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Rahatlin

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Everything posted by Rahatlin

  1. Excluding rumors we know from GW article: - they can be put into Battalion with unit and, use it to fight in hero phase ( both hero and unit ) and then again in combat phase ( fight last effect) - if we are taking second turn - They cannot be targeted by ranged attack as long as they are within 1 inch of friendly battleline If we include rumors - which are oddly specific, plus - some youtubers got their hands on GHB already so id say theres a fair chance these are correct - There are used in new battle tactics - there are used in new battleplans ( only they can contest objective ) But yea, i dont see much eighter. I guess best thing would be finding stronk guy + connect him through Core Battalion with beefy Battleline unit to combine all effects
  2. Seeing new GHB reveals - i wonder what would be good less than 10 wounds, no mount, non unique hero to take for Gallatrian Champion thingie - most of the obvious choices are unique unfortunetly ( Drycha, Indrasta, Celestant-Prime etc.) Im looking for something that could go in the frontline along with the unit and hit a punch Any ideas?
  3. Hey everyone. Looking for ideas to proxy Fullminators inside wood Elves themed Living City army - having kidna hard time here I kidna hate most Stormcast units look Pictures or some of my units (examples models) to give you an idea of something that would fit the theme
  4. Maybe i phrased it wrong sorry. Its not about what models to proxy but are the listed units worth their price- if yes i might use them in my WE list and use waywatcher models as proxy
  5. Oh its mostly for my local leagues nothing big. I want it to be resonable and playable but definetly not min/maxing it So far im kidna torn between Judicator and Raptors
  6. Oh for sure. But PG are quite more expensive and does not fill battleline unless you have appropriate general. I just dont have good fit for them in the list im trying out now. Also in my local club theres not that much MW heavy guys. EG Are better towards rend and PG towards MW but for just 15points more you can bring 10 more EG's which kidna allevate MW resistance i guess
  7. So been looking for that old "wood elf" feel with my LC army and i wanted to bring back o'l good waywatcher hero type. I was looking at various options and it would be great to get your opinion's on these three: (or anything i potentially missed) I guess my biggest questions is - are these options valid for their points value in LC list or i should just give up on them Knight Judicator with Gryph hounds - It seems amazing for overall sniping of tough units coz rend, also for character sniping you can negate -1 hit with command ability. 30 range, -3(!!) rend 3 dmg 3/2 profile. 3+ save. No penalty for moving and shooting and gryph-hounds to shield from charges. Downside ? its 205 points Knight Venator - Six shooter version of Judicator. 30 range aswell, 6 attacks -1 rend, 3/3 profile, 12 move (!) and no shooting penalty for movement, also 3+ save. Once a game 3+ ability D6 MW towards hero's. 175 points or Vanguard Raptors with longstrike - biggest dmg potential of 12, but most expensive with 240 points ( could be a unit of waywatchers ). 3/2 profile same as Judicator with -2 rend, which i like more than -1 on Venator. Question about single aetherwing in unit, im not really sure how it works - is aetherwing ability that gives +1 hit work for all raptors in the unit or only the champion?
  8. I actually was scanning through FAQ and theres a Q&A just about this case. And you are right, so after all rend is deducted you can have max of +1 modifier to AS basicly, which is good since most scarry things are +1/2 rend anyways. Can still run them into objective, pop SoTT spell on them and sit on 2+ Armor Save for the rest of the game without any extra buff, and if anything scarry comes their way i can pop additional +1 from "All out defence" if i need to negate any extra rend. relief
  9. Hey everyone. So with new update on how armor save can be modified to max +1 (General's Handbook pg. 71 "Save Roll") Eternal Guards seems off with their natural +1 bonus if they didnt move which kidna sucks. You cant eighter all out defence them anymore or whats even worse - their synergy with Sisters of the Thorn is kidna ruined now Am i missing something here or this is indeed the case? Coz i am a bit of a downer now, just finished painting 20 EG's ....
  10. Understood. I saw army builder in app working as you described but i wasnt sure if it was a bug or not when reading the rules. Thank you
  11. So I am quite confused with assigning units to battalions. In Core rules we can read: "Ussually A unit can only belong to one battalion. However some very large battalions include other smaller battalions. In this case it is possible for a Unit to belong to two different battalions at the same time" So does it mean that for example: I have 3 different leaders, all of them wound 5. And two simple units (not artilerry or behemoths) Can they be in Battle Regiment, Warlord and Command entourage? Tehnicly they fullfill all requirements Text from Core rules dosnt make much sense for me and i dont know what to make of it
  12. Can you ( or anyone) elaborate on "new Wildwoods" ? Did the rules change for Wildwoods? I didnt see anything about them
  13. So its been few days Hammerhal Warband is out - what are evryone opinions? What are nice fighter options you guys see and why ? Also - any nice synergies you see with the skills? Personally im pretty low on morale seeing out of 18 options, 8 of them are leaders. Roster gonna be proapbly on highter spectrum on body count - averaging around 10-12 models On first glance they lack killy stuff, and need to relay on doubles (and beign close too objective) or/and leader triple - OR both of them - which is potentially awsome. But unlike other warbands where you got your killy stuff / fodder - you can kidna choose where to spend your double to make Ranger/Greatsword more killy - which from enemy perspective, is not so good becouse he cannot just focus down your killy moddel Quad is potentially better than rampage, since if you have two models in base contact you can squeeze 2 extra attacks instead one with Rampage - but its not mindblowing. As for composition - im gonna try with couple of shooty moddels to chip damage but also activation counts - these are gonna ctivate first. Then killy stuff - leader+ rangers/greatswords. Fill up rest with spears/halberds
  14. If your general rides frosty, Ironoak Artisian will grant model +1 permanent save, not relaying on sucessfull cast, which can be very not reliable leaving your phoenix with +4 save. Instead you can have wizard around that if cast will bring down his Save to +2. If you need something to keep up with your phoenix Sisters of The Thorn are great - but i ussually have phoenix following my anvil within aura range so movement of wizard was never an issue
  15. Both PG and EG have range 2 and 25mm bases which means they can attack from 3 rows. Both units are solid anvils, in order to fulfill their role they need to last long enough Both these points are maximised with unit of 30 - but i get the battleline issue. I think at least 20 would be reccomended. Alternatively theres A thing i want to try in my next game - having 2 units of 10 really close to each other. Since only one model from unit need to be "touching" base of enemy, rest of them can form third line as long as you keep koherency .This bring some issues like with charge rolls, but EG does not want to charge anyways.
  16. Wildwood Rangers/Ethernal Guards ( hoods or helmets) set have fitting heads and u have 10+ hoods 10+ helmets. Other option is Glade Guard heads(hooded) - these are pretty commonly sold on ebay as separate bits
  17. So basicly, player B has to pick unit 3 to fight first, he cannot pick unit 4 instead
  18. Hey. I need to confirm some rules since im not 100% sure i got it roght. Player B Charges both units 3 and 4 in his turn. Notice unit 3 has "always fight first in combat" rule on them Moving to Combat Phase player B get to choose which unit to attack first. He chooses unit 4 to make their attacks. After attacks are resolved, then its the opposite player turn to pick unit to fight Now to questions: In my understanding player A, cannot choose unit 1 becouse unit 3 has "always fight first rule", so player A is forced to choose unit 2 to attack is this correct? Or Player B is forced to choose unit 3 to fight first, becouse it has "always fight first" rule on them ? Also - Lets say unit 3 and 4 both charges unit 2- Player B then picks unit 4 to attack first. What happens in that situation? Can player B attack with both his units, since unit 3 has "always fight first" rule, or player A is able to choose normally to attack back ? Thank you for all the anwsers!
  19. Looking at your post now it certainly make sense, but im not sure about loosing 10/round. With Battleshock etc. Ultimetly 20 corsars are really close to 10 Elite infantry which can tank better and wound better. They definetly have a usage, if you need bodies and they can def put out some wounds. They also look cool - i just wish they would require less support and numbers to be nice (with cost increase) Becouse painting 40 of them makes me shiver 😀
  20. They have 1reach tho. Which means you probably wont be throwing that many dices as you wished /: And it would cost you CP
  21. Yea i was sure they have 30units discount aswell but checked book and they dont 😕 Shots come before attacks and if he walk instead of charge means you have 1 more turn of shooting. But yea - they are 80 pts more for 30 so 😕
  22. 30 SoTW put out 60 with NP buffing them (CP) and Hawk Eyed they got 2+/2+ profile. No rend but extra 1 MW on each 6 wound roll. Additionally they shoot on beign charged (3") which means 90 shots minimum. Considering they also have 18"range its harder for enemy to charge you in 1 turn. You can also put single line of chaff in front of them triggering overwatch from behind chaff
  23. Correct me if im wrong - but you can only cast one spell of same type in your hero phase, so you wont be able to cast for eg. two cages in your turn. Having 2 Sorcresses with same spells you would be able to cast one of each spell from each Sorc
  24. Honestly theres so much to try out with various cities that i kidna have hard time deciding hehe One thing i dislike about CoS is Battalions. I tought Cities ment to be flexible - and having only 1 very restricted Battalion option is kidna dissapointing 😕 They could easily rephrase Battalions in a way that various units could fill The slot for example: "2-4 Cavalary Units" instead of "2-4 pistolieers" Oh well
  25. Id say go with Wild Riders - enemy monsters would be on front line by turn 2 and thats what WWR excels. WR got a power punch now- but NP might not be able to keep up with them - maybe just barely for 12"buff. Another thing to consider - if you appear on turn 2 - means u used your move for that turn, meaning you will reach combat in 3rd and your enemy have his whole turn to reajust accordingly and IF he gets double turn your fried. Thats why its best to appear if you are second in a turn do you have chance for double turn. I feel SoTW might be also good since they could potentially shoot same turn they appear - and force your enemy to divert his forces to deal with them or take shots in the ass. U could use NP to move them without loosing bonus but thats CP expensive Looking forward to your reports on how did it go!
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