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Cynric

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Posts posted by Cynric

  1. 1 hour ago, Beliman said:

    I believe that It was FAQ'd. Maybe I'm wrong, but I remember that If you have any Allegiance Abilities, you must take them (without the option to chose GA:Order and free city abilities).

    Imo, the main problem  is if you chose an allegiance that has "battleline if..." and NO abilities, then you pick Order+Free city AND an ally that you can pick because you are "Order" but you shoudn't because you used "battleline if..." because you previously took Y allegiance.

    It's a bit blurry, technically you could chose this "allies", but picking them seems wrong if you took "battleline if..."  before.

    I think you are right.  The faq/errata completely rewrites the rules.   The battleline seems like it will need to come from one of the freecity resident lists and cant be a "battleline if" which can make this option less atttractive.

  2. 13 hours ago, Thalandor said:

    I've got a rule question regarding the army allegiance of Freecity armies.

    Cancon 2019 saw several Freecity armies, some of them did pretty good. I noticed that some of them ran Order Allegiance, some of them used a subfaction (i.e. Scourge Privateers in an Anvilguard list) and other players were using a armylist(Swifthawk Agents) which would have been 100% eligible for a freecity allegiance (for example Tempest Eye) but didn't opt for it .

    I was under the impression, that you were forced to use the Order Allegiance in conjunction with a freecity, but in the example above the Black Ark Corsairs were clearly ruled as battleline due to the army having Scourge Privateer allegiance.

    Could someone please clear this up for me?

    Please disregard this post.  The faq/errata completely rewrote the applicable rules/examples.  Post retained for history....

     

     

    I find it quite confusing.  I generally avoid confusing things as it is best for tranquility and happiness with friends, but since the question is on the table I'll comment...

    Firestorm page 55, has an example of a city team that says if all stormcast you could be either stormcast or order alliegence, but if stormcast and freepeoples you gotta be order.

    So if all wanders, I think you could be wanders allegiance (presumably with battalion) and gain a deployment option.  Similarly you could be all sylvaneth and gain a deployment option. 

    But here is where my head hurts, what if you are wanders with normal wanders allie (within normal limits) cand you still be living city?  Further, what if you are sylvaneth with wanders allie (within normal constraints), it seems like you could have all the sylvaneth army abilities, spells, artifacts, battalions and also call it living city and deploy out of woods/any border with a set aside wanderer unit and of course being unable to give artifacts to the within city allie.

    Alternatively you could go order and pick your allie team from anything in order.

     

    All this said, edge cases arent the greatest thing for keeping friends.

  3. 3 hours ago, Arkanaut Admiral said:

    Ah, so you support putting them back together under one battletome eh?

    Sure, but that seems unlikely.  What I would like functionally is a mixed (either native or higher allie allowance) wanderer/sylvaneth force with reliable ways to put wildwoods on the table.   Without the woods the sylvaneth models are overpriced imo.   This could be done through a battalion or spell lore added to either army.   Also it would be nice if the woods themselves, spells and command abilities that affect either wanderers or sylvaneth work on the entire battalion rather than just a portion.

    From the point of view of just "winning games" going mixed seems much worse than going sylvaneth with an allied waywatcher and glade guard (and some kurnoth archers if yet more archery is desired.)

    This would only solve 2/3 of getting back to the army of old as orion, forest dragon, wardancers, eagles and beasttenders are left to the bygone era.

  4. 21 minutes ago, Arkanaut Admiral said:

    Can I ask a couple of questions?  First, what’s the general ‘lore’ of the wanderers?  And second, what are the odds that they could rejoin the Sylvaneth in a joint battletome in future?  One similar to the Gloomspite Gitz (ironically), split between wanderer and Sylvaneth in a manner similar to the Moonclan and spiderfang?  Is it feasible?

    Who is to say what the future will contain.  I am an old wood elf player who would very much like the future to be a bit more like the past with an army of trees, animals and elves. 

     

    My options today as I see it are:

    - wanderer allegiance, allied sylvaneth.  For me this is  not nearly enough trees and no beasts.

    - grand alliance order.  No special rules, extensive use of proxies to drag out beloved old models.   Endless spells and affiliation with one region or another adds a bit more artifact choice but often the models are a bit handicapped as their abilities do not synergize well (a command ability or healing spell that only benefits a fraction of your force for example), and it does not have sylvaneth spell lore and most of the ways to deploy a wild wood.  Also opponents when I win can sometimes go sour grapes if it turns out that some old compendium unit or proxy was actually useful.   It's like bringing cardboard cutouts instead of fully modeled and painted woods in that when you win the opponent expresses that you cheated because you didnt pay GW the tax for having the forest.   Similarly they are fine with the eagle as a proxy for a Phoenix until it becomes annoying on the table.   It's just better to not have the hard feelings, it is a small community.  I like this option when I am playing someone less skilled or with a not extremely optimized army. 

    - living city.  Same as grand alliance but you do gain a useful special rule but with less choices.

    - sylvaneth alliegence with wanderer allies.  No beasts and not nearly enough elves.  In my case it's a sylvaneth army with a waywatcher hero and a unit of glade guard.  It gains various ways to deploy woods, teleport the trees and the spell lore.  I have had the most luck against good players/armies with this option.

     

    None of the choices are very satisfactory.   I miss my eagles, orion and a force that was closer to 50/50 trees and elves.

    • Thanks 2
  5. 20 minutes ago, Chumphammer said:

    ·         So after re reading battle points, and this, I had to redo my list:

    ·         A minimum of 3 battleline units (no max)

    ·         A minimum of 1 leader but a max of 6

    ·         Up to 4 Artillery

    ·         Up to 4 Behemoths

    ·         As many units as you like without a Battlefield role

    ·         Up to 400 points of Allies



    Anointed on Flamespyre Phoenix (General): 380
    - Master of Defense
    - Glyphfeathers

    Anointed on Frostheart Phoenix: 280

    Anointed on Frostheart Phoenix: 280

    Loremaster (ally): 140

    Phoenix Guard x10: 140
    Phoenix Guard x10: 140
    Phoenix Guard x10: 140
    Phoenix Guard x10: 140
    Phoenix Guard x10: 140

    Sisters of the Thorn x 5 (ally): 220


     

    2000pts spot on

    What is your allegiance?  If it is "grand alliance order" the "allies" part of the problem disappears as it is all "order" and you can grab what you want from that bucket.  Leaders/arty/behemoth/battleline still count of course.

  6. 31 minutes ago, Skreech Verminking said:

    Wait what?

    thats literally new to me, say could you maybe tell me in what faq this is standing?

    i couldn’t find it anywhere.

    The ghb only states that Unit’s taken as allies loose their battleline role if they had one and that an allied hero can never be the general.

    Realm magic and artefacts should still be possible to take for an allied hero.

     

     

    Maybe I am misunderstanding the rules, but "allies" doesnt apply to either grand alliance or free city.   The stuff they can bring in both cases is all native to what it is, so put the artifact where you wish.   The grand alliance artifacts are mostly stinkers but the mortal realms perhaps provide an attractive option 

     

    Allies is for when you have a tightly focused army like "sylvaneth" with the special boons, spells, artifacts, etc.  In those cases you can have a few points/units from a slightly broader list.  

     

    I would love to be able to bring 60/40 sylvaneth/wanders but it always seems like what I get is not enough to offset what is lost when compared to an 80/20 with sylvaneth allegiance.   The game seems to expect that if you are going grand alliance you are cherry picking the best units.

  7. Looks like fun.  Please let us know how it works out.  I wish I could run a bit more wanders as well.  I miss my old wood elf army which was Orion, a mage, 2 treemen, a block of 15 dryads, some eagles, some waywatchers, war dancers and a block or two of archers.  Let's hope for a battalion someday that puts humpty dumpty back together.

    • Like 1
  8. 58 minutes ago, Gwendar said:

    Hey everyone. Been contemplating going full Wanderers Allegiance for awhile, but recently starting thinking about Living City and came up with the below. Thoughts or CC? Probably going to need to bring 2 Woods to work with, although I'm wary about only being able to summon them on a 4+. Maybe pure Wanderers would be better in the end?

    Allegiance: The Living City

    Leaders
    Treelord Ancient (300)
    - General
    Branchwraith (80)
    Waywatcher (120)
    Waywatcher (120)

    Battleline
    20 x Dryads (200)
    20 x Dryads (200)
    30 x Glade Guard (360)

    Units
    3 x Kurnoth Hunters (200)
    - Scythes
    20 x Sisters of the Watch (360)

    Total: 1940 / 2000

    I have been struggling with the same problem wanting a mix of trees, wood elves and in my case eagles (or something I can proxy my old eagles as).  What I keep coming around to is if we unpack the army it always seems that the wanders dont bring much to the table that cant already be done with bow kurnoths in the case of archery or a big block of dryads in the case of the eternal guard.

    If instead of living city you went sylvaneth alliance with allied wanders you would gain a free wood at the start, teleporting madness for most of your army, reduce self indicated gunshots due to woodland explosions and more spell choices.  To get there I would bring one waywatcher and  either a 20 glade guard block or 10 sisters as allies.  Change the sisters/glade guard left behind into 2 units of bow kurnoths and the second waywatcher into a branchwych/wraith.  

    I really wish I could bring double the allies to make it look more like my old wood elves on the table but that's not the cards they dealt us.  400 points in wanders to a 2000 point sylvaneth army or 400 of sylvaneth to a 2000 point wander gang doesnt quite get me there.  I think grand alliance or living city could work but not so much if it was only picked from 2 factions as what is added seems so much less than what the straight allegiance provides.

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