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Rahatlin

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Posts posted by Rahatlin

  1. 48 minutes ago, Aelfric said:

    It annoys me so much that I don't want to field Sylvaneth in my army.  I will play Living City, but it will be a city elsewhere in Ghyran.  If Alarielle (Goddess of Life, after all) had helped to prevent the Nurgle's rot epidemic in the first place, perhaps the Wanderers would not have had to retreat to Azyr.  Also, Alarielle abandoned Her whole Realm to Nurgle and yet the Sylvaneth didn't hold a grudge over that.  My Wanderers do not worship Alarielle, they have their own Deity.

    Its GW writers and mess they did after end Times. Couple of pages within 5 years and whole story does not convince me at all 😕 Seeing old miniatures full of symbols from Old World dosnt help eighter ...

    But you can always make your own narration for your warband. Maybe your warband was one that stayed when nurgle overtook Ghyran and fought? You could make convincing story for yourself - maybe that will soothe The bad taste. It helped me alot at least (if u care about such things)

    My warband said ****** you to "queen" and left in search for New Home they landed in Tempest Eye where their services were rewarded 😉

    • Like 1
  2. Line of EG + NP + SoTW behind to presoft/overwatch on charge with NP buff both EG and SotW +1hit and -1 hit debuff for big stuff. Throw SotT behind it all- their spell now works multiple turns (basicly unit is buffed untill it moves) so you can pre cast Armor of Thorns and have City spell at the ready.

    For this setup i tried Tempest Eye City for Battleshock immunity artefact and +1 wound roll on ranged giving my SotW 2+/2+ profile for 1CP. 

    And +1 A meele spell from City for EG in front. with 10 of these you get 30 A on 2+/3+ and armor save of 2+ returning MW on 6+.

    Considering 20 SotW with +1A if not moved enemy unit gets 40 +20  2+/2+ shots with 6+ hit generating extra MW on their face before they can swing A sword at you.

    Neat.

    Then for extra 90pts u could get Battlemage to cast -1to hit spell or Transmutation for RR 1s and halve movement which could prolonge charge 1 more turn

    Cant wait to try it.

     

  3. Hey everyone. Iv been toying with my TE list and i have a question about Battlemage and spells (never really played much with magic)

    Question 1: If ill take Battlemage does he have acess to all of Lore of Eagels or i have to pick one ?

    Question 2: If i take Battlemage (or any mage) does he have acess to spell on his warscroll AND choosen/all City spells?

    I could not find straight anwsers online, sorry if this is kidna silly question and thanks!

  4. 3 hours ago, Aelfric said:

    I have been so focused on Living city that I haven't really been considering the other 6 Cities in relation to a (mainly) Wanderers army.  So I was wondering if anyone has been looking into the others and, if so, what their thoughts are.  I know Wanderers are a mainstay of Greywater Fastness, but don't know much about it.  I don't want to get too blinkered when the book hasn't even come out yet.

    Waiting for Full book but from info we got so far- Tempest looks nice thematicly, have some Great buffs NP general with +1 hit , +1 wound on 12" aura with 1CP cost. And +1 A from spell 😊

    Still cant decide ill go with that it LC. Considering i dont want to use Sylvaneth

    • Like 1
  5. 2 minutes ago, zilberfrid said:

    Seraphon and dumped units can't be allied. No freeguild archers, excelsior warpriest, waywatcher or glade guard. They do not have a cities keyword and are not listed in the allies

    I guess lets wait for official book. As of now Wiki clearly says you can ally anything from Order.

    Listed armies are gaining your City keyword and/or are taken as 1 every 4 unit

  6. 1 minute ago, AthelLoren said:

    Oops, Ok.

    So it says you can ally anything from order except Seraphon. Listed armies are not under allies restriction and can be taken according to rules stated.

    So it looks like as long as old wanderers have their keywords were good. They even compatibile with NP buffs since only restriction is wanderers keyword.

    And spellweaver is amazing with ressurection and auto dispel

  7. 9 minutes ago, AthelLoren said:

    I don't think so. They don't seem to have Wanderers on their allies table, but we'll have to wait for the full book to drop.

    Found this on Wiki page:

    https://1d4chan.org/wiki/Age_of_Sigmar/Tactics/Order/Cities_of_Sigmar

    CoS has a large selection of ally options - everything Order except Seraphon. Some factions can be taken as non-allied - instead, they gain the city keyword but not the host keyword, and up to 1 in every 4 units in the army can be taken.

    units, gaining your faction keywords, and not subject to ally restrictions.

    • Stormcast Eternals: Taken as non-allied in any CoS army. They act as big elite units with multiple wounds. Provide strong shooting, Skull smashing, and strong cavalry.
    • Daughters of Khaine:
    • Fyreslayers:
    • Idoneth Deepkin:
    • Kharadron Overlords: Taken as non-allied in Tempest's Eye. Gives Flying Dwarfs, more guns, and Airships.
    • Sylvaneth: Taken as non-allied in Living City. Cannot be taken in Greywater Fastness

     

  8. 1 hour ago, Televiper11 said:

    Also, am a reading this right? If I'm charged, I can shoot right away?

    Stand and Shoot: As the enemy charge, these warriors make one last shot, praying it will be enough to blunt their advance. Once per turn, when an enemy unit ends a charge move within 3" of this unit and there are no other enemy units within 3" of this unit, this unit can shoot.

    Yep. Same ability Sisters of the Watch got. You do your shots after charge and before pile in

  9. 6 hours ago, carnith said:

    Slightly disappointed that shadow warriors are in phoenix temples, as I know axed glade guard could've filled their spots nicely. Perhaps there is city where both can be taken.

    If all of them are sharing key word- you should be able to fill SW in your wanderers army - not as allies i mean but normal unit

    Im more interested with Battalion options for wanderers since all our heroes are gone (?) Except NP that is.

    Wonder if we gonna have some mixed battalion options- like Phoenix temle + wanderers since this supposed to be shared book. Maybe shared Battalion for factions living in same city?

    Overall i was quite dissapointed with change but im starting to be more and more excited

  10. 7 minutes ago, overtninja said:

    @Rahatlin I'd certainly like to hear more about the aelven factions, particularly the Wanderers, but also the others. I'd like to know what new options there are for those factions, as well as what factions use which characters (if any have changed). Thanks in advance!

    Oh- this is not mine. I found it on my local forums. I asked about source link but no response yet. Ill post it once i have so you can ask your questions 😉

  11. Some gossips from 4Chan about New Cities of Sigmar book:

     

    Some basics:

    -7 sets of allegiance abilities including unique items and command trait for each city, they are:
    -Hammerhal
    -Tempest's Eye
    -Greywater Fastness
    -Living City
    -The Phoenicium
    -Excelsis
    -Anvilguard

    Spells and prayers ect are shared + some generic command abilities for the different races (more on those later)

    -Greywater Fastness unlocks battleline steam tanks

    -No new endless spells, released warhammer fantasy watchtower as scenery. All cities get access to Stormcast so you can use their endless spells I guess

    -none of the recently axed minis returning. The Warhammer Quest priest is back with his tiny griffhound

    -All remaining models have been lumped into the following 7 factions: Freeguild, Dispossessed, Wanderers, Darkling Covens, Scourge Corsairs and Phoenix Temple. Dwarfs and Empire get their war machines back and shadow warriors are now Phoenix Temple (wtf)

    No new models but several new options from existing sprues. Option for a gunmaster hero in a steamtank and on foot and a Guildsmarshal on demigriff. Longbeards effectively gone and models renamed Clanshields, generic dwarf warrior option?? Not familiar with the elf stuff so couldn't check what's changed

    -Cities of Sigmar are like Stormcast and can ally with any Order.

    -Beautiful model section in the book that basically encourages you to convert your minis and has four pages of conversion guides. Some really nice dwarves from the living city using sylvaneth bits

    Overall more excited for th e book than I previously was as a Dispossessedf*g, looking forward to getting some more time with it tomorrow. Let me know if you have any specific questions and I will try to answer them when I next get to see it

    ...

    All units have the Cities of Sigmar keyword. Each mini faction gets its own special a llegiance rule like skaven clans. Freeguild get detachments and Dispossessed get auto pass battleshock on a 1-3
    Forgot to add: all Dispossesse d infantry now has 2 wounds!!!

    • Like 1
  12. Looking at photo from live blog i think its pretty obvious at this moment that wanderers gonna be in that shared book, and we can stop hoping for wanderers battletome at least for a year or two.

    Its A pity but at the same time its good something moved with wanderers.

    Iv seen a post on one of my local forums saying "with new rules for 2019 Wanderers should go up in competetive ranking"  Any idea what rule changes they are talking about ?

    • Haha 1
  13. On 7/18/2019 at 11:42 AM, GM_Monkey said:

    The problem is Phoenix Guard versus Eternal Guard is an unfair comparison without taking points into account. (10 PG are 120, 10 EG are 70).

    PG are elite infantry 3+ 3+ with a 4+ save. They compare to Wildwood Rangers, or Swordmasters (stats and points wise). They have the most durability of the lot but lack the rend for a decent punch.

    EG are cheap road blocks that have no real punch at all. They serve the role of getting in peoples way and then castling up to make them durable, but they are no where near as durable as PG that is until you compare 20 EG to 10 PG (140 pts to 120 pts) Now they have the same number of attacks, but EG have 20 wounds to PG 10. The Ward save actually make this more equal as the PG really get 15 wounds (10 + 50% saved) but the biggest thing missing is the Wanderer key word. Without that the Battalion is more difficult to fill, battleline is missing and you lose the rerolls 1+ from the nomad prince and -1 to hit from the Waywatcher.

    Having seen your list you've made on the other thread, I'm surprised you're still trying to fit that battalion in with a big block of PG. It just soaks up the points and makes it tough forcing you to split the Glade guard and make them less effective. They work best in groups of 30. Personnally I would just go general order allegiance and go made with all the other aelven options.

    Thats why we were comparing 10 PG with 20 EG ( which at the time of the post were same point values)

    Its all true what you wrote about EG. Maybe except same amount of attacks - its harder to pile in 20models .

    But Its not that they are better than the other. Each are better are certain things - and instead of having next unit of EG filling same role, for certain armies it could benefit much more to bring PG.

  14. 17 hours ago, Alexispolux said:

    I'm finally planning my first 1k list (friends and i will be doing meeting engagements for now) I currently have a NP, 2 Way-hero stand ins, 20 Eternal guard and 10 SotW. Going to purchase the next part of my army but i'm torn between buying either 10 sisters of the thorn or 5 Sisters and 10 SotW. the choice basically cav or more bows and i'm stuck as to knowing whats good.

    SoTT are too expensive to go for 10 in 1k points, having unit of 10 means you get + to cast, but its not like shield of thorns is hard to cast anyway.  Having 2 units of 5 wont help eighter since you can cast SoT only once. On the other hand SoTW will give you much better damage output and more bodycount to hold objective if nessecarry.  On top of beign 50points cheaper which is almost another 10 EG

  15. On 7/4/2019 at 11:54 AM, robbobobo said:

    So, I had  my first game with Wanderers today at 1500pts. It As exciting as it was, I'm curious to know a few things:

    1) When is the right time to move up with Eternal Guard vs Boughing up?
    2) I've read somewhere in this thread that one of the more viable ways to deploy is to castle up and wait for them to come to you; what is the best way to go about that and/or is there a way to move up in a defensive ball and take objectives?
     

    My humble anwser would be: There is no "best" way, i mean it depends on the situation alot.

    Cool thing about EG is that they are very flexible- you can eighter use them as chaff or buff them and turn them into pretty good anvil/tarpit.

    Basicly i divide their role in two scenarios: defensive and offensive

    Defensive is no brainer, as soon as you park them on objective- buff them up and ur golden. Cannot really go wrong here.

    When they advance in front of your shooting line - thats where tricky part is. There is alot to think about, especially when you want to take objectives. But i generally try to judge whatever charging vs buffing help me achieve what i need. I often charge with EG to stop enemy further instead of giving him extra charge move, thats why i dont really like groups of 10EG, so they can whitstand turn of combat without buffing, then turn it on and hold enemy for much longer

    Groups of 10 are good however to stop units so you can have extra shooting turn. Or allow other meele to charge- but dont expect them to last more than 2 combat turns. But you loose 70pts- if that gives you extra shooting turn or free charge- its a win for you

    • Like 3
  16. 13 minutes ago, martinwolf said:

    Yes, I’m not the biggest fan or the hearts either. Doesn’t really fit the Wanderers aesthetic (at least what I’m going for), but in the end I think I’ll just live with

    Yesterday i did experiment with front of Shadow Warrior chest to get rid of hearts. Idea was to take SW chest, cut out SoTW hands from their chest- apply to SW chest so the magic bows would suit.

    I also cut out shoulder pads from SW chests coz i didnt like them. I must say it turned out nice- dont have picture on me unfortunetly. All that left is add GG or WWR heads. I will post result when i got one ready

  17. 34 minutes ago, martinwolf said:

    I finished my first unit of Sisters of the Watch. After painting the test model I decided to swap out all the other heads and use the hooded heads from the Glade Guards. It’s a theme that runs through my army, everything that can have a hood, will probably get one. :D 

    The sister without the hood will act as the High Sister, even though the pose is just the regular one. Would be even better if the unique pose (second row, right) had the normal head, but I’m afraid to break too much when trying to swap the two.

    Hope you like ‘em!

    04F236A1-D4A5-4835-9009-6700A1453EC3.jpeg.5f97874e7ac6a8413011f89a0df40407.jpeg

    768433A0-88C7-4D49-9EA5-0582DA17F212.jpeg.338a7a99d573a6edaa292b94a6eea266.jpeg

    18D8B834-970F-4CB9-8457-DA821F6F1D7A.jpeg.a8a66a9c63f6f855ed130ca07dca6be2.jpeg

    A4C6B343-CBEB-4BD2-9666-08215B572C9B.jpeg.e732acaae7ecd8b2138739e0b9013c5c.jpeg

    It was my first try at dirty cloaks, done by dry brushing. I like the result.

    These are looking great. I like how you went for darker blueish bows and dirt on cloacks looks nice. Question about GG heads- did you had to do trim alot?  as i know SoTW bodies have kidna high collar thingie, or did they fit just fine? 

    One thing i dont like about SoTW bodies is the heart on belts, thinking on a way to carve them out or replace with shadow warrior bodies but its troublesome 😐

  18. 16 hours ago, martinwolf said:

    They look awesome! Great job! The Lion Rangers bodies with the fur on the back really fits the Wildwood Rangers nicely. Visually and also fluff wise. Fits in with the rules nicely, too.

    Thank you! That basicly what came into my mind about furs.

    I went for leather boots and gloves instead of metal since WWR only have save of 5+ so i kidna wanted to reflect that.

    Currently looking for a cool way to convert Phoenix Guards as i want to include them into army but i want them to fit into army theme

    • Like 1
  19. 14 hours ago, awcamawn said:

    The correct answer is always going to be rule of cool here: if you're tempted to take some Phoenix Guard, go for it! They're super resistant to mortal wounds, have quality attacks, and can reroll 1s to charge (and Aura of Dread is pretty nifty if it ever comes up).

    But in a Wanderers army, Eternal Guard are battleline - which is potentially more important than anything else. They also get double the number of models per point, which is key for holding objectives against large enemy units. The units nominally have equal bravery, but Eternal Guard will reroll battleshock in a Wanderers army while allied Phoenix Guard will not. Fortress of Boughs not only allows Eternal Guard to match the Phoenix Guard's attacks and save rolls per point (both get 21 attacks on 3+/3+ and one has 20 wounds on a  4+ and the other has 10 wounds on a 4++), but it also makes Eternal Guard have more synergy with Shield of Thorns compared to Phoenix Guard as the +1 modifier is more important than the base armor save there. And naturally only the Eternal Guard can properly synergize with the Nomad Prince, Waywatcher, and Spellweaver to reroll 1's, get -1 to enemy shooting attacks, and return d3 models to life. To me, Eternal Guard win out as a highly efficient choice in a Wanderer army while the Phoenix Guard are a great choice in a mixed order army.

    Thanks. Thats interesting read, and i do agree to solid points you mentioned. However, i gave it a tough and ran some numbers and i came to some conclusios, allow me to throw in some interesting arguments :) (Hopefully) 

    Please dont threat it as me trying to disagreem but rather i thry to find holes in your arguments so i can make better decision regarding army composition ( and hopefully anyone whos reading)

    Depending on what role your EG fill, i mainly focused on Anvil (Objective Defend) or Chaff/Screen unit for our SotW/GG/Other units when advancing to claim objective.  I read all posts here, and looking at Wanderers unit roster i feel we are good with objective defending, but lack at attacking one - or rather i should say i belive our disadvantage is that we need too sacrifice too many units to be able to defendobjectives, and this leave us with unsufficient amount of units to apply pressure on enemy objectives, so there is no need for enemy to divert forces, so they can push harder and so on. Thats why i embarked onto a jurney to find best defensive unit i can find among wanderers and their allies - and oh boy, Phoenix Guard are one of best out there

    Anvil / Defending Line Scenario

    Now, this is all great when you park your EG on objective, starting turn 1,  activate FoB for 3+/3+ and 4+Save, throw in some Spellweaver for resses and keep Nomad Prince nearby (8'') for buffs you mentioned.

    Testring against 20x  3+/3+ R1/R2/R3 Attacks

    When i ran the numbers - it all looks similar to Phoenix Guard results when Saving wounds from Rend 0. Tehnicly they should widstand similar amount of turns, or more with little luck with ressurection.  Sure, PG save more (average 50% more hence unmodified save on 4+) But EG still equals it with sheer voliume + resses

    BUT, the more Rend enemy have, the more EG falls behind. At Rend -2 EG looses alot more models , even with rerrolling 1s, it dosnt do much when you save on 6+.  

    Battleshock: As you know, having bigger voliume is beneficial - but when you loose alot of models each turn, Bettleshock test becomes issue. After first battleround, EG looses average 7 models (VS rend -1) , after that round they have 7+1 bravery, which means you need to roll 1 on dice, anything more is amount of extra models you loose. So it basicly snowballs more, more you loose, more battleshock looses and so on.  Now this is tricky to count (afterall its same % to roll any number on dice), so for a sake of argument i counted Batteshock test was 3 - which means first bettleround you lost 10 models.

    It gets even worse, when you facing something dealing Mortar Wounds or Rend -3.  My thinking here is: enemy player will want to take that objective, unless he cant or does not play very good - he willuse his attacking units to do that effectively - so something big and scarry with alot of rend or MW output.

    Now. Theres one more thing to consider, Spellweaver and Nomad Prince buffs synergy. This is all sweet, BUT except keeping your objective safe - you also want to take objective, while well positioned spellweaver can potentially reach both places for ressurection, it can be tricky or imposible depending on scenario, and you need to pick whatever he will ress your defense or offence lines. Your nomad prince buff is only 8"", which means if he is here defending objective with EG, he cannot be in the front line - and this is huge - becouse you want your NP to be there becouse of Protective Villey to help you claim that objective.

    There is also Shield of Thorns you mentioned - Similar to NP and Spellweaver it would mean your SoTT need to be left on defensive position, which is all good, since their spell and javelins are perfect to buff and throw from behind line,  BUT this is huge 210 points which could give you additional 10 Phoenix Guard and 10 EG at top of it, or extra 30 EG. Then there is also Dispell possibility.  As many people mentioned, i do agree SoTT are not worth their points, maybe except particular enemies or very specific army build.

    TLTR: Anvil Scenario

    To put it very short and simple - PG looses half the models EG does every combat round, this snoballs in Battlehock phase increasing lost models count for EG. You can compensate this extra by having Speallweaver in range, but this means you need dedicated Spellweaver becouse rest of your army could be far away

    EG looses more , the more Rend/MW enemy can output.

    On average, PG can witstand 1-2 turns of combat more, thanks to their 4+ unmodified save, more if enemy has mortal wounds/rend 3

    Nomad Prince synegy again means that your NP needs to be basicly at the objective, this potentially limit Protective Volley usage - then you need to put some shooting units nearby for PV to even have effect at defending your objective leaving your attacking line weaker

    Now there is question about sheer numbers to actually claim victory point when defending objective - which is another discussio, but talking 20 PG should migitate that issue (?)

    Chaff / Attacking Line

    Taking all i pointed above into consideration, EG looses more on first round of combat before they activate FoB, considering you are attacking the objective, EG moving in front of your force to stop charges for extra shooting round + Protective Volley.

    But due to their unique ability to turn from chaff into anvil makes them great candidate for advancing chaff unit that can turn into anvil next turn, but its better if you will charge on second half of battleround so your opponent cannot take double turn - so it needs positioning, but that also counts towards PG.

    I think most of my arguments stand here aswell, and considering PG does not loose on value when moving their position here is even stronger (?), but i think their lack of synergy pays more price in attacking line, and sheer numbers of EG you can put out serve better here since you can screen from more directions / cover more of the field to secure your main shooting line.

    TLTR

    Becouse your NP and WW are here, synergy pays up more. Becouse of more numbers EG can cover more ground and secure your battleline from more directions.

    Final toughts:

    Just to be clear, i thing EG are amazing for their points worth with unique ability to be screen/anvil unit if nessecarry - every wanderer army should field at least 20 of those guys :)

    Battleline Argument is very solid one, especially when you dont want WW to be your general - this is something im struggling with atm, since i want Mist Walker on my Nomad Prince

    My conclusion is that PG are excellent at defending points when you dont want to spend too much forces on supporting defensive line ( which is whole point of this conversation), but they propably need to be taken in block of 20 to account for sheer numbers when counting models for Objective Claim. 

    Having said that i think i am step closer to include them inside my roster, and i would love to hear more experienced players input on this :)

    Not to mention its much less pain to paint 10/20 PG tather than 20/40 EG :P

     

    Cheers!

     

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