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Saxon

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Posts posted by Saxon

  1. 8 hours ago, Congratz said:

    One army huge Free people battletome maybe? ;)

    image.png

    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?

  2. Just now, Sovereign said:

    I'd love to take an engineer with the last 80 points but unfortunately I don't have space for him due to the 1-in-4 allies rule. :(

    I really hope GW cleans Empire up a bit, I cannot believe that I can't take Witch Hunters, Warrior Priests, or any of the other iconic Empire units in what is essentially the Empire list (Freeguilds) without resorting to allies.

    What they did to Beasts gives me hope. Skaven need the same treatment.

    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.

  3. 26 minutes ago, Zplash said:

    Plague squall can be usefull in combination with rotigus and our wheel. Sometimes its exactly the last 1 or 2 dmg you need to kill the enemy support hero.

    Sadly like mentioned before Magic is not the strong side of nurgle in the current meta but at least i would place us upper midfield in the Magic game which isnt that bad ;)

    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.

  4. 13 hours ago, NurglesFirstChosen said:

    Bloab and rotigus casting it in turn 4?? It’s a mortal spell and can be cast once a turn. Think you may be a bit confused. If what you mean is you’ve cast it alongside Bloab and rotigus signiature spell, that’s not a great evidence base, because the two other spells you’re talking about can easily do 8 wounds without squall. 

    In my exp I’ve seen it do very little. 6’s on 7 dice is statistically poor. Plus the casting value of 7 means it’s gonna fail more than it goes off, and that’s not even taking unbinding into account. 

    Like I said, in the dozen games I’ve tested it, it’s done nothing.  Although I’ve heard it be ok for some people, I think it’s a waste of a spell (compared to nurgle lore and realm spell options). 

    Sorry I dont play nurgle I played against nurgle. Over 4 turns casting every turn it did about 8 wounds.

  5. 5 hours ago, Zplash said:

    Sadly its not D3 on D6 units. You roll 7 dice and for each 6 u can choose a unit in sight of the caster. So after the spell goes off in most cases you only got too choose 1 target. 

    Nevertheless the spell is pretty good for snipping as mentioned and if you are lucky it can decide games.

    Just take care your caster is standing outside unbind range to increase your Chance to get the cast oft;) 

    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? 

  6. 15 hours ago, Lightbox said:

    So I am slowly being tempted into maybe possibly trying some stormcast at some point to go with my lord ordinator kitbash. But regular stormcast are icky so obviously the only right way to do it would to be to have them there simply to support MASSIVE BIG GUN CANNONS

     

    Now that all being said has anyone tried using the celestar ballista in ironweld lists? I know it's a much shorter range so may not work too well as it won't be able to be buffed by the same heroes buffing the cannons. 

     

    I will get back to my ironweld properly but got kharadrons and nighthaunt to knock through first. Hoping we'll start seeing some more batreps for the big guns soon ;) 

    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. 

    • Like 1
  7. 9 hours ago, Rockman2k said:

    Thanks for the replies! That's quite a shame to hear, because I have 2x 20 Halberdiers painted up from The Empire. No Swordsmen. Seems I will (eventually) need to paint up another 40 Guard with swords then, for grabbing and keeping objectives... Daunting stuff. xD

    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). 

  8. 4 hours ago, kenshin620 said:

    I've seen plenty of lists online that use 40 man guard with halberds. All those -1 rend attacks will eventually put a dent into something! Except nighthaunt for obvious reasons.

    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. 

  9. 11 hours ago, Rockman2k said:

    What is the current experience/opinion concerning the use of Freeguild Halberdiers?

    Sword & Board Guard seem the most popular choice. Anyone (also) using Halberdiers to good effect?

    Do you use them as an anvil, just like the Swordsmen? How do they perform in that regard? Or do they play a different role in your army?

    Thanks in advance for your insights!

    Rockman2k

     

    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. 

  10. 11 hours ago, spartan75 said:

    I haven't tried this list yet.  I have been doing some research though on the threads and like the idea of having multiple smaller units to max the amount of long rifle marksmen.  I would like to have them all as 20 man squads but doing it this way also allows me to bring two great companies.

    I also think the big greatsword squad will be really effective.  

     

    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. 

  11. 18 hours ago, Lucur said:

    Point taken, so a hero must remain on the field when the unit dies for the ability to be used. Ergo @Saxon got "cheated".

    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. 

  12. 2 hours ago, FPC said:

    I’d have to agree with HammerOfSigmar. Think of it in reverse. Things that summon say the unit is “added to your army.”  That suggests to me “your army” means what’s on the table.  You wouldn’t say unsummoned demons in a chaos army who could be broght on with the different summoning mechanics are part of the army until they are actually summoned. Otherwise, theoretically their army is infinitely large and includes every possible unit. It might need clarification but “your army” probably means what’s on the table. Different from your warscroll or army list. This probably prevents having one unit of Libs/Sequitors as your only thing left and reviving it if it dies. Could probably use clarification or a designers note.

    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?

  13. 18 minutes ago, Mark Williams said:

    I had a similar question come up in one of my games in regards to whether or not you needed a hero on the board in order to use the ability, as generally command abilities are enacted by a hero that’s actually on the table.

    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).

  14. 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 :) 

  15. 2 hours ago, spartan75 said:

    Sorry, I thought my attachment would display!  Here is the list.

    LEADERS

    Freeguild General (100) - General - Command Trait : Indomitable - Stately War Banner - Artefact : Writ of Dominion

    Battlemage (120) - Specialisation : Amber - Allies

    Knight-Azyros (100) - Allies

    UNITS

    30 x Freeguild Guard (240) -Swords and Shields

    30 x Freeguild Crossbowmen (300)

    10 x Freeguild Handgunners (100)

    30 x Freeguild Greatswords (360)

    10 x Freeguild Handgunners (100)

    10 x Freeguild Handgunners (100)

    5 x Freeguild Outriders (130)

    5 x Freeguild Outriders (130)

    WAR MACHINES

    Helstorm Rocket Battery (180) - Allies

    ENDLESS SPELLS

    Quicksilver Swords (20)

    Soulsnare Shackles (20)

    TOTAL:

    2000/2000 EXTRA COMMAND POINTS: 0 WOUNDS: 159 LEADERS: 3/6 BATTLELINES: 6 (3+) BEHEMOTHS: 0/4 ARTILLERY: 1/4 ARTEFACTS: 1/1 ALLIES: 400/400

    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.....

  16. 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 :(

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