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Kiekeboe

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Posts posted by Kiekeboe

  1. On 7/18/2022 at 8:53 PM, dmorley21 said:

    Looking at some results, I think I counted 6 NH lists that went 4-1 or 5-0 at events this weekend. All Scarlet Doom or Quicksilver Dead. Two Nagash lists! Most can be found in this show:

     

    Hey that's my list being discussed in the start! I went 4 wins and a draw...which in hindsight was a victory because I got my grand strat, he didn't. Whoops. I wrote an elaborate article on the hows and whys of the list, link in my signature below.

     

    Happy to discuss the list and my choices :)

    • Like 4
  2. On 2/2/2022 at 1:49 PM, martinwolf said:

    Yes.

    After a VANARI unit is set up, if the base of each model in the unit is touching the bases of 2 or more other models from the same unit, then that unit becomes a shining company.

    Transporting Vortex has a casting value of 8. If successfully cast, pick 1 friendly LUMINETH REALM-LORDS unit wholly within 12" of the caster that is visible to them. Remove that unit from the battlefield and set it up again anywhere on the battlefield more than 9" from any enemy units. It cannot move in the next movement phase.

    "Set up" is the key here.

    FAQ says you can't reform Shining Company if I'm reading this correctly.

    Q: If any models in a Vanari unit that is a shining company move away from the unit or are slain, and the unit is no longer a shining company as a result, can that unit reform as a shining company if its models once again touch the bases of 2 or more models in the unit?

    A: No.

     

  3. On 10/14/2021 at 2:38 PM, Beliman said:

    You still need to be allowed to make a "Normal Move" to use Navigate Realmroots.

    As written at this moment, yes, but that's only because of the recent Wyldwood-FAQ snafu. The current FAQ removed the new Navigate the Realmroots that was moved from the book to the Wyldwood scroll. We're now back to the original wording of the book ('instead of a normal move'), this is from back in 2nd edition where a 'normal move' was 'a move in the movement phase' and included a retreat move. The FAQ does still contain updates to the Treelord and Waypipe teleports where they added 'instead of a normal move or retreating'. It only makes sense that Navigate the Realmroots not getting the '...or retreating' update was an oversight.

    Looking closer at the Treelord/Waypipe teleport you can see they are done INSTEAD of a normal move or retreating. No normal move or retreat happened so the Treelord variants and Tree-revenants are allowed to shoot/charge after using their teleport abilities, even when used from combat because you're allowed to do the teleport when you're eligible to make a retreat move. Any TO will rule the allegiance ability to work the same way and as such I'll be playing it like that. 

    TL;DR: Treelords(Durthu/Ancient/Regular) and Tree-Revenants are allowed to use their warscroll teleport when they're in combat and shoot+charge afterwards. Navigate the Realmroots can, as written, not be used from combat, but previous FAQs/deduced intention/current Treelord teleport FAQ shows you should be able to shoot/charge after using the allegiance teleport so that's how you should play it.

    • Like 2
  4. On 10/13/2021 at 3:55 AM, Tizianolol said:

    Ye sorry my question was incorrerect.  If im in combat with a unit and i use navigate realm battle trait, can I shoot after? Is it counted as retreat?

    It's not a retreat if you teleport out :)

  5. On 10/11/2021 at 3:30 AM, Tizianolol said:

    Last question.. can I use navigate realm battle trait and after shoot with my hunters ? Thx a lot:)

    Yes you can. You can always shoot after moving, except after a run or retreat move. Teleporting isn't a run or retreat.

    • Like 1
  6. 19 hours ago, Mirage8112 said:

    Heartwood has seen some success in competitive events, and I’m still pretty convinced Dreadwood is a viable choice. Although I haven’t tested it, Oakenbrow + Alarielle seems to have a lot going for it as well. 

    Oakenbrow+Alarielle? Is there something I'm not seeing? Artefact/Trait are absolutely worthless, Command ability is very situational and the passive -2 on wounds table is only useful when you're running multiple treelord variants? And still, it's not nearly as impactful as Winterleaf's or Gnarlroot's passive abilities. 

    Still intrigued to hear what your plan would be here, I'm all for experimenting with the non-Winterleaf/Gnarlroot obvious choices. I still think Ironbark with a Runesmiter and 10 Auric Hearthguard has merit. 

  7. 1 hour ago, Dejnar said:

    I'm playing a small friendly tournament on saturday with my beloved FEC. I'll be playing this list. I'm not sure about the viability but it seem alot of fun. 

    Allegiance: Flesh Eater Courts (Feast Day Delusion) 
    Grand Strategy: Prized Sorcery
    Triumphs: Inspired

    Leaders
    Abhorrant Archregent (245)*
    - General
    - Command Trait: Dark Wizardy
    - Artefact: The Dermal Robe
    - Lore of Madness: Spectral Host
    Abhorrant Ghoul King on Royal Terrorgheist (445)*
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Mount Trait: Gruesome Bite
    - Lore of Madness: Spectral Host
    Abhorrant Ghoul King on Royal Terrorgheist (445)*
    - Mount Trait: Razor-clawed
    - Lore of Madness: Monstrous Vigour
    Abhorrant Ghoul King (165)**
    - Universal Spell Lore: Flaming Weapon
    Crypt Ghast Courtier (70)**
    Crypt Ghast Courtier (70)**

    Battleline
    20 x Crypt Ghouls (190)*
    - Reinforced x 1
    20 x Crypt Ghouls (190)*
    - Reinforced x 1
    10 x Crypt Ghouls (95)**

    Units
    1 x Corpse Cart with Unholy Lodestone (80)**

    Core Battalions
    *Warlord
    **Warlord

    Additional Enhancements
    Artefact
    Mount Trait

    Total: 1995 / 2000
    Reinforced Units: 2 / 4
    Allies: 0 / 400
    Wounds: 105
    Drops: 10

    The Terrorgheists will do work for sure. You may lose ghouls faster than the Crypt Ghasts can return but that depends on your opponent I think. The main problem could be that once one or both Terrorgheists go down you've lost all killing power. Some flayers could really help here I think.

    And the Corpse Cart was updated in the Soulblight book, it now only buffs Soulblight Wizards. Shame really, I had a nicely converted Corpse Cart (and Mortis Engine, same deal :( ) which is entirely useless to me now...

  8. 18 hours ago, Landohammer said:

    You would have to bring Living City to field Sisters since the 3.0 FAQ removed Wanderers as allies. Just another kick in the ribs for Sylvaneth😭. I have been considering an Ironbark list just to bring 20 Irondrakes, but the Irondrake allegiance rules are so bad I cant bring myself to do it. 

    I'm still not sold on Bow Hunters but I haven't given them a fair shake yet. The models are pricy and I never bothered magnetizing the 21 Swords/Scythes that I own. So its a $110+ investment to try them out. 😳 

     

    I've tried Ironbark as well, was great fun, just not very competitive it seems, but there are options. Irondrakes need a Runelord and you can't fit 20 Irondrakes with a Runelord in <400 points. If you want irondrakes/sylvaneth, Living city is the way to go tbh.

    What I would recommend if you want to try Ironbark is a Runesmiter with 10 Auric Hearthguard. It's a solid deepstriking/scalpel package with good ranged damage to snipe key targets. Especially vs monsters it's effective. It's 21 shots, 3+/3+/-1/2dmg (vs a monster + all out attack). Teleport a miniscreen of Tree revs, deepstrike the Fyreslayer bunch behind them and fire away. If they survive or if you double turn you can use the Runesmiter prayer to give them rerolling wounds the next turn to finish off the wounded monster or pick a new one. I'm definitely going to give this another go now that I'm thinking of it again.

  9. 1 hour ago, plavski said:

    Had a game last night with the new ward rules. AGKoTG with a mystic shield/aod, amulet of destiny, unholy vitality is quite a thing.

    3+, 5++, 5+++, heroic recovery on bravery 10, heal D3 on your hero phase. Yeah, it's kinda obnoxious.

    Let's not get used to that. One of the AoS rules writers stated on twitter they'll be discussing this internally next week, I highly doubt returning the multiple after-saves was intentional. I've also seen multiple TO's stating they will still rule that you're only allowed one after-save roll, no matter what. 

    • Like 1
  10. The ball was absolutely dropped with this FAQ. Jeez. 

    - No more allegiance Wyldwood teleport.
    - Faction Terrain rules now stack on top of the rules from where they're summoned -  so 3" away from terrain, objectives, and now models as well. And you're now required to put them in your own deployment zone.
    - Back to a single wood consisting of 1,2, or 3 pieces instead of 3x1 (I'm okay with this, spamming the board wasn't fun).
    - The new winterleaf command ability is just garbage. We don't have units that benefit from this (doesn't work on drycha because when multiple things happen on a 6, you choose one of them).
     

    Outside of the Sylvaneth part of the FAQ we now have save-after-save back. So if save stacking wasn't keeping things alive, you can now stack your after-saves again.

     

    Honestly I believe some of these are genuine mistakes. Unfortunately we won't know until they fix them, so for now we'll have to live with this.

    • Like 1
  11. 7 hours ago, Popisdead said:

    I'm wondering that too.  Magic is really good and CoS mages get +1 to cast endless spells.  I played today with a Beast Mage and he got off nothing, even with +3 to cast Cogs,..  

     

    On another note: if a Runelord takes the Curse from the BRB, which is normally on a 4+, does it replace his curse or is it in addition?  And then more importantly is it cast on a 4+ or a 2+ (as per his warscroll)?

     

    Thanks kindly

    I'm fairly sure he adds Curse to his list of prayers you chose from. You can still only do one and you'll have to choose between the warscroll one or curse.

    As for Warsong/TLA. I don't think Living City is the right place for that. A Warsong with cogs and portal is absolute carnage but even in Sylvaneth with the 3-dice-cast in Gnarlroot it's sometimes hard to pull off. In LC you'll have even less buffs to casting, apart from the +1 to endless spells. TLA is great now but that's mainly because of his command ability in combination with Kurnoths. I don't think paying 295(?) points for a +1 to Warsong casting is a good points investment. After dropping his woods he contributes pretty much nothing. 

    If you want to run the Warsong I'd take just him and forget the TLA, you have much stronger options for that amount of points.
    And if you want to run the TLA I'd personally do that with Kurnoths or a Durthu instead. 

    • Like 1
  12. 22 minutes ago, Zeblasky said:

    Honestly, I would have actually gone for an Ironoak Artisan train on Phoenix still. He's very tanky, but he's not unkillable even with heroic healing. 3+/4++, that ignores 1 point of rend for no extra investment is pretty great. This frees you up to use Mystic shield and All out Defence on any other unit in your army and you can throw your Frost Birb to tarpit the hardest hitting units in your opponent army. If he still gets into too much trouble, just hit him with All Out Defense, so you could ignore 2 points of rend and heal him back up. This way, only rend 3, a lot of MW, or A LOT of no rend attacks (like 70 hits at once) could pose a threat to this setup. Well, and ista kill attacks as well.

    The idea with Alarielee is pretty good overall though, but I probably would place her in deepstrike though for safepeeking if you want to go second. Taking a treelord with her could be a good idea though, to maximise her AoE healing.

    Good points on the phoenix, will think that over again. Alarielle doesn't fit in deepstrike unfortunately, you can't deploy her wholly within 6 of the table edge because of her base size. I also wouldn't want to miss out on her 3 casts and just make sure she's safe during deployment.

  13. I'd like to revive the idea of Alarielle in Living City. I know she's been hit with a points increase but there's just so much for her to take advantage of between her new scroll and 3.0 changes.

    - Retreat and shoot/charge. This isn't just retreat and charge, this is retreat, shoot, Living City CP move (which doesn't trigger redeploy), and charge again. You can make so much distance with this. She's going to be so hard to pin down and she can get to places you wouldn't even expect her. This is the biggest one that got me thinking Living City again.

    - She gained the Sylvaneth spell lore (if I misunderstand this, my bad, but as I'm reading it she keeps the sylvaneth lore in Living City). So you can now go Throne of Vines -> Cogs (on +3) -> warscroll spell/Living City spell/return a Kurnoth Hunter/etc. Have someone else drop a spell portal and she can snipe out support heroes.

    - Alarielle dies, that's always been her problem. However Living City has means of protecting her. A hysh battlemage spell, ironoak skin, a frostheart phoenix buddy, and more. 

    These are the 3 main points for me to give her a serious go, I've quickly written a list to try out and I'll be experimenting more this upcoming week. 
     

    Spoiler

    Allegiance: Cities of Sigmar
    - City: Living City
    - Mortal Realm: Ghyran
    - Grand Strategy: Prized Sorcery
    - Triumphs: Inspired

    LEADERS
    Alarielle the Everqueen (740) in Battle Regiment
    - Lore of Leaves: Ironoak Skin
    Anointed on Frostheart Phoenix (315)
    - General
    - Command Trait: Forest Strider
    - Artefact: Arcane Tome - Flaming Weapon

    Celestial Hurricanum with Celestial Battlemage (280)
    - Lore of Leaves: Lifesurge
    UNITS
    10 x Ironbreakers (115) in Battle Regiment
    10 x Eternal Guard (125) in Battle Regiment
    10 x Eternal Guard (125) in Battle Regiment
    10 x Sisters of the Watch (180) in Battle Regiment

    ENDLESS SPELLS & INVOCATIONS
    Chronomantic Cogs (45)
    Umbral Spellportal (70)


    This is the list I'll be trying first. The idea is to have Alarielle be Alarielle with a Frostheart Phoenix buddy. I've made the Phoenix a wizard with flaming weapon because 8 attacks 3 dmg makes him more of a threat than he was. And I've given the Phoenix run & charge trait because the Ironoak Artisan +1 to wound only applies to the anointed and +1 save doesn't really do much when mystic shield and casting a spell gives him that as well. With cogs he can go flaming weapon and charge an arcane bolt, then run and charge to go where he needs to be, sounds good to me. The hurricanum is there because why would you leave your home without it. The units are just chosen around what I have (ideally I'd play more dwarves), but I'll deepstrike 1 unit of Eternal guard with the Sisters to have a threat somewhere that has to be dealt with, a distraction basically. Alarielle/Phoenix/Hurricanum are the core to this list, the rest is very much open to be changed.

     

    Ideally in the hero phase I'd go: Alarielle Throne, Alarielle cogs, Hurricanum spellportal next to itself or Alarielle, Alarielle metamorphosis through portal, Alarielle ironoak skin. Hurricanum and Phoenix then have spells remaining and they can give mystic shield to whoever wants it. Probably Alarielle.

     

    Ps. I'm very sad about losing the option to make Durthu a general with Ironoak Artisan/Spear of the hunt :(

    • Like 2
  14. On 7/9/2021 at 3:38 PM, The Red King said:

    I don't really have a problem with the GHB21 realm rules but does this mean it will be 7 years before we see the other 8 realms (and possibly one for chaos) because then I'll just assume we will never see all of them. 

    Now if GHB22/23 has 3 realms each then we could conceivably get a final expansion with Azyr and realm of chaos right before 4th edition.

    Alternatively the other realms could come in BR style supplements but assuming each "season" is supposed to be themed I cant really see that happening.

    I don't think we'll get all 8 if each one is going to be a year. Instead of seeing this year as "the Ghur year" I like to see it as "the year of the Monster". If next year is going to be "the year of Magic" it could take place in Hysh, Aqshy, and Shyish (just naming random realms here, you get the idea). That's what I hope at least. So far I'm really loving this battle pack setup.

  15. 1 hour ago, Pennydude said:

    Found the tweet, it’s from 1:29am CST on July 3 when he said he’d be following what the lore spell says. If he’s saying 3” from everything in WhatsApp, then he’s giving conflicting information.

    Haha that's great. He said there's another FAQ on the way (month or so) and he has flagged the issue. Let's hope it gets resolved then.

  16. Hey all, I wanted to pick your brains on something. I've been seeing some local tournament organizers say "I think the new GHB focuses way too much on Monsters so I'm going to host my tournament with the GHB21 battleplans, but take battle tactics and grand strategies from the core book instead", for example. How would you all feel about this?

    Personally I'm thinking it's WAY too early to come to that conclusion. It feels to me like these people are saying "My existing army list doesn't use monsters"/"My faction doesn't have a lot of monster options"/"I hate change" and are basically trying to fight the new 3.0 changes. I would love it if tournaments just played the entire GHB21 instead of only picking and choosing which rules fit them. I feel this is just going to get massively confusing if every tournament has a different rule set. Yes the focus is on Monsters right now, and yes you have to re-write your lists, but isn't that a big part of the fun? I'm already looking forward to next years meta shake-up, I wonder what kind of theme we'll be getting then.

    Is it reasonable to expect tournaments to just stick to the GHB21 package or will we be seeing a lot of tournaments move away from it to create a more generic rule set? I wonder what your takes are. 

    Cheers,

    • Thanks 5
  17. 15 hours ago, Pennydude said:

    It looks like one of the playtesters, Laurie Huggett-Wilde, is gonna be playing with the 1” rule as well. I can see the argument for it especially with them adding the restriction to the BR: Kragnos woods warscroll and then removing it.

    If we do place the three individual woods though, they just have to be placed more than 3” from each other. Still could be placed 1” away from other woods you’ve set up that game.

    Not sure where you got that? In the Sylvaneth whatsapp chat we had this discussion yesterday (it's a once per week type of discussion, unfortunately, because we never reach a conclusion). Laurie stated there that he's going to be playing it as all woods '3" from everything bar models and 1" from them'. And that he has flagged it for the next FAQ. 

  18. 1 minute ago, Pennydude said:

    Okay, so our individual trees still need to be 3" from terrain features and objectives along with 1" from models.  If we set up a ring of 3, we can't see through them anymore unless the model is 10+ wounds.  What we need to know is if it's impossible to set up one of the three individual trees, does that negate us from setting up all three?  Our AWW is a terrain feature consisting of 3 models.  

    I think it's pretty clear. It keeps saying 'consists of 3 pieces', 'placing 3 pieces', 'forms 3 awakened wyldwoods', it never says 'up to 3'. It's 3 or none at all the way I'm reading it.

  19. 4 minutes ago, Kaylethia said:

    From the scroll:  If you 
    set them up more than 3" from each 
    other, they form 3 small Awakened 
    Wyldwoods that are separate faction 
    terrain features.

    Yes, but awakened wyldwoods don't block line of sight. The wyldwood in the core rules does that, and an awakened wyldwood only gets the core wyldwood rules if you build an awakened wyldwood out of 3 parts.

     

    53 minutes ago, Hoseman said:

    Plus the thing of only one unit can teleport per turn is a big nerf to me as I liked to teleport kurnoth + arch revenant. And the 20 dryads will be almost impossible to teleport as I feel the 20 cant be into 6" of one tree (I guess)

    What Kaylethia says is true; you were never able to teleport more than one unit through the trees. You could pick 1, and each of the treelord variants has an additional teleport on its scroll. Also 6" around a wyldwood is quite a decent bubble, you should be able to get 20 in there fairly easily. You want them to be wholly within 6 anyway because they become -1 to be hit as well.

  20.  

    3 hours ago, Landohammer said:

    Kurnoth lost reroll saves in favor of +1 save. Thats a hard nerf since it no longer stacks with All Out Defense.

    As soon as you're fighting a unit with rend the +1 save and all out defense brings you back to a 3+ save, pretty solid still. Not as great as it was, still not too bad.

     

    3 hours ago, Landohammer said:

    Yea if Treelord ancient was useless enough already, now he is extra useless lol..

    TLA just got better with these new wyldwoods and more importantly: the new command ability. Your pregame woods can be a single big one or 3 separate ones spread out over your deployment area, TLA can pop down 3 more and the opponent will have no idea what angle you're coming from and you got woods all over the board immediately. Also the command ability is pretty amazing. It's a flat +1 save to everyone wholly within 12 of it, and within range of all of your kurnoth hunters. Kurnoths with their +1 save from roots, +1 from TLA, +1 from all out defense gets them on a 3+ save against -2 rend, I'll take that.

    • Like 1
  21. 21 hours ago, Abstract_duck said:

    Quite sure to get it off if you: Cast Throne for the +2 (with a Chalice +1 bonus in the forest), Balewind with the Chalice +3 from forest and throne, signature spell for the +4 with chalice. 

    I'm also going to try this but keep in mind that Balewind resets the Throne. A move OR set-up resets the ToV counter. I'm going to try the same thing but have a Branchwraith with the extra cast artifact pop a Spell Portal next to the Warsong Revenant and have a mini Tecnado going on. Going to try this in a local 'goodbye-aos2' tournament. 

    • Like 1
  22. 1 hour ago, Btimmy said:

    Does anyone know if the battalion boxes being released with BR: Teclis are going to be a limited time thing? Or are they more like start collectings going forward? 

    I purchased the Idoneth 2-shark box from BR:Morathi last week (from GW). It wasn't available in the local store but their webstore still sells it. Even if it may be limited, it'll be around for a while. 

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