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Syrex

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Everything posted by Syrex

  1. Yep, the rule for the spears applies “if it made a charge move in the same turn”.
  2. I'd actually been looking at different heads recently (As I initially purchased GW Marauders). https://puppetswar.eu/models-and-bits-49/fantasy/bits/heads/norsemen-heads.html https://puppetswar.eu/models-and-bits-49/fantasy/bits/heads/cossack-heads.html Both of these could work (Probably moreso the norsemen), just wish there was more than 5. [edit] Might be a bit big (32mm scale), and the real thing obviously won't look as good as the renders
  3. Has anyone tried Mantics Northmen as an alternative for Marauders (I know it won't fly in GW tournaments). I'd love to see a size comparison, but they definitely fit the aesthetic I'm looking for. https://www.manticgames.com/games/kings-of-war/northern-alliance-kings-of-war/northern-alliance-clansman-regiment/ About half the price of the GW ones for any Aussies around also. Didn't actually see any mention of them when searching for marauder alternatives (I think they've only come out fairly recently). I have 2 boxes on order, so will post some photos once they arrive
  4. “A unit cannot benefit from this ability more than once per turn”.
  5. The marauder warscroll looks amazing. They got a huge boost, and a guaranteed minimum charge of 7" (can be boosted to 10" via a command ability)
  6. Wow, that’s almost identical to the list I was planning. Only difference is my 2nd unit of gluttons is only 3 man, and I spent the last 280pts on a unit of 4 Mournfang. Mostly due to actual model limitations (starting Ogors fresh). Nice low drop count with the battalion, a little worried about board control with so few units, but Splitting units isn’t worth it. Going to take me a few weeks to get any games in but interested to hear how you go!
  7. I didn't even consider that the Outflanking wouldn't count as moving for Sotw shooting....... Oh my.
  8. I've heard elsewhere that it's actually pick one friendly Hallowheart Wizard Hero, so if that's the case it won't work on Sisters of the Thorn, but still a great rule regardless. I'm pretty keen to try sisters out in Hallowheart - great value with the Hallowheart buffs.
  9. Irondrakes are still 4+ (Ironbreakers are 3+). The reason people aren't happy is that not only did Ironbreakers lose the ignore -1 rend (Gaining 3+ which is clearly better), they completely lost their shield ability. Dispossessed wasn't exactly running around winning Tournaments, so where buffs were needed, sidegrades/nerfs were given. Comparing the Dispossessed units to others available in the cities is not exactly a favourable experience. Hammerers are an exception, they're pretty decent.
  10. Your sisters of the watch are also off - 160 per 10 rather than 130. Nomad prince gives them +1hit, not extra shots (Unsure if you were just referencing more hits though). List looks solid but I'd be tempted to replace Nomad Prince + Sisters with something else - There are better shooting options, but obviously this doesn't help if you don't have alternative models.
  11. Is it just me, or do Sisters of the Thorn seem pretty great in a Hallowheart list? They're Wizards, so get to cast a 2nd spell. Their signature spell copped a fairly large hit, but they also dropped to 130pts...
  12. For anyone looking for points (Let me know if I made any mistakes, he ran through them pretty quickly) Hellblaster Volley Gun - 120 Hellstorm Rocket Battery - 130 Bleakswords - 90/320 Darkshards - 100 Dreadspears - 90/320 Eternal Guard - 130/330 Freeguild Crossbow - 100 Freeguild Guard - 80/280 Freeguild Handgunners - 100 Ironbreakers - 130/330 Longbeards 110/270 Celestial Hurricanum - 220 Flamespyre Phoenix - 200 Frostheart Phoenix - 220 Kharybdis - 170 Luminark - 210 Steam Tank - 200 War Hydra - 170 Annointed - 100 Assasin - 80 Battlemage - 90 Black Ark Fleetmaster - 60 Cogsmith - 60 Freeguild General - 100 Nomad Prince - 120 Runelord - 90 Sorceress - 90 Warden King - 110 Annointed on Flamespyre - 300 Annoinyed on Frostheart - 320 Battlemage on Griffon - 300 Celestial Hurricanum w/ Battlemage - 280 Dreadlord on Black Dragon - 300 Freeguild General on Griffon - 320 Luminark w/ Battlemage - 270 Sorceress on Black Dragon - 300 Steamtank w/ Commander - 250 Black Guard- 140 Dark Riders - 110/360 Demigryph Knights - 180 Drakespawn Chariots - 80/210 Drakespawn Knights - 170 Executioners - 130/330 Flagellants - 80/280 Greatswords - 160/420 Freeguild Outriders - 100 Freeguild Pistoliers - 100 Gyrobomber - 80/210 Gyrocopter - 70/180 Hammerers - 140/360 Irondrakes - 150 Phoenix Guard - 160/420 Scourgerunner Chariots - 60/150 Shadowarriors - 110 Sisters of the Thorn - 130 Sisters of the Watch - 160 Wild Riders - 130 Wildwood Rangers - 130
  13. For anyone looking for points (Let me know if I made any mistakes, he ran through them pretty quickly) Hellblaster Volley Gun - 120 Hellstorm Rocket Battery - 130 Bleakswords - 90/320 Darkshards - 100 Dreadspears - 90/320 Eternal Guard - 130/330 Freeguild Crossbow - 100 Freeguild Guard - 80/280 Freeguild Handgunners - 100 Ironbreakers - 130/330 Longbeards 110/270 Celestial Hurricanum - 220 Flamespyre Phoenix - 200 Frostheart Phoenix - 220 Kharybdis - 170 Luminark - 210 Steam Tank - 200 War Hydra - 170 Annointed - 100 Assasin - 80 Battlemage - 90 Black Ark Fleetmaster - 60 Cogsmith - 60 Freeguild General - 100 Nomad Prince - 120 Runelord - 90 Sorceress - 90 Warden King - 110 Annointed on Flamespyre - 300 Annoinyed on Frostheart - 320 Battlemage on Griffon - 300 Celestial Hurricanum w/ Battlemage - 280 Dreadlord on Black Dragon - 300 Freeguild General on Griffon - 320 Luminark w/ Battlemage - 270 Sorceress on Black Dragon - 300 Steamtank w/ Commander - 250 Black Guard- 140 Dark Riders - 110/360 Demigryph Knights - 180 Drakespawn Chariots - 80/210 Drakespawn Knights - 170 Executioners - 130/330 Flagellants - 80/280 Greatswords - 160/420 Freeguild Outriders - 100 Freeguild Pistoliers - 100 Gyrobomber - 80/210 Gyrocopter - 70/180 Hammerers - 140/360 Irondrakes - 150 Phoenix Guard - 160/420 Scourgerunner Chariots - 60/150 Shadowarriors - 110 Sisters of the Thorn - 130 Sisters of the Watch - 160 Wild Riders - 130 Wildwood Rangers - 130
  14. Thanks - Didn't realise new points were out. So for Disposessed Runelord - 80 - 90 Warden King - 100 - 110 Hammerers - Stay 140 Ironbreakers 140/360 - 130/330 Longbeards - 100/270 - 110/270 Irondrakes - 180 - 150
  15. If by "wishlisty madness" you mean not wanting units to go backwards, then sure. Again, all of this is pretty arbitrary until we see point costs. If costs go down, much of this can be ignored. Irondrakes can't move if they want to shoot twice, that certainly helps mobility right? I'd also rather ignore rend of 1 than +1 save against missiles. I guess you can take min units now you don't need to keep >10? Ironbreakers - Lost Ignore 1 rend (Gained 1 save). That on it's own would be a buff, however they've also completely lost their shield rule. Sure, not running/charging to get the bonus wasn't great - Completely removing the rule doesn't count as a buff. Hammerers - MW output is great. Not sure this puts them in "Nuts" territory, but certainly a good buff. Longbeards - Overall a nerf, but only because of the shenanigans of running Great Axe + Shield. Otherwise, maybe a slight buff? I compare Ironbreakers to say, Eternal Guard, or Pheonix Guard and am just left wondering... Coptors/Steamtanks aren't "Dispossessed" so I'll avoid comment on them.
  16. Smarter than me.. I was 60 models into my 120... Have put them aside for now to finish my Wanderers. Hopefully some reasonable point drops save things. The rules themselves are still ok, just not as current pricing. Other than Hammerers, they just don't really stack up well against the alternatives.
  17. Nice summary Arkhanist! It's really going to come down to point costs. If there aren't any/many changes, it's all a bit disappointing. Odd that the Ironbreaker warscroll just doesn't mention shields whatsoever.
  18. It's all on GW's page - Might need to change Locale to Au/NZ due to timezones. All units have the new warscrolls under "rules" https://www.games-workshop.com/en-AU/Warhammer?N=1764547698+78046592&Nr=AND(sku.siteId%3AAU_gw%2Cproduct.locale%3Aen_AU_gw)&Nrs=collection()%2Frecord[product.startDate+<%3D+1569664680000+and+product.endDate+>%3D+1569664680000]
  19. Really? There's the odd buff in there, but from what I've seen it's more nerfs/sidegrades that anything. Ironbreakers - Save went to 3+ sure, but they lost their shields, -1 rend immunity, Spell immunity. Hoping that the missing shields is somehow a mistake but not holding my breath Irondrakes - No longer need 10+ in the unit to shoot twice, but can't have moved (I'd rather have a larger unit and be able to move). Lost their rend immunity, gained +1 save against missile attacks Longbeards - Can't take 2H and shield anymore (This was expected). Their 2h profile did change to 3+/3+ though. Hammerers - Now deal a mortal wound on a 6 to hit. This is a good buff. Obviously impossible to really say much without seeing points and additional city rules/etc, but a bit underwhelmed at the moment. Especially as I'm in the middle of building 120 of them... Much happier with Wanderer changes
  20. Played a few games yesterday with the following list : Winterleaf Alarielle (Throne of Vines) Durthu - General Branchwraith (Regrowth) Arch Rev 20 Spite Revs 30 Dryads 5 Tree Revs 3 Kurnoth with Swords Gladewyrm Vengeful Skullroot Both games Alarielle brought in another 3 Kurnoth with swords, which definitely did some solid work. Alarielle was probably the MVP in both games. Took down Archaon in game one (Plaguetouched Warbvand - He had -1 to hit and +1 to wound, she almost got deleted first combat round from his swords ability). The exploding 6s on the Antlers are amazing, managing 8 hits from 5 attacks in one round against a Ghorgon in Game 2. 2nd game was against Beasts of Chaos. Alarielle again did plenty of killing, her 3 Summoned Kurnoth holding out against a charge of 6 Bullgors, only losing one and combined with some spells/shooting from Alarielle, killed the entire unit over a couple of turns. Arch Rev didn't really do a whole lot each game, though maybe I'm not using him right. Used the Command Trait once on the Spite Revs, and once on the Dryads which helped, but considering bringing another Brandwraith instead. Dryads did what they were supposed to. In game 2 they had to leave the woods to put some pressure on, you certainly feel the difference. Spite-Revs did ok, but after losing 11 in one combat, the other 9 ran away in game 2 after making a charge against some gors (No CP - Had to reroll a 2 inch charge from Alarielle). Really liked having the 5 Tree Revs, the ability to teleport out near an objective really helped. I've got 3 kits of the new Wyldwoods but feel like I'm going to need more.. Had nothing to bring in after turn 2.
  21. Thanks for the reply. I did think about taking a Bloodstoker, and might swap him in for Skullgrinder (Probably moreso to help with the Skullcrushers). I didn't really build the list with any focus on the Chariots (Just a mortal alternative to Khorgis), so might drop them out for something else. I'd certainly be keen to try a unit of 3 with Bloodstoker/Lord on Daemonic Mount sometime though.
  22. Whilst I have plenty of Daemons, I'm looking to make an all-mortal list at the moment. Curious as to peoples thoughts on the Chaos Lord on Manticore - Given the multiple attack profiles, bloodsecrator/wrathmongers should help a decent amount. Hew the foe + Rune Blade should really help out. Seems a decent alternative to a Bloodthirster, though takes a bit of work. Thinking of the following list - I understand it's not Tournament ready, more just for playing friendly (but still reasonably competitive) games. Khorne - Gorechosen Batallion - Gore Pilgrims Chaos Lord on Manticore (DB + Lance) - General - Hew the Foe + Rune Blade - 250 3 * Slaughterpriests (Bronzed Flesh, Blood Sacrifice, Killing Frenzy) - 3 * 100 Bloodsecrator - Thronebreakers - 120 Skullgrinder - 80 10 *Blood Warriors - Goreaxe + Fist - 200 10 * Bloodreavers - Meatripper Axes - 70 10 * Bloodreavers - Meatripper Axes - 70 5 * Wrathmongers - 140 6 * Mighty Skullcrushers - 360 1 * Chaos Gorebeast Chariots - Greatblade - 100 1 * Chaos Gorebeast Chariots - Greatblade - 100 Wrath Axe - 60 1990/2000pts, 141 wounds Not entirely sold on the Gorebeast Chariots. Could probably remove those + Skullgrinder and maybe one of the priests for 2 units of Skullreapers. Only really taking a battalion to get the runeblade on the Lord, otherwise would probably have just gone for another unit of Wrathmongers.
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