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AverageBoss

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Everything posted by AverageBoss

  1. Certainly some ups and downs for Skarbrand compared to the old book. He used to start the game as Incandescent (rather than having to wait until round 2), and Total Carnage used to do 8 unblockable damage per swing. All while rerolling all wound rolls, hit rolls, and charge rolls while incandescent. On the other hand, not needing to roll to hit, and dealing mortals makes him more effective against regular units. https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-scarbrand-en.pdf https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Skarbrand_EN.pdf
  2. It would be based on whose turn it is, they would decide the order the abilities resolve in.
  3. The app is more of an army building tool than an accurate rules reference. FAQ and books override it.
  4. Except people have been saying those units are bad LONG before the new units came out to compare them to. Before the new stuff, LoN lists at the top level were pretty much nothing but Skeleton Warriors, Dire Wolves, Vampire Lords on Zombie Dragons, Necromancers, Arkhan, and Nagash with the old broken First Cohort. Almost everything else in the book has needed a buff/points adjustment/total warscroll rewrite (I would throw Nagash himself into that last one for other reasons though) for awhile now. Also keep in mind that Nighthaunt have Grimghasts as a battleline unit and are a decidedly mid-tier army on the best of days. Any nerf to their warscroll is going to effect them as well. They could give Legions different warscrolls for the NH units like they have with the Black Coach and Terrorghiest/ZD when compared to NH and FEC. Probably a much better solution than trying to make a single unit function well and fairly under two very different rules sets.
  5. No you don't need to have them in your list. They are like that as a holdover from first edition where most summoning rules were listed on the unit being summoned rather than the unit doing the summoning.
  6. There is a difference there though. Prior to the separate NH release, all NH units were already part of Legions. FEC on the other hand have always been fully separate. Combine that with all the hate Legions gets nowadays, I seriously doubt they are going to give them any more toys to play with. Also, I know the Executioner is really bad, but not even including him in your unit count. That's just mean .
  7. So now that the FEC battletome is out, could the Archregent be a decent allied choice for Legions lists in general. 200 point 2 cast/unbind wizard is something we don't have access to otherwise, and he can do a once per game summon of another character (probably not very useful outside certain missions), 3 horrors or flayers, or 20 ghouls. And we can never have enough bodies in Legions.
  8. If you and the other players disagree with the shop owner (as you should given he has 0 knowledge of the game anyways), then its time for a protest of that shop over its policies.
  9. Tbh, GW made the new edition very unfriendly to new players who like to get the full experience rather than just bits and pieces. It does not help that they are stuck in a mentality over a decade old as far as rules distribution and accessibility. So 2.0 has 3 main rulebooks. The large core rulebook which contains the basic games rules, 6 missions, realm rules, and Grand Alliance rules. Then you have the Generals Handbook. The GHB is an annual publication that tweaks points values game wide, contains some army rules for some of the factions that do not yet have their own battletome, 12 more missions, and has the rules for matched play including matched play army construction. Malign Sorcery is the 3rd rulebook and contains the rules for Realm Artifacts, Endless Spells and Realm Spells. Besides the main 3 rulebooks there are also battletomes for different armies. Battletomes will contain several special rules for their specific army, and also has points values. Always go by the latest publication for points values (in the case of Stormcast, the current GHB and battletome were published at the same time so have the same values).
  10. Avoiding magic in 2.0 or at least a way to dispell it is extremely detrimental in 2.0. Some armies can just roll over you with spells if left unchecked, and some missions require mages to score objectives. However going pure melee is viable, but that is far from Stormcasts strong point given it is a pretty slow army all things considered. Most of the faction is speed 4-5, so a combined arms approach ends up being the best thing you can do with Stormcast, using ranged/magic and our few mobile options to funnel things into your slow melee units. You are not missing anything disliking Vanguard units though, outside Raptors they have never been considered strong choices. Unfortunately sticking with 1st wave only stormcast, and ignoring ranged units, the list pretty much writes itself. Lots of Liberators for battleline. Paladins and Celestants, Castellants, Heraldors, and Relictors to taste. I personally find myself using a bit each of 1st, 2nd, and 4th wave Stormcast (I could not resist a Sequitor unit since you can build a model that looks like Obi Wan with it). I placed 2nd in a local tournament with the following list a couple weeks ago: Allegiance: Stormcast Eternals Mortal Realm: Ghur Lord-Arcanum on Gryph-Charger (240) - General - Trait: Staunch Defender - Artefact: Gryph-feather Charm - Spell: Azyrite Halo - Mount Trait: Wind Runner Lord-Castellant (100) Lord-Relictor (100) - Prayer: Translocation Knight-Heraldor (100) Knight-Heraldor (100) Knight-Incantor (140) - Spell: Lighntning Blast 5 x Liberators (100) - Warhammers - 1x Grandhammers 10 x Sequitors (240) - Tempest Blades and Soulshields - 5x Stormsmite Greatmaces 5 x Judicators (160) - Skybolt Bows - 1x Shockbolt Bows 5 x Judicators (160) - Skybolt Bows - 1x Shockbolt Bows 5 x Evocators (200) - 5x Grandstaves - Lore of Invigoration: Speed of Lightning 2 x Fulminators (240) Everblaze Comet (100) Total: 1980 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 108
  11. They have not changed. The only reason Tzaangors, Skyfire, Enlightened, and Shamans changed was because they were all reprinted in Beasts of Chaos with new rules, stats, and points values that were made retroactive for Disciples.
  12. So the old wording from the DoT book was: "Arcanite Shield: Roll a dice before allocating a wound or mortal wound to a model that has an Arcanite Shield. On a roll of 6, the shield deflects the damage and the wound is ignored." But the new wording which was updated with the Beasts of Chaos battletome is: "Roll a dice each time you allocate a wound or mortal wound to a friendly Tzaangors unit that has any models armed with Arcanite Shields. On a 6+ that wound or mortal wound is negated." So as long as you have a shield in the unit, the whole unit benefits, just as with Stormcast.
  13. I do not for aesthetic reasons. Also many places rule that command models must be separate (you champions, musicians, and standard bearers must all be different models).
  14. Yep, Tzaangor shields work like Stormcast shields now, you don't need to allocate to them to use their abilities.
  15. I think flamers, exalted, chariots, and screamers just all need full rewrites honestly (along with the Fatemaster). They are all just incredibly flawed warscrolls, simultaneously being way too fragile and offense light for their cost while also lacking any support roles. I don't think points changes are going to fix them. Changeling and non-foot horrors need some tweaking as well, though to a far lesser extent. Enlightened should go back up to 160 and I would like to see Skyfires drop to 180 given the modern state of the game, and their recent changes. I think the Ogroid should go back down to 160 as well. GS with Familiars should go up in points given it effectively has 4 more wounds and +1 to cast over the normal version. I still disagree with the LoC being 380 for what it currently brings to the table. I feel it should be a 3 spell caster at that point. I feel the Chaos Sorcerer Lord could also drop down a small bit as well.
  16. Don't know if this has been brought up yet, but would this: Combined with the Terrorghiests maw rule mean that a 6 to hit would inflict 12 Mortal Wounds, or would it be 6 Mortals and a separate to wound roll for D6 damage?
  17. You would need to ask your individual opponents. Without modifying the models, the default answer would be no, as it could cause confusion. Also keep in mind that while Sequitors are a better battleline than Liberators, they are not exactly a fantastic "elite" choice. Many consider them not taking outside battleline, as there are better non-battleline options. They only become battleline if you are running a Lord Arcanum as your general. If you are not doing that, Liberators are fine for a cheap battleline option.
  18. Right, but we are talking about Tzeentch armies here . Khorne does seem like it could get some use out of some of the BoC stuff though.
  19. At least Realm Artifacts are an option for BoC characters imported into god armies. Probably want to avoid making them your general though.
  20. Funnily enough, under these rules you could take a BoC character, and make them your general, but you would not be able to give them a command trait. Realm artifacts are at least on the table. BoC units should have had the Mortal keyword imo.
  21. Besides the brand new stuff, most of the 1d4 tactics page appears to be outdated for SCE. It even still mentions Tempestors giving the enemy a penalty just by shooting at them, which is no longer the case.
  22. As far as those units being still good. Stardrake can be decent. But you need to build your whole list around it and make alot of sacrifices. Liberators where ever only a great choice under Vanguard Wing. Other wise, they are just your cheapest battleline tax. Sequitors are a solid battleline unit. But a poor elite unit. You need a Lord Arcanum as your general to make them battleline. Judicators are a solid, but pricey battleline. Retributors have never been good. Prosecutors have always been ok. Evocators are amazing. Hallowed Knights are almost a straight 1:1 of Black Templars.
  23. So what would be the thoughts on this list? Allegiance: Tzeentch Lord Of Change (380) Gaunt Summoner of Tzeentch (180) Ogroid Thaumaturge (180) Magister (140) Tzaangor Shaman (180) 10 x Kairic Acolytes (80) - 7x Cursed Blade & Arcanite Shield - 3x Cursed Glaives 10 x Kairic Acolytes (80) - 7x Cursed Blade & Arcanite Shield - 3x Cursed Glaives 20 x Tzaangors (360) - 6x Pair of Savage Blade - 8x Savage Greatblade - 6x Savage Blade & Arcanite Shield 3 x Tzaangor Enlightened on Disc (140) Mutalith Vortex Beast (200) Soulsnare Shackles (20) Chronomantic Cogs (60) Total: 2000 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 122 Ogroid and Magister are there for more spells, throwing out damage, and pinning things down with summoned brims/spawns. Not sure on the Mutalith, but I do want to try it our at least. Seems like it could be a decent distraction at the very least, with a 1/3 chance of doing D6 mortal wounds. Might replace it with Skyfires though. Only have the 3 Enlightened atm. Hesitant to but more as I am expecting a points hike next ghb (probably back to 160).
  24. That has always been a common misconception. But it has indeed been the case since DoT was printed, he forgets how to use his beak when he picks up a 2nd weapon, making that weapon profile completely worthless. How have people been finding LoC since the points hike/2.0 drop? He seems really high for what he brings to the table nowadays imo. I feel like I could just take any 2-3 other casters for the same points and get far more work done.
  25. Well, I have given up on trying to make a Stardrake and Sequitors work in the same list. Think I am going to give this a swing next: Allegiance: Stormcast Eternals Mortal Realm: Ghur Lord-Arcanum on Gryph-Charger (240) - General - Trait: Staunch Defender - Artefact: Gryph-feather Charm - Spell: Azyrite Halo - Mount Trait: Wind Runner Knight-Incantor (140) - Spell: Lighntning Blast Lord-Castellant (100) Lord-Relictor (100) - Prayer: Translocation Knight-Heraldor (100) 10 x Sequitors (240) - Stormsmite Mauls and Soulshields - 5x Stormsmite Greatmaces 5 x Judicators (160) - Skybolt Bows - 1x Shockbolt Bows 5 x Judicators (160) - Skybolt Bows - 1x Shockbolt Bows 5 x Evocators (200) - 5x Grandstaves - Lore of Invigoration: Celestial Blades 5 x Protectors (200) - 2x Starsoul Maces 2 x Fulminators (240) Soulsnare Shackles (20) Everblaze Comet (100) Total: 2000 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 108
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