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Landohammer

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Everything posted by Landohammer

  1. Agreed on all points. They fixed her biggest issues: Lack of melee output, and the talon. Now spear can contribute in melee finally. Also of note, is that the Branchwraith is not present on her summoning table and its still only 10 spite revenants. Hopefully this indicates Spites start out as units of 10 so they don't burn reinforcement points. I don't really care about the loss of her CA. It was cool in theory but she was almost always using AOA or AOD in combat.
  2. Yea if you were gonna built and paint 480pts of Sylvaneth and a wild wood, you might as well go sylvaneth. It will probably be better than just shoe-horning them into a Living City army. I use to play LC a lot (they are honestly flat out better than Sylvan) but dropped it in disgust when they became the fulminator meta. I didn't want to have to explain to everyone after a tournament: "yes i brought living city, no I didn't bring fulminators"
  3. Lady of Vines is an auto take for me. She adds so much to the army while also hitting like a truck. 10 wounds, -1 to hit, and potential 5+ ward is spicy too! Means you will be on a 2+ when needed. I am digging Durthu. Keep in mind that Hunters will probably go away since the new GHB is gonna hit soon. I am REALLY curious at what a vanilla tree lord will look like now with the new stomp and talon attacks. And finally the TLA will have at least SOME combat punch. Looks like they are really pushing the tree models into survivability. I'm betting the bug cavalry will be squishy just like the gossamids.
  4. That is a good question. The summoned dryads are a friendly unit, and if they are setup within 6" of her, they would immediately be treated as if they are wholly within 6" of a wildwood. Not sure if that is the intent, but RAW it looks like she can summon around herself.
  5. I like to paint dryads too. But unless you were bringing a TLA (or maybe alarielle) in your Living City army then the Branchwraith wouldn't have had a forest to summon into. (they don't inherently know verdant blessing, that is an app error)
  6. Not like the dryad factory ever did anything anyway. Cool in concept, but too many hoops to jump through. (7+ cast, near a wildwood, can't move until next turn, etc) and its not like you were getting 10 plaguebearers. 10 dryads are just a screen at best.
  7. Lady of Vines has the Branchwraith keyword, and "Roused to Wrath" is the name of her current summon spell. So either the new Branchwraith will have this same identical ability, or (more likely) the normal branchwraith model is being dropped from the codex. It is the last finecast model in the army afterall.
  8. Agreed. Will need to see how Dryad warscrolls look to really get a sense of her value, but as it stands she seems pretty much good at everything lol. Fast, hitty, shooty, casty, buffy and VERY resilient. The reference to "Overgrown" terrain characteristic is tripping me up though bc my local group doesn't use those rules. Looks like i'm gonna be starting a campaign to start enforcing them at tournaments 🤣
  9. Impossible to say. We have literally only seen 2 warscrolls. One was great and one was terrible lol. Our entire battleline system and allegiance abilities are probably changing. Personally a single unit of Gossamids will be an auto-include for me. And context clues are telling us that the melee builds for Kurnoth Hunters will likely be solid, if expensive. The Echoes of Doom box is definitely a good start, just build the Kurnoth Hunters as melee.
  10. Yea there just isn't a need for tanky archers. Especially when we have Gossamids for ~40 less points. And gossamids have a 24" threat range which isn't exactly shabby.
  11. Just for everyone's information, the fake Blood Stalker warscroll is already making the rounds in my local FB group. Admittedly the "NotWhiteFang" name cracked me up, but these do more harm than good. Now excuse me while I go breakup multiple fights between some DoK, NH, and HoS players.
  12. Thoughts on Bow Kurnoth. There is no getting around it. They are still trash. Regarding potential allegiance abilities: People said the same thing about Crossboos but they are still terrible (and they are a brand new kit!). There is only so much you can do with a bad warscroll. I see no reason to take these guys over Gossamids, unless there is a double tap or hero phase command ability available to double their use. HOWEVER the standard 3+ save is absolutely HUUUUGEE for the melee versions of kurnoth, putting you on a 2+ in cover or with All out Defense. New Envoys also has some potential under the right circumstances: Imagine charging two big units of Kurnoth into combat, popping all out attack and hitting the 4+ so they both benefit. Previously we had to jump through a lot of hoops (TLA, camping in cover, or not piling in) to get to the 3+. So we were very vulnerable to a lot of low rend attacks. Now we can get to a "real" 2+ so rend 0 and rend 1 aren't as effective vs us.
  13. Not much as changed for us regarding turn 1. You either screen and prepare for the alpha or you deepstrike and hope for the 9+. The coach is still a pretty good tool for sending into your opponents lines early on, and with its teleport and base size, it can really muck up your opponents movement plans. I think the trick to winning with our army is to mitigate what charges your opponent makes on their turn, so you can rush forward and capitalize on WOT during your own turn. So screens and tarpits still have a lot of value.
  14. Gossamids: Based on how the NH were treated in their new book, I think mortal wound shooting is a thing of the past. I am also curious how insect projectiles will translate into game rules tho. I am assuming either a lot of low rend attacks (think d6 hits per shot) or perhaps even a debuff like -1 to hit. Lady of Vines: They specifically said she would be similar to Drycha in terms of output. So probably around 300pts. Likely a jack of all trades unit with casting, shooting and decent fighting. Also note they mentioned she would have access to summoning. So I am thinking she is more like a supercharged branchwraith. Lancers: Spot on. This unit will probably be one of our biggest gains. Previously we have had to rely on allies for fast shock units. Seekers: I wouldn't be suprised if these guys weren't wizards like Sisters of the Thorn. But having access to buffed Rally also makes sense. It was very interesting that there were only two pictured. I'm curious if a hero build option is possible? Overall this reveal was about the best I could have hoped for. I love the bug/fairy aesthetic and our basic troop options essentially just doubled. My main concern at this point is that they get Spites Revenants and allegiance abilities right. But so far I am very optimistic! Also the endless spells need some love!
  15. People still buy the books? I found it weird they spent so much time on the one skaven model but didn't even touch on Nighthaunt or DOK which are supposed to be imminent. Like, couldn't we have gotten a date? Sylvaneth models blew my mind though. They are on another level.
  16. I'm just not seeing all the Myrmourn love. At 26pts per wound, and capped at 8 models, they aren't going to net much return on their points. Units of 4 are doubly useless, because 4 aren't strong enough to wipe a unit, and return attacks will wipe out every banshee in combat that hasn't swung yet. Not to mention they bleed points to shooting like nothing else. Their anti-magic is strong in theory, but it can be avoided by simply targeting another unit. Having access to the Arcane Tome essentially made the midnight tome redundant. I actually think its one of our more powerful items considering the damage output of the Shyish Reaper or Mortalis. But personally I will be taking the Lightshard most of the time.
  17. They work just fine. You just have to keep them in units of 10 and multi-charge them. Like I said earlier, I support them with either a Kruciator or a black coach to make sure I plink wounds off before they activate. Just make sure you avoid units with standard 3+ saves. You absolutely do not want these ladies running into a potential 2+ save. Thats what Kurdoss and the Coach are for.
  18. This is a win. Trust me. Sylvaneth is my main army and having to transport a separate container just for forests (that often never make it to the table) is a nightmare.
  19. I can't see any situation where Crossboos are a relevant take. A single kruciator brings a lot more to the table, is more survivable, AND can reliably plink wounds to buff harridans. If I truly wanted meaningful shooting output I would spam Chainghasts, bring Olynder, or bring a shooty Black Coach build. I think so. If I had to make a prediction on what the "net list" NH list would be, it would be bladegheist revenant spam in Scarlet Doom. The relatively reliable mortal wound output and battleline status is hard to pass up. I think our biggest weakness is going to be having to deal with high save units popping all-out-defense, since ALOT of our profiles have no rend. Bladegheists shine here, especially if they hit that magic 8+ charge roll.
  20. The "no retreat" rule DEFINITELY messes us up bad. Fortunately I have played a few games vs it and somewhat expected that though. The two big problems the incarnate causes me is A) it has a huge reroll charge aura that is extremely powerful for deepstrike armies like nurgle and B) it is essentially invulnerable for two turns, giving it the ability to guarantee two activations without any significant bracketing. That being said, our ethereal is a good match for all of its high rend attacks, if a bit swingy. For example I popped discorporate and rolled hot and only took 1 damage on Kurdoss. Though in the next combat it murdered an entire unit of Bladegheists. I can't imagine there are many books that would be worse off by taking an Incarnate (maybe the overperforming books like DoK or seraphon). He adds a lot to whatever army he is in and he is a 400pt monster that is guaranteed to stay on the table for 2 turns. Hard to find fault with that.
  21. Looks like the internet is split 50/50 on if this is a Snotling or a Spite riding the bug. I am leaning toward Spite but the underwear is throwing me off lol.
  22. In this case I did not know what my opponent was bringing before I made my list. But honestly I NEVER tailor a list to an opponent. I like dreadscythes and I always wished they could be battleline. So my list basically built itself. Yea harridans are definitely a high skill unit. The impact hits from the coach (or maybe even hexwraiths or Drowner) are ideal since it lets the harridans activate first with the buff already active. Also I was using Discorporate in just about every situation I could. Its essentially our All out Defense. Honestly i think our new wave of terror rules are really where the strength lies. It wasn't that uncommon for me to nail two 8+ charges and put a unit at -2 armor save and of course the Always Strike Last effect is super powerful. I got one of those as well. Honestly I felt like I should have won the game TBH. But we were playing Tectonic Interference and I had consistently bad rolls on the Alpha objective (it was nearly always favorable to my opponent) and the Incarnate was a HUGE problem to deal with. I think with a bit more practice (and not relying on potato cam photos) I can probably compete with most armies.
  23. Played a game with new rules using Quicksilver Dead vs Nurgle w/Incarnate List was 3x10 Harridans, 2x10 bladegheist, 2x8 myrmourn, kurdoss, and kruciator. Lost 25-26, here is my hot take. The Good -Kurdoss is an absolute beatstick in melee. He single handedly put 20+ wounds on the incarnate over the course of the game and bashed in several strong units. Also stole 2CP as well! -Harridans are amazing on the charge, but getting the enemy unit wounded before they strike is tricky. They pair well with the Kruciator since he can plink wounds off before they charge and his -1 damage combos well with their -1 to wound and potential -1 to hit. -Harrdians in quicksilver dead hitting a 8+ on the charge actually put nurgle in multiple situations where they got no save OR ward. I can't stress how powerful felt to just pour wounds into a unit without ANY saves. I killed entire units of plagebearers in a single round which NEVER happens otherwise. -The black coach was an absolute menace. A 4+/4++ with 12 wounds and a free teleport each turn was incredibly hard for my opponent to kill. He also did 7 mortals with this explosion. The Bad -Myrnmourn didn't do anything of value. My opponent didnt have much magic and just shot them off early. I think I will pass on them in the future. Their points per wound is absolutely insane and they burned valuable reinforcement points. -The effectiveness of our units seems to rely entirely on getting the charge off. I bled a lot of points in my opponents turn and a few key failed charges were devastating. Verdict Overall I am really digging the new book. There is still a lot to sort through (I'm honestly torn between Emerald Host, Scarlet Doom, and Quicksilver Dead) but it looks to be a solid mid-tier book overall with the ability to perform better with higher skill and thats exactly what I wanted.
  24. I agree. I think our battleline options are fundamentally broken, but the Tree Revenants have remained a solid take for the last two books. However if we get battleline unlocks (like literally every book in 3rd so far) then its possible they will become less of an auto-include. But if we have to lose the super-useful teleport of tree-revs to get more effective battleline options I won't complain. A well balanced book means all of the options will have equal appeal, even if some units have to take a step down in capability. I am tired of taking minimum battleline vs armies made entirely of battleline. We shouldn't be limited to 5+ save 16pt per wound units IMHO.
  25. I like the allegiance abilities that change with the round. They keep things interesting over the course of many games and also act as a kind of balancing mechanism since the most powerful buffs are only around for a limited time. We are definitely seeing an emergence of these kinds of rules in the SM doctrines, deepkin tides, nurgle wheel, necron powers and I think chaos knights and chaos marines are getting something similar In the case of DOK it incentivizes striking them early. And I like that it can be played around. There are very few situations in AOS where I feel overwhelmed with rules. As opposed to 40k where its definitely an issue.
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