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Saxon

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Posts posted by Saxon

  1. I've built about a 1500pt Nighthaunt army just from purchases on buy-sell-swap groups and ebay.

    In Australia our prices are much higher (even allowing for exchange rates). A branchwyche is 15 pounds which is 28 AUD.  We pay 39 AUD or almost 21 pounds for the same thing. Another example is kurnoth hunters. They're 35 pounds in the UK and $100AUD (65 pounds). 

    I think i've said it on here before but the GW cost rises push players to alternative markets and threaten the local stores which are becominng smaller and smaller. 

  2. Played a small game today against nighthaunt using the following:

    General (100)

    10 Greatswords (160)

    10 guard (80)

    10 guard (80)

    20 handgunners (200)

    5 pistoliers (100)

    The greatswords are the stars with their boosted abilities. Keeping them in the centre with a free guild general gives them 2+ to hit. The command ability righteous purpose also gets them to fight first. 

    Ignoring battleshock in your own territory is also hugely useful. 

    Didn't manage to get too many extra CPs with 4 banners. Very hit and miss.

  3. On 9/30/2019 at 8:30 AM, dmorley21 said:

    Yeah... it's really curious about how lacking NH representation is. They just don't get played. I'm also surprised at how LoN has disappeared.

    They were so powerful for so long they've been nerfed hard to keep the salty people happy. The problem i see is power lists get developed and people only play those lists so it gets a bit same same and others learn how to counter it. Once that happens interest goes. 

    The other part is how super powerful other factions have become. LoN and NH have been hit hard by points changes and power creep. The worst part is NH models going up in points mainly because they are so incredibly useful in LoN armies. 

    • Like 1
  4. 3 hours ago, 123lac said:

    Wasn't Nagash with necromancers and massive skeleton blocks the most OP thing in AoS 2.0 for like a whole year straight? 

    Now we're complaining because suddenly armies that used to be bottom of the barrel are now better in tournament play?

    LoL.

    The newer releases have killed the Nagash release. Look at Fyreslayers, GLoomspite, FEC..... they're all way more powerful than  a horde of bones. 

  5. 20 hours ago, Ahriman said:

    3. Are Black Knights as tanky as they were in 1st Edition? I recall a unit of 5 having a fair amount of sustain with their old banners, and wondering if 10 - hopefully fighting near a gravesite - will have a similar effect.

    Black knights hit like a wet fish. +1 to wound on the charge is meh. They're good for tying up objectives but crypt shields are pointless as nearly everything has rend these days. 

    I have 10 of them painted but just cant fit them into my army. 

    • Thanks 1
    • Haha 1
  6. On 9/2/2019 at 6:27 PM, Slackest_Dorf said:

    I just purchased a Hurricanum to build and paint - I really want to take it, but I'm still having nightmares from painting the Luminark of Hysh 🤣

    Glad that my rules question could help you out. I thought that it was too cheesy, the ability to use Stand and Shoot and do a Great Company support in your opponents turn, essentially getting to shoot twice with multiple units, but it really isn't that cheesy as Stand and Shoot can only be used once per turn.

    With your FEC game, misplays especially with positioning really hurts us Free Peoples. Setting up Great Companies incorrectly, sitting outside buff ranges and getting caught out in flanks really really hurts us, we are so squishy.

    I recently built and painted a Hurricanum and it is indeed painful. 

    What i've found useful in using it, is to have a 10 man guard unit surround it to spot 1" range models charging it. 4+ save and only 11 wounds is not great. You also need it close to the front as the portents ability has a maximum range of 10". 

    I play death a lot these days until we have a tome but played Ironjawz recently with the following 1300pt list:

    Freeguild General on a Griffin (280)

    Battlemage - Bright (110)

    Crossbowmen x 30 (300)

    Handgunner x 20 (200)

    Guard x 20 (160)

    Guard x 20 (160)

    Guard x 10 (80)

    Total: 1290pts

    I played against 2 big blocks of brutes, a warchanter, warboss on foot, 3 gore gruntaz and the cabbage.

    I managed to table to IJ but couldn't get on objectives because he basically over ran them and did enough to get the points to hold them for 3/5 turns. My opponent was smart and kept his brutes in big units so as he got through the guards shielding the handgunners he was able to pile them around and stop my shooty boys pot shotting his cabbage. 

    What i have learnt is to kill the warchanter ASAP and stop it buffing the brutes as it makes the guard far more resilient. The extra turn of shooting with the gunners before they got minced would have won me the game. 

    • Like 1
  7. I think super-powered command point generation/abilities that ignore battleshock that aren't 'wholly within' has ruined it a bit. I love the challenge of having to save command points for either battleshock or command traits, these decisions can make or break a game and add a layer of intrigue.

    Playing armies like gloomspite/trolls and their ridiculous CP generation mocks it to some extent because they cant spend CP's fast enough. 

    I also dislike the DoK ability to basically turn off battleshock as an allegiance ability (unquenchable fervor).

  8. On 9/2/2019 at 12:39 PM, soots said:

    katakros- im expecting the Morathi x damager per turn cap rule. I also expect some amazing CA and CP generation.  Wouldnt surprise me if he got a bonus to turn order.

    This. CP generation is insane in the new armies (gloomspite) which has completely countered their old weakness of horrible bravery.

    I can also see battleshock resistance around heroes coming into play. 

  9. On 8/25/2019 at 11:04 PM, Grimoriano said:

    That's why I start every list with an extra CP hahaha.

    I always run at least 2 10 man skelly units in a 2k point game because they're annoying. They seem to be forgotten a lot and are good for objectives, screening and board control. 

  10. On 7/20/2019 at 3:23 AM, Sete said:

    I think you are mistaken.

    Im not asking for super powered soldiers.

    Im asking as an example, for a regular human army from azyr with shared visual elements with Stormcast (because it makes sense) where the only "Super Powered" dudes like warrior priests can invole the power of sigmar. Not asking for Thor.

    I gave an example of an army of azyr, but whatever city or realms fits your fancy really. As long as its new.

    I think they need their own identity. The stormcast sigmarine look is just awful. I love the old empire models. 

    • Like 3
  11. I'm very keen to get this new book and see what our boys can do. I love my freeguild but they're very hard to play against tome armies. 

    I note the warhammer blog mentions some ranges will be dropped. I wonder what they will drop from the empire range.

  12. Played a 1500pt game against Blades of Khorne on the weekend and it was a tight loss (16-14) with the 5th round dice roll deciding the game as the major objective was the one held by skarbrand. We both went 30pts over (friendly game). I ran the following. 

    Played the following:

    Arkhan the Black (340)

    VLOZD - Sword, Ethereal Amulet, Amaranthine Orb (440)

    Nercomancer (Vile Transference) (130)

    Wight King with Baleful Tomb Blade (120)

    40 Skeletons (Spears and Shields) (280)

    10 Skeletons (Spears and Sheilds) (80)

    5 Direwolves (70)

    5 Direwolves (70)

    The Khorne army was bloodletter spam (3 x 20), mighty lord of khorne on  juggernaught with Skar, Skarbrand and a Bloodsecrator. 

    Played 3 objectives, 2 minor and one major chosen with a dice roll at the start of each turn.

    Managed to hold the major objective for 3 turns but couldn't get my slow boys to the other ones. Curse of years sucked again and did nothing and i couldn't get arkhan away from skarbrand (forgot to move him once which was game changing).

    The VLOZD is the real hammer in these games, he wiped 2 units of 20 bloodletters and killed he mighty lord on juggernaught. I feel like i should drop Arkhan against magic weak armies as he's an expensive piece that's only good for casting. On average, i get about 6 wounds off him a game with spells and spend the rest of the game trying to hide him with his average save and wound count. I think trying to run the VLOZD with morghasts to murder everything would work much better for me. 

  13. 2 hours ago, AHexInScarletRed said:

    What about having some GG with Sword and Shield - and Greatblades on their back, while others have it vice-versa? 

    The shields only work against weapons with no rend so they're practically useless in 2019 :( 

  14. 9 hours ago, EMMachine said:

    I think the mainreason was to prevent buffing too much units at once. Before the first Generals Handbook this wasn't a problem, because Allegiance Abilities and Allies didn't exist yet. It's more a problem that was created during the games evolution.

    I assume you mean something like indomitable which improves saves? This only affects units wholly within 12 so the risk of it affecting too much is very low when it's your great company you need buffed to keep your meat shields alive.....

  15. 7 hours ago, Evil Bob said:

    Basically that.

     I don’t know how well the point change may interact with fellow older warscrolls.  New warscrolls will destroy them via power-creep.

    Even optimizing them through GHoN doesn’t draw me for standard Match Play games of AoS.  They might work in Meeting Engagements, the chatter in the GHoN thread is pretty interesting.  If my local hobby group will play that game mode I’ll pull them from storage for testing.

    The Devs really need to decide on their role and rework the warscroll just like they did for Deamonettes and Fyreslayers.

    I have played a few games with them mainly because i need to fill out 2k points as my painting has been slow. With great wight blades they're pointless as shields do nothing. Everything has rend these days so no point. 

    What i have found is opponents tend to fear grave guard and will target them because of the rend and potential for double damage. Its not a bad thing when you want to get your big block of skellies into combat with 4 attacks each! Also once you get skellies in, people tend to forget about GG so they can be good for knocking units off objectives. 

    That being said Grimghast are better in every way.

  16. On 6/25/2019 at 11:07 AM, Fulkes said:

    @PlasticCraic remind me what armies after Brets and Tomb Kings that got the boot?

    I'm not sure what advice other than patience ome can really give. Do you want us to tell people to go play something else instead?

    AoS 2.0 was the jumping off point into a stronger effort to actually get things on the table in ways that make them playable outside of the Grand Alliance lists and microfaction format. This shift means they basically reset the clock on how long you'll be waiting for a real update (still waiting on a Free Peoples book myself). We have word the goal is to have everyone done by the end of 2020 with it looking like more will be coming soon.

    Patience is a rather bitter pill to swallow though. So you've got a non-tome army against tome armies. Do you a) keep playing and get stomped regularly b) find other players with non-tome armies (difficult as we're all sick of getting stomped) c) make mix-matched grand alliance armies that have no soul (no) or d) give it up (my free people have been shelved for 6 months collecting dust)?

    I tried the whole humies + sigmarines combo but it's not fun to play at all. 

    I too wait for a free peoples book, i always wanted tanks and artillery as a teenager but all my mates played 40k so i did too. When i could finally afford it as an adult with a group of friends, i jumped in and bought models for free people not knowing that they were barely supported until i'd made a reasonable investment.  A lack of research on my part but i did expect a game that had been re-launched to be somewhat balanced. Making artillery and magic allies is just nonsense and serves absolutely no purpose as both the collegiate arcane and ironwood arsenal can't properly function as stand alone factions. I've never seen a proper reasoning for this decision other than the typical "GW is always right suck it up" you get on this forum. 

    I have moved on from free people to a new army but my investment in the game has been significantly reduced to the point where i only buy recasts/second hand from buy-swap/sell groups until the playing field is levelled. 

    I get you'll never make everyone happy and staggering releases builds hype but when you're at the bottom of the update list it's very frustrating when you've made a significant investment. 

    The OP also makes good points about cheapening point costs for non-tome armies. If you do that and then update people will be annoyed with excess models. In the interim though, uncompetitive armies doesn't help anyone. 

    • Like 1
  17. On 6/24/2019 at 11:44 PM, Kristensen said:

    Starting a new army and are 90% sure it will be a Free People. It will be made to 1k meeting engagement games, right now Iam looking at this list and would like feedback on it. 

     

    Allegiance: Free Peoples

    Mortal Realm: Chamon

    SPEARHEAD

    Witch Hunter (40)- Pistol & Silver Greatsword- Allies

    10 x Freeguild Handgunners (100)

    MAIN BODY

    Freeguild General (100)-

    General-

    Command Trait : Indomitable  -

    Stately War Banner-Warhorse- Artefact :  Hydroxskin Cloak

    20 x Freeguild Guard (160)- Militia Weapons

    20 x Freeguild Crossbowmen (200)

    20 x Freeguild Guard (160)- Milita Weapons

    10 x Freeguild Handgunners (100)

    REARGUARD

    5 x Freeguild Outriders (120)

    I always take crossbowmen in blocks of 30 or not at all. 1 casualty and the double shot ability is lost. Most armies have magic and some (Nurgle, Seraphon) have unlimited range and can pick your boys off and take away buffs. 

  18. On 5/11/2019 at 10:03 PM, Clan's Cynic said:

    Short-sighted is telling people to get over hundreds/thousands of pounds worth a collection being invalidated because it doesn't suit their aesthetic preferences.

    Now that's the part which gets repetitive. 

    I know I'd rather see a discussion about, "Hm, how can we blend Old World armies into the Mortal Realms?" rather than "TIMES CHANGE, JUST MOVE ON."

    I agree with this so much. Telling people to get over it is a horrendously arrogant and insensitive thing to say and is a rather average business model from GW. You don't want to be hacking off rusted on collectors. 

    There are a few times on this forum where i've seen some usual suspects tell people to get over their large investment (army) being unsupported. 

    • Thanks 3
  19. 3 hours ago, Honk said:

    That’s really old school and not legal anymore... 60 zombies in fluff lists or use something else.

    I really like them, in a regeneration list with 2 necros, a vamp and the corpse cart (wolves 4+ save, 3+ in cover is also very funny). My 1.5k sacrament list was vamp, 4necros, cart, 3x5 wolves, 40skellis, 0.60cal zomber +extra CP. kinda slow but crazy regeneration and can hit pretty hard too. Positioning and the objective game can be tricky. Mastery of death gave me the extra 3“ movement, shroud of darkness gave -1/-2 for shooting to my necromancer. With the legion and the cart +2 to cast, all the debuffs.... turned out pretty strong

    Charging Bloodthirster still hurts

    for smaller units stupid bedsheets seems to perform very well in 20s. Skellis are also best served in a maximized menu.

    Dogs are imba, I love them, dirt cheap and fast

    guards might also be an option, but a bit fragile. I never used them yet...

    I've used small units of Grave Guard simply because my opponents will typically ignore my skellies and focus on grave guard. If they do get to attack cool, they're killy but if not, usually my opponent then has to face fully buffed skellies. 

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