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Rahatlin

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Posts posted by Rahatlin

  1. 12 hours ago, Thugmullet said:

    There's really not a lot I think.

    Not hitty guys anyway. I think Knight Azyros might be OK.. I also have been eyeing off the Akhelion King. Both have speed to play with and some good damage for there size.. They might function ok for a small hero not in the new battalions.. That can get themselves to places on the table to get those new battletactics done. We'll have to see what the compete rules and bonuses are first but I think. The Akhelion king is prob a bit pricey and won't take artifacts (if there any good anyway)  so he's prob not a good choice but other than those 2 I can't see much that pops out as really good. Maybe also an assassin or 2 as they are at least cheap and can deepstrike in with some shadow warriors or the like... I'm sure more will become obvious with time when we start to get a better feel for what these small heroes actual job on the table will be. And surely there's some stormcast heroes that will be OK.

    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 

    • Like 1
  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

    20200513_165205.jpg

    20200513_170513.jpg

    • LOVE IT! 1
  4. 16 hours ago, Popisdead said:

    What I've done is proxied my old units rebased to match.

    I've used my Great Stag heroes as,. oh gee, memory.  Fullminators?  Decimators?  Uh....  Stormcast on dragon-horsie things.  

    I've used a Great Eagle hero as Yndrasta.  

    Generally the BSBs became unit std bearers, heroes became unit champs.  But with some work you can make an old "Wood elf" feeling army. 

    https://www.warhammer-community.com/wp-content/uploads/2021/08/u8HUNVKydnPpvowA.pdf

     

    There is a PDF for CoS that includes more Wanderers.  Even within a friendly local tournament, or any pick up games I see no reason these are an issue if you wanted a classic feel.  

    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. 9 hours ago, swarmofseals said:

    @Rahatlin it all depends on how competitive you are trying to be. If you're going for absolute maximum competitiveness then I don't think those are particularly good choices. If you want something that will play fine on a club level though I think all of those are potentially good enough. I'd probably go with the Knight-Judicator -- it even has that once per game ability that is a bit like the classic Hail of Doom Arrow.

    Another option is to use your old Waywatcher models as counts-as. They'd be perfect as Shadow Warriors or Sisters of the Watch.

    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. 5 hours ago, zilberfrid said:

    I'd argue scary things do mortal wounds, so the only relevant elite infantry are Phoenix Guards.

    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 

     

    • Like 1
  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. 29 minutes ago, KydbrookP said:

    I think it’s max +1 save after rend, so against anything with rend -1 you can still AOD

    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. 46 minutes ago, Lurynsar said:

    So the issue you’re having is that Battalions covers two types of Battalions. Core Battalions designed for Matched Play and Warscroll Battalions that are now in other types of play. 

    Some Warscroll Battalions are made up of several other Warscroll Battalions, but this has nothing to do with Core Battalions. 

    Core Battalions tell you exactly what fits in them. And you cannot use a model in more than one. 

    So a Hero with 5 Wounds can be selected to be a Commander or Sub-Commander of any single Core Battalion. But not multiple, and each goes to the Core Battalion of your choice that you’ve selected for the list (remember you have to fill the minimum requirements of each you choose to use)

    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. On 7/22/2021 at 8:32 PM, Popisdead said:

    I heard on the Honest Wargamer a guy went 5-0 with this

     

    TBH i'm not sure what he if anything he ambushed unless it was all the shooting.  With smaller boards do the Irondrakes work up front?  Also with the new Wildwoods it gives a Durthu 3 platforms to teleport around.  Yndrasta is good for utility.

    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. 13 hours ago, Rune said:

    Oh my god I did not realise that was the wording on the Frosthearts warscroll. You just ruined my Phonecium list. Thanks though

    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. 1 hour ago, Popisdead said:

    Do you think EG need to also be 30-man units or 20 minimum?  I only own 30 (2005 metal ones) and I'm waffling on 3 x10 or 30.  The 3x10 mean I don't need a Nomad Prince

     

     

    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.

    • Like 1
  16. 57 minutes ago, EMMachine said:

    ......

    With the example above, Player B would activate Unit 3 first, than during the phase he would activate unit 4 and after that Player A would activate the first unit.

    Sadly this was only descriped in a Warhammer Community Article and parts of the FAQ. I really hope we will get a corerule Update in the future, where the "start" , "during" , "end" mechanic is included into the rules itself.

    So basicly, player B has to pick unit 3 to fight first, he cannot pick unit 4 instead

  17. 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!

    ChargingAoS.png

    • Thanks 1
  18. 2 minutes ago, dekay said:

    We are pretty good at generating CP, though. Up to 3 a turn. And I did my calculations assuming that 20 corsairs max will get in range, with other 20 serving just as ablative wounds. They still sound quite effective that way...

    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 😀

    • Like 1
  19. On 10/20/2019 at 12:27 PM, dekay said:

    Idea:

    Black ark corsairs with two melee weapons get +2 attacks from the fleetmaster. It can be increased by further +2 with aura of glory, giving them 6 attacks each. *bad* attacks, but, well, still. I have a feeling that, combined with their very low cost, this can make them useful. It's a cheap screen, but left alone they suddenly start throwing around buckets of dice. And they get 3+ against shooting in the first round, making clearing them out not particularily cost effective.

    Has anyone thought of this or tested them in practice?

    They have 1reach tho. Which means you probably wont be throwing that many dices as you wished /:  And it would cost you CP

  20. 1 minute ago, FPC said:

    Sure that’s my point. Sisters with those buffs are going to average around 20 wounds on a 4+ sv unit, plus probably an additional ~6 mw. I’m not counting the additional 30 from overwatch bc there’s no guarantee they get charged and if so that they’ll all still be alive.  They also have 1 less save. I didn’t factor into my math the free Grudgehammer you’re sure to take, not to mention you could also have -1 further rend from a Runelord. Sisters are 30 more points.  I’d say pretty inconsequential differences. 

    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 😕

     

  21. 14 minutes ago, FPC said:

    Yea I like Irondrakes + Hawk Eyed a lot. 30 is a bit pricey, but you’re looking at 60 shots if they stand still, at 3+/2+/-1/1.  Against a 4+ save with nothing special like rerolls, you will be averaging just about 22 wounds.  Are there things that’ll put out more than that for 400 pts? Sure. But that’s still pretty solid.

    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

  22. 3 hours ago, The Red King said:

    The 2 sorceress was originally 2 battlemage but I decided I like the added reliability for endless spells over the versatility of the battlemage (this may be wrong) but I'm paying for those spells and I'd like to get value from them. The darkshards are literally just there to feed the sorceress and maybe get resurrected by the lifeswarm to be sacrificed again. They could be replaced with any of the cheap dark elf units and may become spears. The shadow warriors are a concession of points and would be 10 more sisters of the watch otherwise, but they aren't bad units themselves and do offer me a bit more surprise mobility.

     

    The whole list revolves around disrupting my oppnened movement phase the most. Multiple slows to hopefully force his army to reach my lines piecemeal. Mobile units to threaten to grab undefended objectives and the like. Present my opponent with  enough choices and eventually he makes the wrong ones right? The list feels really solid defensively but maybe lacks punch? Idk. I'll get some games in as soon as I can and report back. 

    Any idea how to wood elf some darkshards or should I just paint them to match and call them city allies?

     

     

    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 

     

  23. 40 minutes ago, overtninja said:

    Really excited for the possibilities the new warscrolls provide; it's nice to have ambitions for my wood elves again!

    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

  24. 7 hours ago, overtninja said:

    I've managed to cook up some decent lists with CoS so far for my Wanderers, there's some good internal synergy with the force, and the various cities allow for very different play-styles. I've modeled my army on a Ghur theme, but since Wanderers... wander, I'm sure that will be just fine regardless of the city I field them in.

    Currently I'm trying to figure out which units would be best to burglarize my opponent on turn 2, when he's scooted forward foolishly with the bulk of their forces to, you know, fight me. By then, they should have moved their main force out of my way, making deep striking easier and let me more easily access their most important dudes.

    I considered going with big blocks of WWR, who could show up on turn 2 and pulverize a backline, especially led by a Nomad Prince kitted out. Wild Riders would also be really appealing for the second-turn surprise assault, and infiltrating SotW would be fearsome to deal with if my opponent hasn't reserved enough to defend.

    Going with Living city affords me additional options, including using Drycha with a Spite-Revenant entourage for backfield mayhem, or Sword Kurnoth, which I have used as allies in my Wanderers army previously to great effect. These units don't need Wyldwood synergy to be effective, which makes them good choices to include in the force.

    Also, going with CoS, I can finally live my dream of building Giant Wolf Cavalry, which has been a goal for years. Now, I just need a mounted Nomad Prince option that's Match-Play legal, and I'll be good to go.

    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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