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Landohammer

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Posts posted by Landohammer

  1. Quick summary of a 1 day, 18 man tourney I attended this weekend. List was Winterleaf, TLA, Branchwraith, 6 Scythes, 6 Swords, 3 Swords, 5 spites, 10 spites, 5 Tree revs, Hive, Cogs, and an Alloplex. 

    Game 1. Veins of Ghur; Sons of Behemat

    This was a rough matchup for this scenario, since he took the sub that makes his mega gargants worth 30 models on an objective. Also 2 of the 3 objectives landed close together. I was able to kill all his smaller giants but the two megas just camped on objectives and murdered anything that got close. 1 Mega survived until the end of game but that was all he needed. 28-35 giants win. He scored 13 of those points in the last turn so it was a lot closer than it seems! 

    Game 2. The Vice; Flesh Eater Courts

    Game started out rough. He deepstriked 20 ghouls in my backfield (i anticipated terrorgeists getting there but not ghouls). However he failed his charge. I declared Broken Ranks (kill a battleline unit) and charged 4 units into them. I failed 2 of the easy charges only making it with spites and a shark. Still managed to kill 18/20 but those two survived with inspiring presence. Making me miss my battle tactic. :(

    Otherwise we went back and forth exchanging units. His ability to double fight every turn really added up but my hunters did work too. I had hive up most of the game but it continued to fail the 2+ when it counted, making me rely on 9+ charges. I was down 15-17 but we both had Predators Domain as Grand, meaning only one of us could get it. My forests gave me the edge here and I took it 18-17 Sylvaneth win

    Game 3. Power Struggle; Tzeentch

    This game wasn't super enjoyable bc the opponent was clearly in a bad mood and played very slow. But tactically it was a very close game. He struggled to take down Hunters with Heed the Spirit song up, but he was a lot more mobile and his shooting and magic really diminished my key units. He easily dispelled Hive every time I attempted it. It came down to the final turn when I charged 6 scythes into his Lord of Change on the center objective. He roared and denied me All out attack, and combined with his -1 to hit locus I only got 6 wounds through, and only 1's and 2's on damage for a whopping 6 damage lol. Time was called before we got to play turn 5. If I had another turn I would have took it but final score ended up being 16-18 Tzeentch wins.

    Overall I went 1-2, but each game literally came down to the last turn so I was super pleased with the performance given the matchups, and I had a great time.

    Takeaways

    -TLA has finally come into his own. Heed the spirit song single handedly takes the army up a notch. My Hunters were ALWAYS on a 3+ save, usually ignoring rend 1. The free forests, ASL, monstrous rampage, heroic actions, and spell also contributed greatly. He will be in every list I take. 

    -I knew going in that Hive was a risk. But between Cogs and Throne of vines I usually got it off when I needed it, but it was deadweight vs Tzeentch and I failed the 2+ in multiple critical situations. 

    -Spites were absolutely deadweight. They were easy Broken Rank points for my opponent and didn't do anything but screen. I will probably convert some of the 50 that I have to Tree Revs lol. 

    -MonsterHero hammer is the new meta. The tourney was won by Belakor+Sigvald Slaanesh, with second place going to Archaon tzeentch. Both went undefeated. There were a lot of  Archaons, Belakors, Morathi, Mega Gargants  and Kairos/Loc running around. 

    • Like 2
  2. 2 minutes ago, Popisdead said:

    He is a good support addition and the new rules (monster, hero) benefit him.  He also incidentally yeah had a cmd ability buff in this edition change.  Also Sylvaneth have an endless spell to buff armour so you can increase his save pool to overcome rend with him.  having a 2+ with another pip in a save pool and rr 1s makes him a bit tanky and he compliments the Warsong who appears to be an auto-include.  

    I'm not sure how this person placed but they did well in a recent tournament. 

     

    warsong rev in command, nurtured by magic, chalice of nectar, flaming weapon, 
    ancient, spirit song stave, regrowth, 
    drycha
    branchwych 
    3x 5 trevs
    3x 3 Sword hunters
    6 scythes
    spitswarm hive
    glade wyrm

    No wonder he did well, his list is 2440pts lol. Is that supposed to be 1x3 Sword Hunters maybe?

    I am only thinking Warsong to be effective when doing the spellportal+throne of vines combo. Without that he is just two really reliable spells every turn. 

     

  3. 32 minutes ago, Havelocke said:

    That's the general consensus on how it works, yeah. I alluded to it in a post on the previous page, but I'm also quite hype for this ability. I think it has the potential to turn Sylvaneth into a defensive powerhouse.

    I think some people are sleeping on it because of how much more access there is to +1 save in this edition in general. People see it and go okay, it does the same thing as All-Out Defense of Finest hour. Just another way to get +1 save. But it's SO efficient.

    With minimal set-up, you can give +1 save to your entire army... for two turns... stackable with AOD... for one CP. That's just nuts. And the only thing you need to do to set it up is take a unit that we usually want to be taking anyways.

    I was a pretty big hater of the TLA in 2nd, but with the buff to forests, monsters, heros, and now that command ability, he has become quite the toolbox.

    My only hold up is that, assuming I spam Kurnoth hunters and take minimum battleline, it really only leave me enough point for 1 big character. So I have to choose between Drycha, Durthu and TLA. And not having Drycha is particularly painful. 

  4. Hey guys, I am bringing a Treelord Ancient and 18 Kurnoth Hunters to a tourney on sat.

    Am I understanding it correctly that if the TLA pops his CA in the hero phase, that all Kurnoth Hunters on the board would benefit from the +1 save until the your next hero phase? (due to Envoy of the Everqueen?)

    Seems insanely good. And yet I haven't heard much chatter about it. Assuming you are facing Rend 1 or 2 you would effectively have a 2+ save if you don't charge. 

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  5. 8 minutes ago, yukishiro1 said:

    The amount of power big models have to be able to concentrate in one area to be worth taking is so extreme that it also tends to end up making them easily oppressive to non-optimized lists. Alarielle IMO is an example of how hard it is to make a big model worth taking without some kind of ridiculous nonsense tacked onto them. It'd be better if Nagash, Gotrek, Archaon etc were more like Alarielle than if Alarielle was more like them. 

    This is actually a really good take on the situation. Good point. 

     

  6. 3 minutes ago, Zeblasky said:

    Her real cost is 740- ~200 points, so she's more like a 500 gold model, as long as you manage to get her summon off. Don't treat her as Archaon or even Nagash, both of them are quite more tankier than her (if we're talking about a single batteround or a game where mortal wounds are decently present), she's much more of a support piece with great mobility, so she should be close to the action, but definetly somewhere she can't be focused too much.

    I'm still not comfortable with a 540pt unit just acting in a support role. And to be honest she doesn't even really fill the support role that well since she is primarily a melee combatant. 

    Its painful to look at her warscroll and compare to something like Yndrastra, which really nails what Alarielle should have been IMHO.  

     

    • Like 1
  7. Its just the "new edition overload". I felt the same way when first starting a space marine army in 40k 9th edition. The things to remember and options were daunting.

    But after like 2-3 games it all sunk in.

    Just play a few games vs opponents who don't mind reminding you of stuff. You will be good to go.

    At the end of the day, AOS 3rd is only a fraction of the complexity of 8th edition fantasy. So the goal post has definitely moved closer. So if you are struggling, it might be the kickers fault if you know what I mean :P

    • Haha 2
  8. 11 hours ago, Honk said:

    16hp 3+, the automated healing is over 9000, the 24“ 6dmg spear? 
    model can retreat and shoot/charge, with battering ram? Casts 3 spells, with the cast bonus cheese?

    All the big models are a bit wonky, Nagash could rolfstomp your whole army or get shot off the board turn 1-2

    If you are arguing that Alarielle is comparable to other god-tier characters, I'm afraid I have to disagree. I have played her in a few games, it hasn't went well lol.

    Most recent 2 games she died turn 1 to a terrorgeist and turn 2 to an Ogor Tyrant. 

    Maybe I'm not using her correctly, or maybe i'm overcommitting her. But when 1/3rd of my army is in a single model, there is definitely a sense of urgency for her to perform lol. 

     

     

  9. 38 minutes ago, Lich King said:

    Did they ever release the 2021 Forgeworld Points ?

    No but strangely the Monstrous Arcanum is listed in the GHB as legal for matched play, while there aren't any points in the actual GHB for those units.

    So RAW I guess you could use their original points? Feels weird. Probably just another oversight. 

  10. 2 minutes ago, Clan's Cynic said:

    Polling seems to suggest Stormcast are plenty popular, if not the most popular army in the game, it's just the gap between them and the next most popular army isn't anywhere near as wide as Space Marines.

    Take Necrons for example - compare how much cheaper you can get their Indomitus contents compared to Primaris on the second hand market, but I don't think anybody would describe them as unpopular, particularly after their range update, just not anywhere near Marine numbers. 

    Remember even before the new Battletome was announced, it wasn't difficult at all to grab the Lumineth Army Box either, but they're undoubtedly one of the more popular armies.

    Is Stormcast popular as a faction? Or do people just own models because of starter kits? I go to a lot of tournaments and in my meta pure stormcast armies are extremely rare. Like rarer than BOC, NH or Sylvaneth. 

    Most SC models I see on the table are in cities armies or as allies. 

  11. I just won an ebay auction for a Dominion box for $127 USD plus shipping. They are available for buy it now for as low as $160+free shipping. The last time I got an AOS box at this level of discount was when AOS 1.0 launched.

    I think underselling and overproducing are two distinct problems. If you make 200K boxes but only sell 100K then your product didn't sell poorly, you overestimated demand.

    Personal Rant: Does GW just not understand that Stormcast are unpopular? Anybody who deals in models on the second-hand market for more than 2 seconds understands that stormcast just don't move. Meanwhile LRL and Soulblight are selling as fast as they make them. 

    I'd wager literally any other faction would likely have sold better. 

     

  12. 4 hours ago, Rors said:

    I think ultimately if the question is should COMPETITIVE armies ignore magic due to the magic dominance of some models the answer is definitely no.
    The four big center peice casting models are Negash, Teclis, Kroak, Morathi.

    Neither Negash or Teclis are competitive, you give up dominance in every other phase to own magic and that's not enough for what you loose. The better LRL lists usually don't have Teclis and Negash is very rare at the prodium.

     

     

    And Kairos. Lets not forget him. But really any Tzeentch list is going to dominate magic, especially host arcanum. 

    I am going to have to disagree about Teclis not being competitive. The "Tecnado" combo is a regular in our meta and it absolutely shreds armies, especially when combo'd with Lambent light and ~30 sentinels. In an edition that encourages smaller unit sizes, taking D3-D6 mortals on most of them every turn is extremely powerful. 

    One of the main weaknesses of Teclis in 2nd was his relative fragility if he didn't pop the 5+ ward spell. But now he has easy access to at least three different +1 save abilities, and a reliable heal. I would much rather face a LRL without him anyday of the week.

  13. Agreed. In competitive play I see two types of lists:

    A - A list that will absolutely dominate magic, and shut down your magic phase (LRL, Tzeentch, Seraphon)

    B - A list that has no magic or incidental magic. As in, a caster that has other roles or only taken to fill a battallion or hold an item. 

     

    My response to this has been to only take wizards that can be productive when deployed far away. For example a Branchwraith summoning dryads, or a Tidecaster casting corrasion. Or to take casters that do other things well, so losing their casting isn't a big deal. (Drycha and Olynder)

  14. On 7/18/2021 at 9:19 AM, Bayul said:

    But that's not relevant for a beginner guide. The guide already lists a lot of Nighthaunt units that are a bit too expensive to ever include in my lists, but they need to be mentioned.

    Sorry, never played with or against him. I reserved my comments for units I was familiar with. 

    8 hours ago, Garxia said:

    Sadly, I have not yet been able to play a 3.0 game, but after learning the rules and theorycrafting some lists, I cannot make my mind about:

    - REINFORCEMENTS: 

    What are you people using your reinforcements on? I'm doubting between:

    - 2 on Chainrasps (30 chainrasp unit), 1 on Grimghast (20 Grimghasts unit), 1 on Spirit Hosts (6 Spirit Hosts unit).

    - 1 on Chainrasps (20 chainrasp unit), 2 on Grimghast (30 Grimghasts unit), 1 on Spirit Hosts (6 Spirit Hosts unit).

    - 2 on Chainrasps (30 chainrasp unit), 2 on Grimghast (30 Grimghasts unit), 0 on Spirit Hosts.

    Initially, I discarded using reinforcements on Spirit Hosts (new coherency rule, need big blobs of Chainrasp and Grimghast), but they're our only MW dealer and are somewhat "tanky".

    On the other side, I fear that 20 Grimghast are not enough nowadays, and 30 are better for absorbing some losings and Rally.

    But I don't feel "safe" without a 30 Chainrasp blob for objetive holding, 20 chainrasps will evaporate easily probably.

    Can't decide, so I'm open for opinions and experiences about reinforcements and unit sizes.

     

    - GRAND STRATEGY:

    Looks like peope are very fond on Predator's Domain here, but I think that Hold the Line may be easier.

    Can somebody explain me why chosing Predator's Domain instead? What's your pick?

    I only take rasps in squads of 10 now. Save your reinforcements for Grimghast and units you need to squeeze into a battle regiment. I have been using hold the line for my Grand Strategy. Its easy to deepstrike 10 chainraps or 3 spirithost late in the game. Extra points if you take the battle tactic where you need to place two units in enemy territorty.

    My 125pt spirit host unit has probably netted me 25+ VPs over the course of 4 games lol. 

    7 hours ago, Neck-Romantic said:

    The combination of limited reinforcement coupled with new cohesion is just so limiting and aggravating. One or the other would have solved a lot of AoS' problems but in typical GW balancing fasion they over corrected imho.

     

    Feels like Hexwraiths are hit the hardest with reinforcements and coherency. 

    Im wondering if Myrmourns are simply DoA (pun intended) with both rules bearing down on them. 

    Ill likely use bladegheists in groups of default 10 and reinforce hosts to 6

    Hexwraiths having a dedicated sub faction does help, but yea the unit coherency and points hike on them REALLY hurts. So I am finding my reinforcement points best spent on Grimghasts.

    Myrmourns are absolutely crippled to the point of uselessness now. 8 attacks hitting on 4+ will never doing anything meaningful.

  15. 5 hours ago, CaptainSoup said:

    I'm surprised you didn't include Mannfred in your allies list. For 95pts more than Lauka Vai and a behemoth slot, you get a monster hero wizard who moves faster, has more attacks, FT, an extra wound, can teleport out of combat like our dread blades, can shrug off a wound per phase and can cast a MW AoE spell on a 7. From my perspective he is the tough to kill, heavy damaging dealing model that is lacking in the entire night haunt range by taking advantage of a swath of the new rule changes that we simply can't take advantage of well if at all.

    I think Mannfred is cool, but for me personally he is a bit too expensive for me to ever include in my lists. Our troops already skew toward the expensive side, and having nearly 400pts tied up in a single models is just a bit too much.

    However he probably does warrant a write up since he is an option for some. 

  16. 7 hours ago, Vasshpit said:

    So i just picked up 18 nib spirit hosts on the super cheap. 

    Whats thoughts on spamming msu and fishing for mortals with these spookers?

    Yea. Spirit hosts came out if 3rd being fairly solid. With so many +1 save buffs running around, their relatively reliable mortals are even more valuable and their point increase was negligible. Also Chain rasp and Hex point increases now makes hosts quite appealing as battleline filler. 

     

    Dont sleep on running them in larger units either, since they are also a good candidate for Rally. 

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  17. 14 hours ago, EnixLHQ said:

    So... How about that allies list? Because I don't really know them.

    Here are some of my favorite Soulblight Gravelord Units

     

    75pts - Fell Bats - Cheap but insanely fast unit that can potentially reach enemy lines on turn 1 or act as screens/campers/etc. I have considered using these guys as an alternative to the Black Coach to tie up shooty units early.

    80pts - Corpse Cart with Balefire Brazier - Cheap -1 Wound aura and -1 to cast aura. Fun conversion model. 

    115 - Vargskyr - Extremely fast shock unit with some punch

    125 - Blood Born - A solid value unit of elites that hit like a truck and are fast. 

    200 - Belladama Volga - An extremely cheap double caster with a +1 to cast. Her spell is really sneaky because it can turn enemy models into dire wolves, which will immediately be in engagement range. This can be brutal on archers or other vulnerable units.

    280/285 - Vengorian Lord/ Lauka Vai - A solid all around monster hero that is fast, casts, fighty, and extremely resilient. The vengorian has better command abilities and an easier to cast spell, but Lauka has mortals on the charge and an extra wound. Either is solid. They are an ideal target for mystic shield/finest hour/all out defense and are perfect for monster objectives. 

    305 - Terrorgeist - Not much to say here, everyone knows these guys are scary, and another solid choice to grab monster-based objectives. They also give us a shooting phase. 

    315 - Radukkar the Beast - An absolute wrecking ball of a character that is also annoyingly hard to kill. Additionally provides a free unit of Dire Wolves (135pt value). 

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  18. 5 hours ago, The World Tree said:

    It doesn't indicate anything. Tony, the hero who does Warscroll builder, is responsible for it, not GW.

    Assume Uniques can't take spell enhancements for now. It isn't clear which is correct, but always better to assume the one that is worse for yourself. That way you get a nice result if it changes to allow them.

    Just to clarify, uniques can't take *universal* spell enhancements. The faction FAQs explicitly allowed uniques to take allegiance spells. 

    I know you probably intended that but just wanted to clarify for any newbies reading since its an often asked question.

  19. 14 hours ago, Neck-Romantic said:

    Are other armies having their elite units' squad size reduced?

    Been thinking about what happened to Myrmourns and imo MSU reduces their effectiveness in groups of 4 to near uselessness.

    Applying buffs to a unit of 4 vs 12 is a waste, and having several units of 4 allows for the enemy to strike back and potentially wipe them out.

    On the opposite side of things; it makes things like Olynder's spell or a priest's curse (that we dont have) that affects all attacks made on an enemy unit from any source more useable.

    A unit of 12 Myrmourns has always been one of the backbones of my army, and I was in the process of building up a second mass of them; any thoughts on how to utilize them now would be helpful

    Yea the changes to Myrmourn unit sizes completely kills them as a viable unit. Other armies were definitely affected by unit size changes as well though. For example, Fyreslayers can now only field berzerkers in units of 10-15, which was their primary means of killing stuff. While Sylvaneth Spite Revenants (their cheap horde units) are in squads of 5, which reduces them to screens at best.

    9 hours ago, anorek said:

    I might have missed something, but can we ally with soulblight?

    Yep. This was probably one of our only true gains with 3rd edition. Soulblight has some fantastic units and it really gives us some tools, specifically the monsters and Radukar the Beast. 

  20. 54 minutes ago, dmorley21 said:

    Gotcha. That’s a tough one. I really miss the old cogs.

    And I though you said you got WoT with the Reapers? That’s why I figured 5-8. Also, All Out Attack would have added some punch there - I’m guessing you used it elsewhere? 
     

    Sturdy castles are definitely difficult to chew through, but glad you had some success in your second game. 

    He had total eclipse up so he basically shut down my command ability useage. I actually had 2 CP but I had to save it for Inspiring presence. He has the ability to bounce battleshock tests back on to you and I had done quite a bit of damage to another unit of wardens with Bladegheists. If I didn't save a CP he could have just picked a unit and wiped it out in the battleshock phase. 

    So the decision was EITHER buff Grimghasts or save a unit from taking a -18 battleshock test lol.

    Oh ok I gotcha. Yea unfortunately since I chose to activate the Bladeghiests, he got to swing on my Grimghasts before they got their normal activation, and so the Grimghasts were a bit depleted when they swung again. I may have killed 4 total between both activations.

    Thanks. Yea its frustrating that castles are still a thing in a game about objectives. :(

     

  21.  

    15 minutes ago, dmorley21 said:

    @Landohammer

    What was the scenario/setup in your game against LRL? I'm surprised with PotFW you weren't able to get at them with your non Undworlds troops. I've found that unless Teclis gets his aura spell off, the Lumineth castle is easy to chew through. 

    Even with what you were up against with your Reapers, you should have ended up dealing 5-8 wounds on average. Dealing only one stinks! 

     

    I think the scenario was something like "First Blood" which is essentially a corner deployment with 3 objectives on a diagonal line. The distance between us felt massive, and he also deployed as far back as he could. Even with a turn 1 eleven inch move I wasn't even close to a charge. The changes to fly and terrain also slows us down quite a bit. 

    The old advantage of Pendant is that you could move 8+3+run. But now if you declare a run you LOSE the pendant bonus since its no longer a normal move. So if you roll a 1-2 you actually move less than 11 inches :(

    Vs wardens with 5+ ward, shining company, all out defense and atherquartz, a unit of 20 Grimghast averages less than 3 wounds, depending on what the bell does (probably miss or get saved lol). So yea I was a bit unlucky but not that much lol. 

    I understand that a unit with 4 buffs should be a tough nut to crack, but considering 3 of those buffs were automatic, and had no requirement other than him just saying "i get this", it was a bit frustrating. But I digress, since I don't wanna turn this into another LRL bash thread lol.

    • Like 1
  22. 27 minutes ago, EnixLHQ said:

    Okay, just making sure I was following. That sounds rough. I was often in the same situation against Cities prior to 3.0. Things changed a bit, at least until the new shenanigans are figured out.

    Looking back, what other units, artifacts, or spells do you think you could have brought to change the outcome?

    My "go-to" list has been historically 30 hexwraiths , and I think they would have really helped me out here. but I swapped them out for Reapers due to the points disparity between the two now. The cost of two Reapers is about the same as a single Hexwraith. But the Hexwraith speed and mortals likely would have been more valuable vs Lumineth.

    I actually really like how Harridans performed. They are now 16pts per model and a unit of 10 puts out a respectable amount of damage when buffed with all out attack. The two opponents I faced were primarily leader 7ish, so the -1 to was always active. 

    I brought Pendant of the Fell Wind but note that with the way "normal" moves are classified now, it no longer stacks with runs or retreats. So perhaps its not the auto-include it use to be. 

    Olynder was clutch just in her shear mortal wound output. I think she may have to be in every list going forward. I miscasted with her TWICE though. But even then, heroic recovery plus her Veil heal kept her alive a lot longer than I expected.

    Lauka Vai was a solid ally for tanking units with lots of weak attacks, and she was always a good target for Mystic Shield and she was immensely useful to grab the battle tactic that requires a monster.  Also her warscroll spell is very strong vs Gotrek and Archaon since it can make them fail most any charge.

    But at the end of the day, I don't think there is anything I could have done to beat LRL player other than roll 9+ on my deepstrike charges. They have the ranged damage and defensive buffs to counter us at every turn. 

     

     

    • Like 1
  23. 9 minutes ago, EnixLHQ said:

    The max he could have gained is still +1 to save rolls. All-out Defense would have been a waste for them unless you had a -1 to Save against him somewhere. Same with Finest Hour. Was he saying he had +2 or +3 saves?

    Yea the -1 to save was the Rend 1 on my Grimghast lol.

    So aetherquartz and Rend 1 net to zero. So he can pop all out defense for +1 save to get back to a 3+. 

    The cap on modifiers only really helps Rend 0 units. Since he would have capped out at 3+

     

     

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