Jump to content

Saxon

Members
  • Posts

    293
  • Joined

  • Last visited

Everything posted by Saxon

  1. As it stands we just don't have an army that has enough monsters/big things to play certain scenarios. Would be a nice change. Surely GW will never discard it's humans?
  2. I saw a post on a Facebook group about this looks like we might be heading for an update!!! I wonder if this will mean Ironweld Arsenal, devoted of Sigmar and Collegiate Arcane will no longer be considered allies?
  3. I always like to see how other free guild armies go. I tried to research by watching YouTube battle reports but feel like they put free guild up against meta lists to show off how much damage they can do to mortal humans!
  4. Indeed. I love my artillery and havig to pick between cannons and steam tanks whilst also having to think about magic resistance really limits the choices available.
  5. I play freeguild and nurgle magic + cycle of corruption and trees do enough damage to ruin my to hit bonuses! If you want to do well as nurgle play on big boards with little terrain to hide units. The unlimited range of those spells can be horrible if you roll well.
  6. Sorry I dont play nurgle I played against nurgle. Over 4 turns casting every turn it did about 8 wounds.
  7. That on it's own is extremely unpleasant. Very painful on a big table where only line of site is required to cast.
  8. Took about 8 wounds in 4 turns with bloab and rotigus casting it the other day.
  9. I was up against bloab and he was doing D3 mortal wounds to a possible 7 units on a 4+. Is this legal or have I been screwed?
  10. Plague Squall is the worst. D3 wounds on D6 units is very bad against my freeguild relying on model counts for buffs. Not very reliable but if it goes off its unpleasant.
  11. Guerilla Wargaming on YouTube used the Ballista in quite a few battle reports when AOS 2.0 came out. Seems to be quite good but like most artillery can be hit and miss.
  12. You can certainly use them, i'm painting some more up as we speak, you just have to use them right. With a worse save than swordsmen due to no parry and no rerolling 1's for the shield, they're not a defensive or screening unit. If you want an offensive unit that can deal rend, halberdiers are your guys (well so are greatswords too but they're more expensive).
  13. I've considered 40 man squads but honestly the blob is too big. Great bonuses and 2+ to hit but I usually have a shooty army meaning I need to keep these guys in front of my guns and 40 model units are not very maneuverable. I run 20 man squads with swords and shields as screens with indomitable (brings the save down 3+ re-rolling 1's) which has been very successful.
  14. Halberdiers I use as the heavy hitters with rend. Without the parry and shield bonuses they're far less durable than swordsmen with a 5+ save. I try not to use them as a unit to tie up opposing squads as they just seem wasted. In my experience, running halberdiers with greatswords is great as the opponent will typically focus on the greatswords allowing these guys to do a fair bit of damage to whatever they can charge. Running 10 man squads is pointless, 20 minimum for the TH bonus. I typically also run them outside the great company (in smaller games) as I use the swordsmen to screen with large units of handgunners and crossbowmen. I don't think I've really found a niche for them yet thought to be honest.
  15. Long rifles with the 2 Damage are good, particularly if you can use hold the line to buff the to hit rolls. However, in close proximity, I've found the larger squad with buffs behind a screening unit is far more brutal. If they avoid the screens it's also good to have a piper so you can shred them before they get their charge attacks. I guess it depends on the opponent. If you're up against an army with a lot of heroes aka - Legions of Nagash or Khorne with those banners that buff their guys you'd want more of them.
  16. I appreciate all the clarifications and comments on this. We all havent played warhammer in a decade and are still working out the finer details of AOS2. Next time he wont be bringing back vanguard raptors and reviving units after his hero dies. With this in mind, it's almost shocking how underpowered stormcast are. I play freeguild and basically killed 1000pts of stormcast after revivals with 700pts.
  17. This is exactly my issue. In my friendly game the Soul of the Stormhost was successfully used on the last unit on the table which meant I had actually completely wiped out the army until he rolled a 6. Definitely need clarification here. The other query I have is the Soul of the Stormhost mentions redeemer units. Are only liberators and Sequitors Redeemer units? Can other units (say vanguard raptors) be made into redeemer units with abilities?
  18. That is another thing which I did not consider. For example, I lost 'hold the line' as soon as I lost my general (Free Guild).
  19. Please excuse the basic questions but in relation to the Hammers of Sigmar Stormhost and in particular if the very unpleasant (as an opponent) Soul of the Stormhost roll succeeds, do the SCE eternals have to have another unit on the board for this ability to be used? On the weekend I wiped my opponents SCE army but he rolled a 6 using this ability to get 10 liberators back and finish me off. In reading the rules, it has this wording: when a friendly hammers of sigmar redeemer unit (includes liberators) is destroyed, roll a dice; on a 5+ you may return it to the battlefield 9" away from enemy models. The confusion comes from the words 'friendly unit' which to me could indicate that you need another unit on the board for it to work or am I reading this wrong? We couldn't find much in the book to clarify this. The second thing is the 'Redeemer' unit. Does this ability only work on Liberators, Sequitors and steelheart champions? Thanks
  20. How do you go with the small units of handguns? In units of 10, I've always had them more or less picked off into useless units. I like the big unit of greatswords as mine always get targeted as they are the heavy hitters. You want to reach the enemy with at least some still being alive.....
  21. Played a small game against stormcast on the weekend with the following: General with Great Weapon 20x Guards full command 20x handgunners full command 10x crossbowmen The great company ability is great. The hurricane crossbowmen stormcast get are a pain with 9 shots each if they stay still. Guards can win games I've found. If they can tie up enemy melee units, the gunners can shred the enemies. I managed to wipe out the stormcast with those beautiful rending handguns but on the last kill he rolled to bring the unit back and rolled a 6
×
×
  • Create New...