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Ndino87

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Liberator

Liberator (1/10)

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  1. I've started to use two blocks of 20 sotw, now wondering what to spend the additional 80 points on... Nice problem to have!
  2. In a way I think this is merely keeping us in the game. As we were before... Not strong but competitive with the ability to win - if you played well and got some luck. Excited to see what comes out, and these reductions are great, but they are not going to revolutionise us alone.
  3. Hi all, just thought I'd share my WIP for a Nomad Prince. A little concerned the hawk is way too big... Any thoughts let me know. Theme is that this wanderers band have been exploring ghur and so are a little wilder than the traditional wanderers, hence no elegant armour...
  4. I didn't believe it to begin with either. Top right of page three of this FAQ. 'counts as their move. ' Also referred to on the first page of this thread. age_of_sigmar_core_rules_designers_commentary_base_sizes_en (2).pdf
  5. No, this was faqd a while ago, apparently doesn't count as a move quicksilver shots so relevant. Does anyone know if this is the same with the waywatcher?
  6. I've been debating this for a while and have a definite preference to the Sisters for Stalkers of the Hidden Path. They get 40 shots over 30, will hit more (will hit a lot more against chaos) and if they get charged get to shoot another 20 shots with loose to the last. They've also got a better melee profile so can fight back (although combat is still to be avoided). Once you've shot the GG arcane bodkin their threat is greatly reduced and within reason could be ignored. The Sisters are continously nasty and the oppo will have to change their plans, providing us with other opportunities across the board. Just don't do what I did yesterday and put them in range of the gaunt summoners internal flames spell in your first turn... They had zero threat after suffering that...
  7. Ha, you know it is. If you haven't been, you must. Also, happy to have a wanderers vs wanderers challenge and meet up. PM if interested!
  8. So another long Battle Report from me, I really like writing them but if the group rather not trawl through it then please let me know, I'll find somewhere else to post... Sam, my opponent set the scene: Nurgle had attacked an outpost of free people, slaughtering the town's defenders and spreading their vile disease and corrupting the innocents. The Wanderers' Spell Weaver had felt the screams and knew it was their responsibility to react. Upon finding the outpost, the Wanderers knew there was no saving the free peoples, but the blight could not go unchallenged. They lay siege to the Nurgle army, a bloody battle that lasted for days... We join in the final action in the total commitment battle plan. The Wanderers set up with a heavy force of 20x Sisters of the Watch (SotW), 10x Eternal Guard (EG) locked in cover on top of an objective, 20x Wildwood Rangers (WWR) and the Nomad Prince (NP, all on the left flank surrounding a Nurgle tree. A light 10 x Eternal Guard (EG) garrisoned in a tower that contained another objective on the right flank and the Spell Weaver (SW) over looking the battle field in the centre from another tower. The Nurgle deployed with the Lord of afflictions (LoA) and Pusgolye Blightlords (PBL) facing the Wanderers main force, and the Lord of blights and 10x putrid blightkings (PBK) facing the Wanderers right flank. Due to the battle plan, the Nurglings had to be deployed and were done so in the centre. Turn 1 - Nurgle - the entire army moved forward, but stayed in range of their objectives to claim the points. T1 - Wanderers - SW used Balewind Vortex and then cast Mystic Shield on the WWR. Both units of EG locked themselves down on their OBs with fortress of boroughs and would stay like this for the entire game. The WWR moved forward. The SotW used realm wanderers to move to the far left corner of the board. This meant they were a threat to the objective there, but also a threat to the opponents opposite flank and objective. This would be very important as the game progressed. The SotW loosed quicksilver shots at the pusgolye blightlords, killing 1 and taking a wound on the other. 2-2 T2 - Wanderers won the role, shot at the remaining Pusgolye and he somehow managed to live with 1 wound through the barrage of 40 arrows hitting on 3s, wounding on 2s... disgustingly resilient indeed. The WWR retreated so as not to take a charge from the PBL and LoA, everyone else stayed locked down. The Nomad Prince thought about joining the Sisters to assist with the incoming onslaught but was to far away from the board edge... T2 - Nurgle - the LoA and remaining PBL charged the SotW, the PBL went down to their 'loose to the last' ability. The LoA attacked and killed 4 sisters, two more fled with battleshock. Despite the losses, they survived and this was a huge result for the wanderers. The Nurgle Tree summoned the 5 plague bearers who charged the Wanderers left flank objective and were beaten back by the encamped EG. The blightkings hesitated, concerned the sisters may retreat down the board and threaten their OB. The nurglings moved to the left flank. 4-4 T3 - The Wanderers rolled a 2, the Nurgle rolled a decisive 1... The SotW proceeded to kill the Lord of the Afflictions but were not able to capture the OB as they were out of range. The final plague bearer was killed by the EG. The WWR re-positioned, ready to realm wander to threaten the final objective or cover the EG on the next turn. T3 - Nurgle, more plague bearers summoned, but not charged. The blightkings set up to prevent any Wanderers landing close to their objective. 6-6 T4 - Nurgle won the roll. The new cycle of corruption killed two EG and 2 WWR. The nurglings were moved onto the the Nurgle OB. Another 10 plague bearers were summoned, overwhelming the Wanderers objective and claiming it through sheer numbers, 15 plague bearers vs 8 EG. The blightkings again locked themselves down. 6-11 Nurgle T4 - Wanderers - the SotW claimed the enemy objective by having more models closer. The Nomad Prince and Wildwood Rangers finally flexed and charged the plague bearers, killing 9 for no return. 11-11 At this point, Sam evaluated his next moves and conceded the game. He would not be able to win my OB back and could not win his own back. His strongest units were on the otherside of the board, having not moved due to the realm wanderer threat and too far away to change anything. A Major Victory to the Wanderers. the blight had been pushed back! I continue to be impressed with the SotW. In 6 games they have been the decisive force. When I've combined them with the realm wanderers ability it has been deeply concerning for my opponents. In this game in addition to killing 440 points, a 320 points of PBK was essentially nullified due to the realm wandering ability and threat of the SotW. I do throw them into pretty high risk scenarios, but 20 of them seem to be strong enough to handle alot. I also experienced for the first time how tough the EG are when locked down in cover. It took mortal wounds to take any of them off. For 70 points they were excellent. I also continued to learn that WWR are devastating on the charge. Luckily we hurt the nurgling so hard they couldn't hit back. I am becoming a fan of trying to play the Wanderers relatively balanced, EG defensive, SotW Aggressive, WWR some where inbetween. This was the first game I played without Glade Guard and I did not miss them. I also think the EG make for great distractions whilst concentrating our elites on aggressively going for objectives. Overall I think the dice balanced out, and it was just some small tactical adjustments, or even the scenario not quite suiting Sam's list, that really let us have the victory. Really great, tense game. Apologies about the appaling quality of photos. Nic
  9. Been tracking this chat for quite a while now! First time contributing, second ever game of AoS, first ever battle report (tips on how to make the report better are welcome!)... 1000 points Wanderers: Nomad Prince (stalker of the hidden paths, Starcaster Longbow) Spellweaver Wayfinder Waystrider 10 x Glade Guard 10 x Glade Guard 10 x Sisters of the Watch 10 x Liberators (allies) 1 x Soulsnare shackles 1000 Tzeentch: Ogroid Thaumaturge Tzaangor Shaman 10 x Acolytes 10 x Acolytes 10 x Pink Horrors 6 x Tzaangor Enlightened T1: Tzeentch finished deploying and elected for the Wanderers to go first. Wanderers made a small move, using the SoW and the Stalker command trait to move to the far right corner of the board to ambush and engage a unit of acolytes that had been stationed on an objective. Taking two shots each, 4 acolytes died and two further fled in the battleshock phase. Tzeentch, were surprised by this move (he'd never come across wanderers before). The rest of the wanderers stoodfast... In Tzeentch's turn the acolytes held on the objective, he moved his main force towards mine, (we were held up in large ruined buildings, very dramatic!), and failed on his spell casting. Luckily my sisters were out of range of a counter by the Enlightened (they are nasty) and so they moved towards the main host of Wanderers. T2: Tzeentch rolled for the double. Fireball from the Ogroid to the glade guard on my left flank luckily did not go off. The main tzeentch force again moved up, now in range of my bows. They fired and fluffed hard. The Enlightened charged my Waystrider whilst also bringing the GG on my right into combat. They wipped the waystrider off the board, the GG then fluffed for not even a wound and then were promptly dispatched. 200 points of my force - gone. I was shaken by the power of the Enlightened, and this drove my next moves. When the Wanderers stepped up, we fought back well but made the mistakes that cost the game... Spellweaver hit the Shaman with an Arcane Bolt. The Wayfinder (is there a better character assassin/sniper?) found the Shaman horrible exposed and promptly finished him off with the hail of doom arrow (So many wounds that his fate dice couldn't help). My opponent was gutted and at this point concerned. GG on the left went for the Pink Horrors and hit nothing. The Sisters used the realm wanderers to come up behind the main Tzeentch army and with 20 shots, took out another 6 Acolytes (inc. Battleshock). However this was my first mistake, as we had not finished the job on the original acolytes and claimed their objective. The Liberators retreated around the spellweaver and Nomad Prince as both were horribly exposed to the Enlightened. At this point everything was to play for... I've taken c. 260 points from him and he 200 from me... T3. Wanderers with the double turn! And with it more mistakes... Mystic shield didn't go off, The Nomad Prince used his command ability, the Sisters tried to assassinate the Ogroid and literally all the arrows 'bounced of his muscles.' GG tried the same with Arcane Bodkins and had the exact same result. The Wayfinder shot at the Enlightened and damaged one. Then came the second big mistake, I abandoned my objective and charged the Enlightened with the Liberators who promptly killed off one, and then were slaughtered, ending my turn. At this point, I had unwittingly left all objectives open for play. One fireball to the GG only killed one, but it was enough. The Enlightened abandoned all thoughts of combat and jumped on one objective that I had left unprotected. The pink horrors moved up, physically underneath my GG but right on top of the objective and with more units. And with that the game was won! Slightly anti-climatic, but such a fun game. Lessons for me - THINK ABOUT THE OBJECTIVES. Turn 2 I should have finished the Acolytes and captured the Ob. Turn 3 I should have held the Liberators back and made him fight hard for the Ob. If I hadnt made the first mistake I could have won. If I hadn't made the second, we'd have gone to Turn 4... also... USE YOUR ENDLESS SPELL, this could have slowed the enlightened heavily or the pink horrors getting to the objective. Not sure I am keen for the GG. They were nothing but a 240 point distraction in this game... But I didn't use them well either. Sisters were good at taking out weaker units (2+ to wound against Chaos is nasty...) and only struggled against a Monster. The Wayfinder proved to be my MVP (hail of doom arrow was the perfect assassins tool). The Liberators... meh... Most likely better getting some cheaper EG and castling them on an objective. I'd need to invest, but for a 1000 point game think I'd like 20x EG, with 3 sets of 10 x SoW. Bounce around 2 of the sisters with the Stalker trait (obvs not both on the same turn), whilst EG, NP and third SotW unit are castled up. This means I'd sadly likely need to to drop the Wayfinder for the Waywatcher if I want to keep the Nomad Prince... But anyway, if you've made it this far thanks for reading! Any comments obviously welcomed!
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