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Landohammer

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Everything posted by Landohammer

  1. @a74xhx Nice bat rep! I have always found games vs KO to be fun but particularly challenging. They seem to have a strong counter army for us. We can't really threaten them at range, they can see through our forests, and we aren't quite fast enough to catch them.You played it exactly right though. Play the objective game and hope he runs out of turns to catch up. I primarily play Winterleaf, but this is one of those games that make me lean towards Dreadwood.
  2. I always hurt my brain trying to decide on Spite unit sizes. Five is dirt cheap, 10 is perfectly efficient, but 20 gives the huge discount. The only size I never take is 15. 10 spites are so efficient because the entire unit can usually attack. Its an average of ~14 wounds excluding glade buffs. Not bad for 120pts! I really like Dreadwood, but I get annoyed a bit at how it dictates lists. I feel nervous with anything less than 3 characters and the Hive is mandatory. Alternatively Winterleaf can be slapped on anything. As long as you have a dude to hold the Kernel you are good.
  3. I think maybe his value diminishes a bit without endless spells in the list, but I imagine most Tzeentch players will be including at least 1-2. So he will always have something to do. I don't imagine I would ever use his teleport unless someone leaves a critical objective wide open turn 1. In a Guild of Summoners list he is just too cheap to pass up. With a vortex he can get me a third of the way to a LoC on turn 1!
  4. So is it just me or is the Changeling essentially an auto-include? Even if you completely disregard his teleport, you still get 2 guaranteed casts for 120pts on top of a fantastic debuff. As a Demon character he also gets the Locus. So if you camp him near some horrors he can essentially guarantee your horrors are -2 to hit right?
  5. This has come up a few times before so I will summarize my previous posts Ahkelia Morrsarr - Fast, hit hard, and resilient. Helps to put pressure on your opponent/objectives early on without the need for teleports. Wildwood Rangers - Reliable anti-monster unit. A unit of 20 is conveniently priced between 3 and 6 Kurnoth Hunters and can fulfill the same role. Celestar Ballista - Efficient (both $ and points) way to have a meaningful shooting phase. Sisters of the Watch - Effective shooting phase Characters - Waywatchers, Lord Relictors, Knight Azyros, Knight Incantors, and Tidecasters. All are reasonably costed and contribute something that Sylvaneth lack.
  6. I actually really like Host Arcanum. A free unit of Screamers is also cool! But didn't one of the youtube reviewers mention that 2d6 rolls now require two destiny dice? Is that how destiny dice work now? If thats the case, then my Destiny dice will go quick. I use most of mine on charges and casts
  7. I would recommend a Lord of Change/Kairos and a box of Kairic Acolytes. That will give you a 1000+ pt army easily and fill up your battleline, at least for 1000pts games. If you hate painting the same models over and over then avoid Pink Horror altogether.
  8. Can someone clarify Skyshoal Covens battalion for me? Does "normal move" include retreats, charges, and runs? Seems like it could be crazy powerful if so. Thats 4 units potentially generating D3 mortals per turn (twice if they charge!). Edit: I just found the FAQ. Only moves made in the movement phase are considered normal. Charges and Pile-ins are considered something separate. That makes sense. Still seems like a pretty decent battalion though.
  9. I just want them to be cheap, and have the ability to cast allegiance and endless spells. I am not too optimistic on their shooting capability. For the most part GW errs on the side of caution for shooting. Historically each cast in Tzeentch armies have been ~90 points, so I find myself running out of points quickly even with just 4 or so casts. So if I can fill battle line and also score meaningful casts then I will be happy.
  10. So far the changes are all looking great. The changes to acolytes is *really* interesting, especially if they get access to allegiance spells. Also the Locus effectively makes all Daemon characters -1 to hit in melee. Thats a huge buff for LoC. Pink Horrors could really become insane if they manage to get -1 to hit.
  11. Exactly. They essentially just pulled an allegiance/general buff out of the army and put it on something you have to buy. Khorne may have been a bad example since they do have some strange tendencies to build brass stuff. Deepkin, Gloomspite, Ogors, and Slaanesh are more obvious offenders when it comes to spontaneous terrain generation.
  12. So I could write a novel on why the Wyldwoods are a problem mechanically, but at least the terrain fits in with the fluff of the army. However most of the other faction terrain just feel like they were tacked on as a cash grab. I can see Alarielle summoning a woods on a battlefield, but are Slaanesh followers gonna haul around a mirror the size of a building? Do Khornates take the time to construct an altar when battle is imminent? They really only benefit their faction under a specific set of circumstances and are more often than not forgotten about/disregarded early on in games. I feel like Tzeentch terrain would have been similar. I imagine we would have got a $50 giant bird statue that lets you reroll 1's to cast while wholly within 6 inches" or something similar. I wish the time/money/talent had went into creating more units.
  13. So my main army is Sylvaneth, and let me tell you that faction terrain is overrated. Its expensive, generally doesn't contribute much, and is a pain to transport. Also, tournaments tend to overcrowd tables with terrain making it exceedingly difficult to place it anywhere meaningful. One of my biggest issues with AOS nowadays is the entourage of models you have to carry with you for competitive play. You have to carry endless spells, models to summon, and faction terrain (sometimes in multiples!). All of which have the potential to never see play.
  14. Yea the frustrating part about Alarielle is that I am pretty sure her base issues with Living City and Gladewyrm weren't intentional. Six inches was probably just slapped on those rules arbitrarily. Luckily the Spiteswarm Hive is 8 inches. Looks like a fun list but I always advise against double TLAs. A big part of their cost is the command ability and the free forest, and you can't duplicate those. I would recommend you swap out a TLA and an endless spell for Durthu. I don't think you will miss one cast.
  15. Wow I did not know either of those things! That is pretty significant correlation. Good on the ITC guys for standing up to the IH insanity and good on GW for responding quickly. If only the same thing had occurred for Slaanesh!
  16. Haha thats awesome. Yea the Gladewyrm goes from meh to crazy good if you can get it within range of multiple units. The sad part is that it can't actually heal Alarielle because her base is too big 😭
  17. Personally, I really like the Gladewyrm mode, so anytime I have the points leftover I put it in. However I have had mixed results with it in my games. It competes directly with Quicksilver swords, and the swords are great in a meta that is full of chaos. The primary benefit, for me at least, is that it can't be turned on you. I can't tell you how many times my own Quicksilver swords or Spellportals have been used against me. I'm like I bought the model, painted it, paid for its points, and casted it, but now its hurting me One good thing about the higher casting cost it that it takes like an 8 to dispel, so most opponents won't bother attempting it unless they have spare casts.
  18. So I fully anticipate (and appreciate) those regularly scheduled updates. But the examples I referenced fall outside of the biyearly points balancing and post-codex clarifications For example, the Repulsors were nerfed weeks BEFORE the codex. Iron Hands weren't just post-codex clarified, they had balance-based rule adjustments Skaven had a warscroll change during a points update Meanwhile Slaanesh were tolerated until the annual update. Of all these situations, Slaanesh likely needed the most immediate attention. Don't get me wrong, all of these changes were VERY welcome. But I'm just making an observation that the methodology isn't always applied consistently.
  19. I think its fair to wait a bit before bringing out the nerf-hammer. What' alarming about GW is the erratic timing of their changes. For example these were relatively unexpected. They let Slaanesh dominate for months but 40K Repulsors were actually adjusted pre-emptively, in anticipation of the SM codex release. They significantly altered a skaven warscrolls months after their codex but adjusted Iron Hands abilities within a few weeks. Its kind of creating a weird situation where you never really know when you are going to get nerfed or buffed. T9A got to this point and it was really alienating for many players.
  20. Tzaangors have the same exact issue on a slightly smaller scale. They typically have four different attack profiles. I always get annoyed at models with excessive attack profiles, especially infantry. It slows down the game terribly. Its particularly terrible when playing vs unfamiliar armies. I find myself constantly asking "any more attacks" and "may I swing now?"
  21. I wish they had taken the opportunity to update Alarielle's summoning table. The 10 Spites remain as a head-scratcher, as does the Tree Revenants and Branchwych to a lesser extent. Personally I don't normally compare Drycha + 6 Kurnoths to Alarielle. If we are talking optimizing, then all of your Kurnoth models should just be in your army period lol. Add battleline and characters to taste. The decision, for me at least, is usually Alarielle vs Drycha+Durthu. I agree though that Alarielle can be a liability on the field. She requires careful placement or she will go down early to experienced players. But Drycha is just as bad. Her wound/pt ratio is pretty bad on paper. (though I would argue her reliability makes up for that)
  22. List 1 -Max Cheese - Keeper and Chariot spam, beastmen battleline List 2 - Moderate Cheese- 1 Keeper, chariot and misc character spam List 3 - Minimal Cheese - 1 Keeper, 1 chariot, fiends, seekers Games vs list 1 and 2 weren't even close. But the game vs list 3 was relatively close until depravity put 900pts+ back on the table. Having your opponent essentially just respawn half their army is just nuts. Again I think that they focused on the right issues to begin nerfing. If Slaanesh continues to be a problem then perhaps GW should take a look at the Keeper specifically. It seems to be the epicenter of Slaanesh's issues.
  23. Ahahaha I actually use that quote a lot jokingly but in this case its probably true. At least Keepers can't rely on an 83% chance of going first anymore. Having a 33% chance of failure means that Alpha strikes may occasionally fail. Well I have played 3 different Slaanesh lists in a tournament setting and I hated all of them lol.
  24. Overall I am very happy with the changes to the armies I use. Sylvaneth, Cities, and Idoneth changes were all solid. I will be happy to see wildriders, turtles, and treelords on the table again. I think the jury is still out regarding Slaanesh. At first glance I really like the nerfs. They are clearly hitting the right nails (depravity and locus) But I agree that the changes may force competitive players into more Keeper (and chariot) spam. However the one ray of sunshine in all this, is that at the end of the day this is an objective based game. Players who spam Keepers will run into the same issues as other armies: They won't have the infantry they need to screen and retake objectives.
  25. There should be a price difference between bows and swords/scythes. There is clearly a performance difference. Though to be fair it should probably be a discount on bows rather than an increase on the others.
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