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Rahatlin

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Posts posted by Rahatlin

  1. Theres definetly a reason why they removed keyword, propably $$ related?  Wood elves are no more- so maybe they want people to steadily replace them

    What i cant understand is how they added whole faction of new elves (sea) without sorting out old ones first... i mean, only freaking which elves got book so far ehhh...

    Just looking at other armies with books nas new models makes you feel elves are kidna left on the side 😕 not to mention unit variety and warscrolls :V

  2. 6 hours ago, overtninja said:

    at 10 wounds with 11 3+/4+(3+ on charge)/1 attacks and 10 4+/4+/1 attacks, they are a pretty good choice for 100 points - especially if you factor in their movement of 12. They are probably the fightiest out of all the units you listed, with a balanced profile between bravery, saves, and banner/musician models. I personally love bringing 10 to my games, they stick around and really hurt if they can charge things (with their movement score, they can pretty easily do that) - especially with Shield of Thorns to support them.

    Not to mention they are best target for your Spellweaver to ressurect since spell is model not wound base. Idk really why ppl complain so much about WR, even with 120 pts they are solid choice (for me) to help with flank attack since they can run and charge same turn

    13 hours ago, awcamawn said:

    Placing the Nomad Prince so that he is within 12" Protective Volley range of any worthwhile target but is not also immediately killed by any such target before your next hero phase is the core puzzle that Wanderers players looking to use the battalion have to solve. It's a puzzle with a lot of variables and it's a pretty tough one. I don't know if I'm the best to give good general advice on the subject but what I have personally found with Myst Walker specifically is that you may be surprised by the number of ways opponents will get around it.

    It could just be my local scene and the armies my friends have but there are many units with abilities that can cause mortal wounds without actually making an "attack" which would be prevented by Myst Walker. Evocators and Morrsarr Guard both have 3" range mortal wound abilities, for example, and armies like Gloomspite and Nurgle can put out streams of D3 mortal wounds without an "attack." That is not to mention that an enemy's damaging Spell casts will be able to target the Prince normally as well. It's a very cool and thematic Command Trait and is extremely strong against the right opponents, but watch out for those sneaky spells and abilities.

    I did not encounter these, but i only started - so your hints are very appreciated. I guess you need to be on a lookout for these - and prioritaze shooting slightly different.

    Overall if i can fire Protective Volley three times in game i consider it very good try. My army is mixed shoooting/meele so i can get my NP in place- it compensates less shooting units with PV- and help me hold or push objectives.

    Phoenix Guards are especially good in holding ground hence double save 4+ even against MW. I converted them to fit thematicly in army. So good in fact that i consider swapping my 10 WWR for extra 10 PhoenixG.

    • Like 2
  3. Hello Generals!

    Long time reader here. Now that i have collected army and played some (two) games i wanted to discuss something with you guys.

    Protective Volley

    So... - My basic tactic is evolving around PV battalion ability. Considering we got average 4* turns of shooting, what are yours recommendations for maximasing Protective Voolley potential?

    We all know becouse of 12" range, Nomad Prince needs to be in charge range for PV to happen, and you have to activate it in Hero phase, which means it requires at least one turn of setup - and SOLID unit around NP so he cant be killed in enemy combat turn. 

    For NP i use Myst Walker command ability, which seems like custom made for PV.  Stalker of the Hidden Paths is tempting for sure, BUT - it requires general staying close to edge - which effectively limit Protective Volley potential - and put alot of risk on our 5 wounds general, and limit my objective holding/attacking options

    Id be really glad to read about your experiences and ideas on this, and how you are making most out of protective volley.

    Cheers!

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