Jump to content

plavski

Members
  • Posts

    197
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by plavski

  1. Yeah, I've been doing a lot of thinking over lodges too, a lot more than in second edition, which is great! I've ordered some more magmadroths too as Lofnir is a properly spicy option. I've always kinda liked Vostarg more than Hermdar for the increased movement as I'm just a more aggressive player by nature. But I'm salivating at the idea of all those magmadroths with auric backup. I'm still not sure if it's viable to go custom lodge for the flexibility around artefacts and traits, but I think even with the reduction in warscroll battalion synergy, you are losing more than you gain.
  2. As I say, you put the mortal wounds in front of the enemy that needs it. But the rend and damage is more consistent against a variety of enemies. Relying on 6 fishing is not a reliable way to go when you have other ways of increasing hit, wound and rend.
  3. Broadaxes have always been the more consistent choice. With the freer access to +'s to hit now, and rend becoming more important than ever, I can see how their value has increased over 6 fishing. I'd still take a mix in my 2k lists, but in smaller point games, the feel bads of rolling 20 dice for two 6's and a bunch of ignored 1 damage no rend attacks is stronger than the rendy consistent damage of the broadaxe. I think it'll be the same as it ever was though: put the weapon in front of the enemy it'll do the most good against, and some troops just need mortals to crack the shells.
  4. Durthu with the Amulet of Destiny is a pretty thicc tree too and a very strong build for him.
  5. I've never been more excited for Sylvaneth
  6. The new core rules define Run separately (8.3). It's not a Normal Move (8.1) or Retreat (8.2) as called out by the Spirit Paths ability. Ipso facto, if you can Charge, you can Run. You just can't move and run. For further clarifrication, the goonhammer chaps and chapettes talk about it in the Battlesmith section of the Fyreslayers FAQ overview: https://www.goonhammer.com/age-of-sigmar-3-0-faq-fyreslayers/
  7. You can also run instead, as that's not a normal move or retreat. So you could hop out of combat, run to another point and capture it on the other side of the board.
  8. Smashed to rubble says the scenery rules on the wyldwood's warscroll cannot be used. But if the rules are on another warscroll, they're fine to use.
  9. Anyone found any tools out there to help build Path to Glory forces yet? I seem to remember seeing a spreadsheet at one point, but maybe I dreamed it
  10. The Wyldwood change is amazing. A huge buff for movement shenanigans and playing Sylvaneth like a skirmishing army that can threaten across the board. Sylvaneth are looking great in 3.0!
  11. The new edition is super exciting and I'm continuing to love the new models, even though I'm not adding them to my collection. Once the dust settles from the birth pangs, third edition will be even better than 2nd with more list variance and new counter play possibilities every turn. While COVID knocked my hobby enthusiasm down to barely anything, the new game (and the possibility of actually playing games!) has sparked me up again and I'm thinking about starting a whole new army to celebrate! I'm feeling very good about the whole gaming thing right now 😄
  12. More Nurgle? AoS Nurgle's last release was what, launch? We've had Fecula since then so that's a tiny amount of models in 3 years. Roll on the slimy boys!
  13. Gitz just got two big allegiance updates in White Dwarf for both squigs and troggoths. This box plays directly into both of them.
  14. Take any 'this faction is going away' rumours with a truckload of salt. Remember when someone 'saw' a GW board that said how Seraphon was being squatted? There are rumours, and then there are 4chan rumours.
  15. Sharks are staying bravery 6, so you're rolling bravery even when you lose just one if you stack them in a unit, outside of any bravery shenanigans. Just something to keep in mind.
  16. Personally, I've never really worried about being the one to dictate first turn, so taking lower drops hasn't done much for me. I have found that 5 aurics on their own are really fragile. They need a bunch of support for sure, and one of their best assets is being able to draw off wounds from your heroes. If you're not leaning into their strengths then they are mediocre shooting with a 5+ save. They need a lot of support as this game is riddled with -1 or -2 rend these days, so your aurics will happily get chewed through in no time. I also never start a list without a Battlesmith as a 12" bubble of +1 save is just far too good to pass up and actually makes the aurics moderately tough. You generally also need to push something else into them, like putting them near a firewall for the free mystic shield, or prayer of ash for the +1 save again. Aurics have their place - they excel against monsters and doing chip damage. But unless you lean heavily into them and get their synergies up, they're just not gonna do much for you. Heaven help you if they get into melee - only 1 attack on 3s doing 1 damage. Just not really good enough. I'd go heavy into a single block to take advantage of the Torrent of Magma command ability. The +1 to hit and wound is very good, but you want it going on a large chunk of models. It feels terrible to spend a precious command point on a 5 man unit, and you really want that buffing synergy. I really like Forge Brethren as it helps you apply the +1 save where you need it, and as you get to do it in the enemy hero phase, you can make sure it's up from turn one, even if you're not going first. But you just have to realise that you're paying a lot in tax, as three units of aurics is expensive and a 5 man unit isn't much on its own. I also think that if you're going to take a Runeson, you should take two for the combi-buffing. Taking one on its own misses out a large part of their value - re-rolling all hits when they're within 6" of another Runeson. If you take one, you're just flat out giving up this ability even though you're paying for it in warscroll price. If I was gonna put together a 2k list that leaned into Aurics for Lofnir, I'd do something like this: + Leader + Auric Runemaster [120pts]: 0. Explosive Charge, 3. Prayer of Ash, Brazier-staff, Fyresteel Throwing Axe, General, Runic Iron Auric Runeson on Magmadroth [230pts]: 0. Igneous Battle-throne, 6. Ash-born Ancient, Ancestral War-axe, Blazing Maw, Claws and Horns, Fyresteel Throwing Axe, Roaring Fyrestream Auric Runeson on Magmadroth [230pts]: 5. Coal-heart Ancient, Ancestral War-axe, Blazing Maw, Claws and Horns, Fyresteel Throwing Axe, Roaring Fyrestream Battlesmith [140pts]: 3. The Nulsidian Icon, Ancestral Battle-axe, Fyresteel Throwing Axe + Battleline + Vulkite Berzerkers [140pts]: 10 Vulkite Berzerkers, Fyresteel Throwing Axe, Fyresteel War-pick + Battalion + Battalion: Forge Brethren [1,130pts] . Auric Hearthguard: 4x 5 Auric Hearthguards, Fyresteel Throwing Axe, Magmapike, Molten Rockbolts . Auric Hearthguard: 5 Auric Hearthguards, Fyresteel Throwing Axe, Magmapike, Molten Rockbolts . Auric Hearthguard: 5 Auric Hearthguards, Fyresteel Throwing Axe, Magmapike, Molten Rockbolts . Auric Runesmiter on Magmadroth: 5. Coal-heart Ancient, 6. Gilded Claws, Blazing Maw, Claws and Horns, Forge Key, Fyresteel Throwing Axe, Latch-axe, Roaring Fyrestream ++ Total: [1,990pts] ++ You're obviously lacking the punch of a HGB list, but three droths scampering up the field can do a lot of work. Properly supported with the right overlapping buffs, the two runesons will chew things up. This is very much a "one big fist to the face" type list, as while you can have moderate tankiness with all the rolling save buffs, you don't really have a huge amount of mainline survivability. Lofnir naturally throws a ton of points into Magmadroths so unless you take full advantage of them, you could be left high and dry. They do work though, and the volcanic blood just really makes people think twice about getting them in melee. I've always enjoyed my Lofnir games as win or lose, your big lizard chaps are having a great time. But remembering to play in the traditional Fyreslayers way of maintaining wholly within buff circles is the key to make it really work for you. Hope this helps.
  17. Well, all wizards can take Verduous Harmony which restores models to units.
  18. 2 cast TLA pretty much has to be on the board. It's one of those universal cries the community has been making since the book dropped. This might be just me, but I'd also like to see an allegiance replacement akin to the SCE one, and for that replacement to allow us not to use trees. I'd really like a treeless playstyle to be viable because playing Sylvaneth can be such a physical hassle.
  19. Lofnir is a solid and fun lodge, but the battle line requirements can put a crimp on your points, so make sure you're filling them out right. The synergies mean you naturally want to lean into Magmadroths and Aurics, so taking a Runemaster as general lets you ease up on the battleline. Plays strongly into the synergy of multiple runesons on droths to be a really hard punching force - two of them together give them each re-rolling hits while giving one of them the Ash-horn ancient mount trait gives them both save re-rolls of 1 too. You can lean heavily into making your droths really powerful, but they are expensive units and don't get BCR-style bonuses for being on objectives, so warm bodies will still be needed. One more thing to note is that the Runesmiter on droth doesn't give you the tunnelling ability, so you'll need one on foot to do the deep strike. Having one on a droth is really useful for providing survivable buffs where you need them, so you might end up slightly taxed by the deep strike requirement. You can only deep strike a single unit too, but it can be fun to drop a big group of aurics in the backline to just do a ton of shooting work. I've found Lofnir to be really fun, but a challenge on the list building side. You generally have to compromise somewhere to make something that takes all comers.
  20. Well we know for a fact that New Zealand and Australia have been hit by shipping delays to GW product as they have mentioned it a couple of times on their site. A lot of third parties in the UK are hit with preference being given to first party selling. For example, WaylandGames didn't get their Necomunda pre-order delivery so have had to delay shipping to customers. Likewise the Space Marine codex was out of stock for weeks despite being in stock at GW. When it did arrive, there were only two copies which sold pretty much instantly (one to me!) There is different ringfencing around product at GW for third-party sellers, so certain items are kept back even if they are standard delivery and not webstore exclusive. This makes it quite frustrating when I order through my FLGS and he can't get it for me despite it being there on the site. I've been waiting for House of Blades for months!
  21. A year is fine for rules, especially as the rule updates are minor. In the case of PA it was some new strategems and allegiance abilities. All the core strats stayed in place, all the core datasheets, all the core everything stayed relevant. For a lot of armies, it will be a long time between 8th codex and 9th codex, and with the changes to the game, every army needed updating to handle the transition across editions. PA made perfect sense so that armies aren't stuck with dead rules for a year while they update the codexes. They aren't overhauling the armies every year and I think it's being made more of an issue than it actually is. More content is good - a book for your army each year is great, especially when it compliments your army instead of replacing it. More content for this game is good. I'd love some new Fyreslayer lodges, some new Skyports, some new Glades... another round of those every year would be fantastic. You don't have to play them or buy the book if you don't want the rules. But for those of us who like to mix things up and try something new, a yearly stream of updates would be very welcome.
  22. A book's rules lasting a year is pretty solid considering the length it takes to update battletomes. I mean, people were very much under the impression that the delay between Seraphon Battletomes was because they were being squatted.
  23. I find them straightforward to paint, easy to transport and fun to play. Models looking the same is a curse that affects many factions, especially the early ones like FEC or Ironjawz, so FS aren't alone in their uniformity and limited model range. If you want to spice things up, you can bring them into a Barak Thryng KO list and do good work there, or ally in whatever you want. The real problem with the line is that FS are effectively a 'solved' faction right now. However, there are few things as entertaining as storming down the field with four magmadroths followed up by a bunch of angry chaps from the midlands while one bloke hangs out at the back stoking his magical pizza oven. FS is good ****** yo.
×
×
  • Create New...