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Lirieth

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Posts posted by Lirieth

  1. 1 hour ago, Fred1245 said:

    I don't know what book you guys are looking at but this is a pretty massive nerf across the board. The point drops were necessary to keep us from being a joke army. We're now a stagnant, immobile bubble army that still has no meaningful ranged threats. It'll take you 3 turns to hit your enemies deployment zone with ANY buffs, let alone all of them and long bomb charges are out of the question because you'll lose 60% of your melee damage output getting that far away from your characters. It nerfed everything we were good at, gave us nothing in return, and didn't help any of the issues we had with shooting armies. We were better off not getting updated.

    The temples are massively nerfed by being forced to take a relic. Every single relic inherent to the temples is a completely useless 'this character whose melee doesn't matter is slightly better (or slightly worse in the case of that stupid D6 mortal wounds relic). That means to get anything useful you HAVE to include a battalion, which sucks because they're all massively overpriced still. The additional temple benefits are mediocre across the board with significant nerfs to Hagg Narr and Khailebron (the teleport being a CA makes it largely useless and the new CT is completely useless).  Blood sisters are still terrible with the new Crystal gaze and are even worse losing their max unit discount. Witch Aelves now only get the bonus attack when WHOLLY WITHIN 12, which combined with the nerfs to witchbrew mean they're losing between 25-50% of their damage output on average.

    Let's talk about the nerf to witchbrew. This kills the army outright. Being wholly within 12 means you'll only realistically get to use it once per game(unless you're just not charging ever, which considering the rest of the asinine 12" wholly within bubbles seems like our best option, honestly) and guess what? That once per game it's on a 4+ unless you're using massively nerfed Hagg Narr. So we're going to hit like wet noodles while ALSO losing 3/4ths of every unit to battleshock.

    The buff to mindrazor and both bloodwracks is irrelevant because Teclis, LoC, Knight Incantor, Nagash, etc, still mean you'll never actually be able to cast it, even if you do somehow swing an 8 for the cast roll(WHICH IS EVEN HARDER BECAUSE THEY NERFED SHADOWSTONE FOR NO FETHING REASON!).  Also, wholly within which means you better be casting it on something in your deployment zone. Making the heroes cheaper didn't fix the issue with them being FAR too easy to snipe. The Ironscale is still mostly useless due to her +1 attack ability being impossible to use and her CA affecting a bad unit (blood sisters).

     

    We now have 2 potential lists that could actually win games and one of them has literally 0 chance against any army that has even a small amount of shooting. 
    You can take Morathi and a bunch of blood stalkers and hope shooting 80 shots per turn is enough(probably not after the totally unnecessary nerfs to our shooting).  Actually NOPE! The nerf to Khailebron TP means this doesn't really work anymore either. Hope you guys like camping! The other is camping 2 objectives wholly with 12 of a Hagg Narr Cauldron and not moving for 5 turns and hope that your opponent is stupid enough to charge into 5+5++5+++ -1 damage. Which is still worse that the equivalent strategy would have been before because now you have to take the stupid fething useless freaking stock relic so you get no chance to help your prayer chances without a relic.

    TL: DR The book is bad and it should feel bad.

    So True!

    • Confused 1
  2. On 6/2/2019 at 6:22 PM, InSaint said:

    Has anyone tested how the new forbidden power endless spell interact with DoK?

    The 2 most promising spells in theory are Lauchon the Soulseeker and Horrorghast.

    1. Lauchon the Soulseeker can give a unit of 30 Witches or 20 Melusai additional 12" movement.

      Considering 30-1 Witches, they will have an effective threat range of 12" (spell) + 6" (move) + 6" (run, use CP for flat 6) + 7" (avg. charge) = 31" (+2" with Cauldron Guard). This is pretty insane considering you can simply toss all your buffs at them stuff them into your enemy face on turn 1. The only issue is putting a hero within 8" of the unit to benefit from +1 attack.

      Alternatively 20-1 Melusai Blood Sisters will have an effective threat range of 12" (spell) + 8" (move) + 7" (avg. charge) = 27".

      Draichi Ganeth may actually be a viable option with the +1 to hit on charge.

    2. Horrorghast can combo with Shrouds of Despair for bravery difference potential of  minus 2 to 5 to trigger Mindrazor +1 damage.

    Although the Horrorghast will also affect our units, keeping a safe 6" away is more realistic to ensure the enemy suffers -2 while we only suffer -1 bravery. Combined with Shrouds of Despair, it is more likely to proc the +1 damage from Mindrazor.

    Thats not what LtS actually does: your movement ends after using its ability (sure you can charge but you cannot make a move or run).

    Also you wont fit a 30man squad wholly into 3" to LtS or 20 snakes...

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