strong charging units. They can also operate from outside of 6" of the table edge, while SotW pretty much want to park themselves there and teleport around to get the bonus shots. They can also be fielded in groups of 30 - which isn't a bad idea at this point with the reductions to other troops. Remember, raw damage output is not the only stat in the game.
  17. Seems people think that GG aren't a very good choice given the points reduction of SotW - and this is correct, excepting for the fact that GG can move and still be effective, while SotW suffer greatly. As such, I think it's probably best to go with one big block of GG and then use two groups of SotW with a WW general, or two blocks of WWR with a WF general to fill your battleline, depending on whether you want to go ranged-heavy or with more melee.
  18. at 10 wounds with 11 3+/4+(3+ on charge)/1 attacks and 10 4+/4+/1 attacks, they are a pretty good choice for 100 points - especially if you factor in their movement of 12. They are probably the fightiest out of all the units you listed, with a balanced profile between bravery, saves, and banner/musician models. I personally love bringing 10 to my games, they stick around and really hurt if they can charge things (with their movement score, they can pretty easily do that) - especially with Shield of Thorns to support them.
  19. they've been hyping the general's handbook, but I thought all the books were printed in China anyway. If that's true the GHB might be delayed also, as well as the apocalypse books...
  20. I'm thinking about slotting in a Treelord for my 2k list - he's cheap and fighty, and his stomp works really well with our fragile but hard-hitting units. Might also go Bow Kurnoth for additional shooting to whittle things down, but I think they'll suffer from not getting rerolls of 1 from an Arch-Revenant. It's really nice to have options!
  21. Listbuilding is much more interesting now! The WSPF battalion at 160 is very tempting now. The points drop on WWR, the WF, and the SotW make them much easier to fill out your battlelines with (with appropriate general choices), and the slight reduction is SotT will help out nicely. The end result, especially when the points drops for Endless Spells, means that we can fit a lot more into our lists, and we'll end up being more potent. I'm keen for the opportunity to run more endless spells, and possibly slot in allies! A Sylvaneth Treelord at 200 is especially appealing, since their stomp which makes things fight last in the combat phase works really, really well with our hard-hitting but fragile melee units, like WWR. I suggest treating GG as a back-line objective-guarding unit with a neat once-a-game ability - take a single nice big block of 20-30, fire your -3 rend shots first turn at whatever you need to (hopefully with re-rolls to hit from your NP and re-rolls to wound from the additional command point for a battalion, if you really want to load the dice), and then afterwards their attacks are just a bonus. Personally, once they do their initial damage, I use them to absorb charges and/or screen against teleports, flying movement, and other unpleasantness from my opponent. 20 GG can cover a huge space, especially with a 6" movement.
  22. Assuming you meant my army, it was 20GG and then two units of 20 WWR, for 3 battlelines with a Waystalker general. I wrote it a bit confusingly, I think.
  23. They hyped the release and content of the book, then had to announce that it was delayed. They are likely sticking to their planned release schedule despite the fact that they might not be able to release things on time, which is probably for the best - though it's definitely going to cut into their ability to do business if this persists over a longer time period.
  24. https://www.warhammer-community.com/2019/06/09/coming-soon-the-generals-handbook-2019/?utm_source=YouTube&utm_medium=YouTube&utm_campaign=WHTV&utm_content=WHTVGHB2019InterviewJune9 Good news for the new General's Handbook! Whether it actually comes out on time is another matter... edit- looks like they are publishing points updates for free as an online download, so we won't have to wait for those! Very handy if the bulk of the book gets delayed by shipping issues.
  25. It was over two turns - my opponent played the top right flank really weakly defended, with only a unit of blightknights and a chaos spawn to hold that end. I teleported the SotWatch on my first turn and shot a group of five blightknights down to two models, while my SotThorn had scooted up to shoot the spawn. The second turn, I sent a unit of WWR over, since the comet had landed at that point on that flank, and my opponent decided he'd rather push center and take out the rest of my forces - the terrain prevented swift movement to the right side of the table, and taking out my GG, the other WWR unit, and my WR left me with a very diminished force to contest the other two comets, both of which landed in more favorable positions. I'm going to have to spend some time painting my forces before I want to show them - a lot of them are old metal models that are just base-coated, but that coat has flaked off in the 9 years I've owned them and needs some serious touch-ups. I use the old hairband Wild Riders and my SotWatch are old metal waywatchers, and my all my heroes are metal as well. Also, I used wardancers for my 2nd WWR unit - but I'd happily replace them, as they frankly aren't very good models imo - I just own a bunch from WHF8E. 😛
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