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Myrdin

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Everything posted by Myrdin

  1. I have 4 of these and they are very nice piglets. Definitely worth to get! Just wait until Mierce has one of their discount promotions. They tend to do things like buy 1 unit get +1 for free, or 50% specific unit type etc etc. It makes one wonder how the heck did someone in GW come up with that hideous sculpt called razorgor, that spawned endless memes. It should be replaced hopefully soon after all these years. Especially since they have so many nice looking boars for Orcs these days. But I get it, Beastmen dont get any love for the most part for whatever reason.
  2. First paragraph: Very interesting take on it. I have experimented with Phoenix but this is actually quite an interesting synergy. Honestly ater I found out that they can take City spells, I dont think they are subpar any longer. Sure not great due to the restriction on their native spell, but not horrible either. Also great point about them being a 130pts 10w Wizard "character" with a very good speed. Second Paragraph: Not sure I would use WR for screening. Honestly I`ve been considering Outriders as a possible screen lately, especially after I went unprepared against an Ogre player and got my a*s completely handed over to me (admittedly there was an extremely lucky long distance charge on his side, a double turn and the sheer fact my list was absolutely not suited for it, which wasnt helped by me doing a stupid thing during movement phase and exposing myself either). Possibly Dark Riders, since they are faster by a slight margin and can still act as chaff/chaff hunters.
  3. At first I read this threads name as Cosplayer" and went like "Oooo this person is doing a CoS cosplay ?" Anyway, those minis look nice, I like some of them more than others but all are good in general. First 3 and Living city Alt are my favorites though. If you can make those shields removable (maybe magnetize them), you can easily play them as Freeguild Guard Spear/Halber/Shield option. For my FGuard I have the models with Halberd, but since I have them painted in 3 different color schemes if they are representing different setup I always tell my opponent which color is which (spear is never used, and I dont tend to mix them up usually, so they tend to be all with shields or all with halberds usually.) In the future I am planning to buy arond 20 more and customize the halberds into axes and glue the shields on, to have a properly looking shield variant
  4. Oh, THIS is interesting! Thank you! Yes this makes them actually a viable option. I didnt know this because I always thought that for a WIZARD, to get to choose a Lore spell they must also have HERO Keyword. This makes them actually much more interesting. With that I can see them being very good in Hollowheart! Heck maybe even in Anvilguard with that armor negating spell.
  5. I fail to see how Sisters are any good. The spell affects only Wanderers and the target must be immobile. Meaning you cant move, run or even pile in. If their spell wasnt restricted by either movement or Wanderers keyword I could see them being somewhat decent. As they are now I just dont see how they would help, since any Sylvaneth ally would lack the required Wanderers keyword in the first place. Am I missing something ? Skaeth's Wild Hunt actually works for Sylvaneth and you get some low output damage out of them if needed (though these warbands are usually taken just for their leaders and their abilities. Same with Grashrak despoilers who you take just because of his spell has so much utility in a BoC army. Anyway thanks for the recommendation guys. I have a model nicely fitting for Drycha so I was hoping to get some mileage out of it, but looking at the Treeman, it seems as the better cheaper choice for what I need him for. So thats back to the drawing board for me I guess.
  6. Which one of the Big Boss Sylvaneth characters would you go with if you had to choose just one ? Go for powerful 6dmg combat tree monster of terror, slap on some nice artifact and hope you get a 9" charge after deploying, or instead run all Guns&Roses, firing wildly and then getting almost guaranteed charge due to being able to move after shooting with Drycha ? So far I though that Drycha is the better choice just due to the nature of her being to move and then charge if she gets her ranged attack off after deploying, but facing against Ogors and their insanely powerful Hero on a Mammoth combo I am starting to think that being able to dish out 3 attacks, 6dmg each might be the better choice in cutting them down.
  7. I am not using dwarf infantry so the names might have gotten mixed up. As long we all know what we are talking about. The substance of my comment was about something entirely different > this being only price changes not warscroll redesigns.
  8. Remember guys that at the moment Warscroll changes are not really an option. The intent is to compile price adjustments instead of Warscroll updates, since this is for the oncoming GHB update, and those address only points changes. So for the Longbeards, the only current solution available is dropping the price.
  9. Regarding price hike > I think Scourge runners are a no brainer. 10pts, possibly 20, but no more. The thing with this tome is that things need to be priced in a way, so that there is competition. We have some 50+ unit profiles, if all of them had to be separated by always increasing price tiers, and nothing could have the same price as another article in the book, then the units that now compete with another similar unit would be treated like the worse one, despite it not being so. Because now with the price gap they are competing with a unit that is one tier higher than it. What I mean is it would slide a lot of units down the ladder into "worse unit" territory, when currently they are just fine. I really dont see an issue with Outriders/Pistollers and Handgunners/Xbowmen. They are essentially the same unit, doing the same thing, in two different ways. None is better than the other especially with the additive bonuses. Therefore its a foolish thinking trying to split them up with a price gap will do them justice. If anything Xbowmen should go down by 10pts. But upping either to 110 puts them into the Shadow Warriors territory and those are vastly superior to either since they require much less buffing to be just as efficient (essentially all you need is a piece of cover...). Same with the cavalry. 10 points puts them into the Darkriders zone and at that point there is the argument of why not just run those instead since they are much faster and can still shoot and even fight if charging. Regarding Hurricanum.... slight price hike on the hero version might be logical. But upping the points to much... I mean the issue is not with the price of Hurricanum, the issue is that Luminark is over-costed for what it does since its effects are much less contributing to the army`s overall performance. And at the end of the day, a support piece is still a support piece. Driving its price into the level where there are things slowly starting to appear, that can single handedly wipe out units, is not something a support piece should be aiming for.
  10. I think our artillery needs to make whatever list that is being send to GW, with a quite solid drop in points (straight -30 should be good enough) adjustment.
  11. So I had finally the option to give my Beastmen a go. Took a relatively friendly list (Bestigor Leader, 2 DragO with Glaives, 4 Gors with 2 weapons 1 with shield and 2 archers), against a native Warcry Splinter Fang. Needless to say, I completely rofl stomped my opponents warband. It was so bad... he managed to kill 1 Gor.... And this is me rolling pretty poorly for first 2 turns. Considering that BoC have really *******y card abilities and I decimated him to this degree, it only reinforced my argument that Non Warcry warbands are poorly balanced to fight the Warcry native ones, and should not be played against them unless you opponents who plays a native band has very solid list (usually one that required 2/3 boxes of that one warband to super tailor it with the elite fighter that each warband has 1 of per box eg. Shrike Talon), and is confident in taking you on. Nevermention the fact that factions like Ironjawz, Flesheaters and SCE have pretty amazing and cheap abilities to go alongside the impressive stat line of their units. Honestly you are better off using the Universal abilities most of the times with some exceptions when the BoC ones actually come into play once in a red moon. I mean If I brought the list intended to go agains the broken that aret Ironjawz (Mino lord, 3 DragO and 4 gors if I count correctly) I would feel actually quite dirty. I think I might play max 1 big guy (if at all) against these warbands, and just fill in with Bestigors instead. Now with that out of the way, I must say.... The BoC are very good You can easily get 2-3 big boys into a list and still field some odd 9-10 miniatures in total. The big ones are very tough with thourh 30 wounds and can soak a lot. Ungor archers are fun, but dont expect much of them. They are pretty good distraction though and might force your opponent to pay them more attention then what they deserve. Dual wp gors are amazing for their price point. Good movement and 10 wounds for 55pts is a great deal. I will however change my Oppinion on the minotaurs. While less attacks, that S5 might actually be quite valuable. Seeing as I was wounding on 4/5+ against most of his stuff with my DragO, the paired weapon minotaur with its S5 does not seem as bad as I first though it to be at a second glance. They are slower but have more consistent damage I think. The Glaive DragO ... yeah those crits of 5 make it really pop out. I think for paired weapons Minotaurs might be better, while Galive DragOgs are there for the reach and Crit 5 chance. Bestigor leader is dependable. Pretty much just tiny bit tougher than the regular Warcry leaders. And those tend to be pretty decent for the usual 180ish price tag. So thats my impressions of this warband after I finally managed to get a proper game in without having to stop halfway through due to time constraints.
  12. Tempest Eye COMMAND ABILITY: Rapid Redeploy You can use this command ability in your shooting phase. If you do so, pick 1 friendly TEMPEST’S EYE unit that is wholly within 12" of a friendly TEMPEST’S EYE HERO. That unit can shoot even if it ran in the same turn. If the Storm of Shemtek ability is treated as shooting attack then I think the answer is yes as far as Rapid Redeploy goes. I was mostly unsure whether its a shooting attack. Thats why I said its a dumb question. I never had the reason to "run" with my Hurricanum. Move ? yes, but never run. And There was a situation where I strongly considered this to pull of a certain setup, but wasnt sure if its possible to do so and still use the SoS ability.
  13. This might be a dumb question but: Can Hurricanum Run, and then still use its Storm of Shemtek ability ? SoS is resolved in the shooting phase but is not a shooting attack. But at the same time I can see the counter argument as well. Alternatively if the answer to the first question is NO, then can a Hurricanum move, run, of its SoS if it was the target of the Tempest Eye City ability that allows it to run and shoot ?
  14. People did say this in he early days of CoS launch but I have to second that after getting over my dislike of endless spells: Emerald Lifeswarm should be a mainstay in any CoS army. Due to it being Empowered every single time that D6 Heal/model restoration, is just too good not to be used. Balewind Vortex seems like a good option most of the time as well.
  15. I`ve been thinking for something similar for my Bloodwrack Shrine, since I really dislike the concept of "oh this big thing ? It moves by magic"..... yeah no thanks this big thing moving by magic looks stupid AF (Only in My case I am looking for snakes to pull instead of cold ones ) Unlike the original I like yours much better!
  16. So yeah.... I dont think this needs to be said but I am just gonna... Hurricanum is absolutely amazing! And not just for the reason you might think. I had a game against Gobbos today. My Hurricanum with wizard managed to snipe 1 of his characters per turn, just with Storm of shemtek. First turn some Gobbo warchief who has - to be hit, plus he was standing in cover and we rolled Hysh, and the type of attribute where cover gives additional -1 to be hit. I had similar experience with it when going up against Nighthaunt. It took out those pesky support heroes like nobody`s business. Hurricanum popped him first turn. Then in second one of the 3d3 was a 1, but the final damage was still 5 and it popped his shaman. Just like that It most likely paid for itself (not sure how much those characters cost, but its goblins so I suppose it since they rely on their characters a lot). We had to call the game early due to time reasons, but I`ve been noticing that in 3 games where I brought it as my General with buffing traits and artifacts, it always did well, not just as a buffer but also as a ranged sniper and character assassin. I am honestly tempted to run two of these. I mean if you think about it, our artillery costs 120/130 pts. Non character Hurricanum is 220pts, with wizard 280. Despite the buffs, the artillery does struggle a lot and while its not exactly horrible, Hellblaster doesnt seem to pull its weight, and Rocket Battery can if aimed at juicy targets but there is a limitation to how much buffs you can layer up on it. Still, even at that price, it constantly pulls its weight. 3D3 mortal wounds on 2+ that ignore To Hit modifier because its an ability. Buffing aura to hit, buffing aura for spells, pretty fast with decent save to get where you need it to. And if you take it with wizard, (its a 60 pts battlemage so why wouldnt you), you get an extra snipe or buff chance each turn. I mean seriously this thing is amazing. Great value unit. Luminark cant even be compared to it unless it drops drastically in price (-50/60 pts to even be an option to consider). 5W heroes in range of this thing are pretty much 1turn = 1dead unless they pack some really solid MW protection. Sigmar bless the Hurricanum, for it is the weapon of the just, and a beacon of hope for those facing the horrors that lye beyond the City Walls!
  17. So from what I`ve gathered, it seems that for a good Khorne army its Heroes are the key and should be focused down with shooting if possible. Against most other units, high armor or extra save is the way to go due to limited amount of rend. And against crusher and thirster its better to charge them first with something and tie them down/slow them, until other threats have been dealt with and the shooting units can now start picking on them. Thank you all for the advice, with this at least now I can now get a good idea how to prioritize my shooting and chaffing with small sacrificial meat shield units.
  18. Dude, not only is your paintjob absolutely top notch, but those conversion are totally sick! The amount of kitbashing and conversion job done is amazing and I really appreciate you taking WIP pictures as well so that we get to see, where, what and how are those parts attached! Last time I saw a project of this scale was back in the day, when somebody scratchbuild and kitbashed his own Beastmen themed Space Wolf chapter for 40K. Keep up the good work m8!
  19. Hello mighty champions of Khorne! I`ve come to you asking for advice (and ideally to offer some skulls as a payment) regarding this army! While I have seen this army play few times, I have not done so myself, and this time I`ve found myself on the receiving end of the gory axe. While under normal circumstances I would shake my horned head, bray at the sky and go collect some tithes as well with my BoC, this time I want to go with Cities of Sigmar with which I am far less experienced to see if the squishy mortals of the realms can withstand the onslaught of Khorne`s wrath. As such I wanted to ask you guys: the strengths of this army are pretty visible... Endless prayers, lots of fast extremely killy stuff, summoning demons and the insanely tough juggernauts. Thats all good and dandy and I kinda know that I can expect that, but.... What is the weakness of this army ? How does one play against this army to not get minced turn1 ? Can you maybe give any advice that might help me in my first game against Khorne, to not get totally rofl stomped ? We are going with 1500 pts, and I know there will be one BT and one DP in his list (because he physically has only one of each).
  20. Thanks for the feedback guys. Regarding dwarfs... yeah I have none. Zero. Zilch. Nada Not because I dont want to, but because I have yet to find a good stand in model that fits my Asian mythology themed army. I think something like a Kappa or some sort of humanoid Tortoise would fit well for dwarfs substitute but have yet to find a miniature of that type with the correct scale to fit on 25 mm base. As for the magic... I dunno what else to go with. I need some more characters in there, and mages seem quite good pick if you are running Hurricanum. I mean, the only other hero I would see here is a ranged one, and we have only Cogsmith for that. I managed to schedule a game against Goblins today, to test out the list. I know the GobboGitz are completely different from Khorne but I wanna see how the list does. Have drafted 2 variants of it. One has a big block of Sisters and Phoenix guard, the other drops a wizard and goes with a Cogsmith and 2 Hellstorm batteries. With Hurricanum in range those should be able to bring enough pain even to a Bloodthirster or Juggernaut. 1500 vs Sisters and PG.pdf 1500 Tempest Eye Cogsmith.pdf
  21. If you are not insisting on the Skycutter itself, and instead are ok with kitbashing it, I believe few years ago some company came up with 3D printed fantasy scenery and buildings. And If my memory serves me right, there was a pretty nice looking (kinda Tolkien LotR-esque) elven ship amongst those files. Unfortunately this brain of mine cant for recall what the company was called, but I think with a little googling you might be able to find it. Getting the birds is easy help. Instead of buying the expensive GW sculpts you can go to any toy store that has rubber animals and find some nice looking falcon/eagle/hawk and kitbash it together. Should look pretty good after applying the paint job and be definitely cheaper than 160 bucks
  22. I am not sure if its allowed to post Kickstarter links in the TGA forum threads, but I stumbled upon this one and found it pretty interesting for anyone who would like to add some interesting Airships to their CoS collection, be it in the form of Karadron allies/Tempest Eyes, or maybe to their KO force. I personally am really liking the looks of that Oriental themed ship. Its aesthetic would fit perfectly to my Dragon Empire themed CoS as a KO Gunhauler. *If there is an issue with posting the link, please let me know and I will remove it*
  23. Looking great, keep up the good work!
  24. Has there been any FAQ regarding the previous and the current new released warbands being able to take M&M allies ? While its not impossible to house rule, there are people who will scoff at it not being issued by GW (you know Bray Shaman run with Boc should be a no brainer and yet, officially its not legal due to missing ally mark)
  25. Cities of Sigmar is a good pick, but be warned that there is no real "cheap chaff" in that book. The cheapest unit is 80pts. And there absolutely are armies who can do even better price wise (Goblins come to mind). For the big stuff, there is a lot to pick from. Gryphon, Dragon, Phoenix are the 3 flying ones, Hydra, Kharibdis, Steam tank, Hurricanum (this is a must for any CoS army), for the non fliers. Hmmm.... well technically: Regarding small stuff, , you can get evencheaper chaff, by going Scourgerunner Chariots at 60pts and Gyrocopters 70pts. These are however single model units that cap out at 3 models per unit, so if your strategy involves congo lines of infantry and such, this might not work. Otherwise though they will also give you plenty of shooting, on a fast mobile platforms. However due to the chariots being on 120mm bases if you run to many the actual table space becomes an issue, and may hamper your movement unless all the big stuff is the flying variant. Just take two/three units of the 80pts infantry just to fill out Battleline requirement and you`re golden. I`d also say Beast of Chaos are a possibility .... but with the state of the book right now I would not recommend them unless you really want to challenge yourself with sub-par warscrolls and relying solely on the speed of your army to grab objectives while loosing ground in both combat, magic and shooting. There are some nice cheap big monsters like Cygor and Gorghon, a flying Chimera and some Cockatrices. But the selection is not as wide as with CoS.
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