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readercolin

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Everything posted by readercolin

  1. There have been no changes with Cities since they changed it to coalition (with respect to the army building). So you can have 1/4 units be sylvaneth, 1/4 be stormcast, and 1/4 be allies. Your general has to be from the cities, and you have to meet your battleline requirements from the cities, but coalition units that have the battleline keyword will still count as galletian veterans. This means that you can bring a squad of tree-revenants and they will still count for expert conquerers, but you will still need another 3 cities units for your battleline.
  2. They server different roles, and which is better is going to depend on what you need them for. What do I mean? Lets take 2 easy examples. In example 1, you are facing down Kragnos. In example 2, you are facing down a block of 60 zombies. Which weapon do you want against which opponent. Pretty obvious, right? (In case it isn't, or someone less familiar with KO reads this, you want the drill cannons for Kragnos and the sky cannons against the zombies). So what do you need your gunhaulers for? This depends heavily on the rest of your list, and what you expect to face. If you don't have a bunch of rend available from other sources, then the drill launcher looks better. However, if you are stacking up on other rend sources, and bringing an admiral, some thunderers, and the purple sun, then maybe you just need more damage and the sky cannon is looking better. Similarly, if everyone else in your league is playing low armor but high body count units, then the sky cannon looks a lot better, while if everyone else is stacking armor to the moon, then the drill cannon is looking better. Personally, I built my 2 gunhaulers with 1 sky cannon and 1 drill launcher, but I rarely run them. For the lists that I have considered running a bunch in, I was looking heavily at the drill cannons simply because I expect more high armor than high wound armies locally, and at the moment KO's biggest problem is in getting rend to punch through armored targets. The extra range also means that I can sit back and play the movement game while still concentrating fire on individual targets that need to get taken out. All this being said, the gunhauler does little enough damage and is so over-costed that I don't really find it all that worth running right now, and it rarely makes my lists.
  3. There are a few ways that you can deal with them. The easiest way is shooting. Cities has a ton of shooting options, and which one you take is up to your preference. Irondrakes are generally considered the best, and you are generally going to be rocking rend -2 most of the time due to their priest, but you can get that all the way up to rend 4 if you bring a purple sun and Krondys. However, you can also do a ton of damage with Sisters of the Watch, or just try to overwhelm them with freeguild crossbows or darkshards. But remember that you aren't limited to just Cities - a block of Vanguard Raptors with longstrikes is still good, or you can play Settlers Gain and bring a block or two of Sentinels, or Tempest Eye and bring an Ironclad. Next up, Magic. This tends to work best in Hallowheart, but you can also get this to work well in Living City or Settlers Gain as well. Hallowheart with a Celestial Hurricanum can effectively cast 2 chain lightning's each turn, which is going to hit a single unit and then every other unit near it. Living City lets you bring either a Branchwych or warsong revenant, which when combined with a spell portal can throw a ton of damage downrange. Finally, Settlers Gain lets you bring teclis to just do a ton of damage across the board, potentially even when combined with the Hurricanum for more damage. Third, Fight on Death. If you play the Phoenicium, you can have a frostheart/flamespyre phoenix issue a fight on death command, and even if your opponent comes into you and smashes, you still get to hit them back before you leave the field. Finally, bring some cruise missiles. Soulblight is fairly good when they can play a grindy game. However, if you charge a single unit in that is going to delete whatever it hits (ex. fulminators), you will get to hit first and kill whatever you hit, and then your opponent has to react to a massive threat in their field on their next turn. Melee combat does work in I go You go, but you only get to go if you have any units left in melee, which a cruise missile strategy avoids. Now, I will note that most of the strategies above aren't limited to doing just one at a time. You can fairly easily run several. Personally, this is what I would run if I was expecting to face soulblight more frequently: Hallowheart Runelord (general, arcane tome, command trait of choice, ignite weapon, sear wounds, heal) Battlemage (adjutant, Ghur, roaming wildfire, Elemental Cyclone) Celestial Hurricanum with Celestial Battlemage (Elemental Cyclone, Sear Wounds) 10 Dreadspears 10 Longbeards 30 Irondrakes 20 Phoenix Guard 4 Fulminators An army like this gets 6 spells a turn with a good amount of offensive magic (and it is easy to use their command ability on the hurricanum for significant bonus's to casting), a solid anvil in the form of the phoenix guard, a significant ranged hammer in the form of the 30 irondrakes, and a cruise missile (that can be very thoroughly buffed up) in the form of the fulminators. Notable here is that ignite weapons works for both melee and ranged, so you can stick it on the irondrakes and between all the buffs you can have them on a 2+/2+rr1's/ -2/1, with 2 shots each if you don't have to move. However, you can also stick ignite weapons on the phoenix guard to have them on a 2+/2+/-1/1, or the fulminators and give them all out attack for a 2+/2+/-2/1-3. Finally, if you are playing GHB 2022, you have your choice of battalions, with the dreadspears, longbeards and irondrakes all easily going into expert conquerers, the phoenix guard and fulminators easily going into bounty hunters, and the hero's going into your choice of command entourage or warlord, or you can stick everything in a battle regiment to guarantee the one drop deployment.
  4. So I can't say for your list, but can give you some feedback from some of my experimenting. First off, I have had trouble getting kurnoth hunters locally, and only recently managed to get some, so this experimenting was more "what do I have on hand" for an army that started out as a project army and not anything I was actually serious about playing with (now though I think it may have the chops to be something I try to field rather than just paint). Here is the list I was messing around with: I've played 3 games with this list, the first against Flesh Eater Courts (gristlegore with 3 terrorgheists), the second against Soulblight Gravelords (3 squads of blood knights, vampire on zombie dragon and prince vordrai), and the last against skaven (stormfiends and eshin deepstrike list). My conclusions from these games? First off, dryads suck. Sure, if the game becomes about massed blocks of bad attacks (ex. having to deal with pink horror spam), they might be ok, but every single game I played if they got hit by anything they died. People just don't run chaff, and that is all that dryads are good against. Maybe if GW had decided to make them "tanky" and also gave them a 4+ or 3+ save, and kept their terrible attack profile they might be useful, but as it is they aren't worth 100 points. Heck, I'm not sure they would be worth 70 points. They did a great job of making me regret getting 60 of these... Next up, tree revenants are... fine. People are constantly hyping them up and calling them the best galletian veterans, but how it actually works in practice is that you put them down to screen your hammers and then they proceed to die, except your opponent feels good about killing your screen because it technically can actually accomplish something unlike most screens in the game. But they can't kill anything, and they force you to debate using them as screens because if you can keep them alive then they might be able to do something for you late game, but if you don't screen with them then your actual good targets just die. Basically, I'm letting my dwarf out and grumbling because they are vastly overhyped online and the only reason they are even in my lists is because dryads suck so much. Now to the actually good stuff. The spell bombs. You may notice how I am actually running a double spellbomb list, with the spellportal to get the second one in place. How well does this work? Ehhh. The problem with the spellbomb is that even with Gnarlroot and the season that gives you a re-roll, they are unreliable. In my first game against flesh eater courts, I was able to get both spellbombs to hit near their hero cluster and dish out a bunch of mortal wounds. However, in their turn they then healed back up, and even though I went again, the spellbomb again failed to kill anything (and again, it was promptly healed back up). Effectively, even with two spellbombs, they just couldn't accomplish anything. Also my opponent was able to get into me and kill my casters on their turn 2, so any further contribution was kind of moot. On the other end of the spectrum, in my second game against soulblight gravelords, the first set of spellbombs killed 3 blood knights, a vampire on foot, and dealt some damage to both vampire lords on zombie dragons. On my second turn, the second round of spell bombs killed more blood knights, another vampire on foot, and with the help of the treelord's spell killed his general, the vampire on zombie dragon (and after the magic phase was over we called it because my army was untouched, but he had prince vordrai, a squad of 4 blood knights, a squad of 3 blood knights, and a squad of 2 blood knights). Finally, in my last game against the skaven, my opponent was able to deep strike most of his army, I couldn't get the spell portal near his units, and even with a re-roll on 3d6 the warsong bomb managed to fail to go off, and then he tabled me with the double on turn 2. Basically, I am trying to say that you shouldn't rely on the warsong bombs to do more than some "nice to have" chip damage and maybe soften some targets up. But don't build your whole game plan around it (like my list did). Next, the treelord ancient. The treelord ancient did his job every game - he put a tree down. After that, his sum total contribution every game was to shoot once, and he did an average of 3 damage a game, and I used him to cast cogs every game (which you really don't need, but I had spare points in my list so why not). Is he worth it? I'm honestly not sure. Without him, the warsong bomb is even more unreliable, and the 18" limitation for putting down a tree via spell is honestly really restrictive. Every single game, I had my spell casters behind some sort of screen, and my opponents wanted to close with me, which left me having a lot of trouble placing a tree down with the "outside of 3" from anything" restriction. Guaranteeing that across the board to threaten the opponent from the start of the game with the warsong is nice. But is it 360 points nice? Ehhh... Finally, Durthu. Oh boy, durthu was a disappointment. Game 1, he charged into a terrogheist, unleashed everything he had, got +3 attacks with the greenwood gladius... and dealt a grand total of 10 damage to it. Note that this was a completely undamaged durthu. Said terrogheist then proceeded to eat durthu after I forgot to use strike and fade. Game 2, he contributed nothing, but I don't hold that against him because the spellbombs did all the heavy lifting that game. And game 3 he died after doing exactly nothing, though again this game it is hard to hold against him because he had nothing to charge turn 1 and I died on the double. Overall, the above list was amusing to test with, but now that I have my kurnoths, the next time sylvaneth come out for me it will be one of the following two lists: Combined arms: Stompy Time:
  5. It is possible to tailor a stormcast list to beat kruelboyz, however, you have to be aware that kruelboyz were basically designed as a hard counter to stormcast. Specifically, they do most of their damage via mortal wounds, which allows them to ignore stormcast's high armor saves, and stormcast are pointed with the expectation that their high armor saves are effective. That being said, lets break down Kruelboyz really quick. Kruelboyz armies consist of the following: Gutrippaz - battleline chaff that is easy to ignore, or just hit before it can hit back Hobgrots - (conditional battleline) chaff that they might use to throw in front of you, screen you and prevent charges Boltboyz - the actually dangerous unit. These guys are easy to buff to deal mortals on a 5+ instead of a 6+, and can reach out and touch you. Additionally, they can be covered in mud to prevent you from shooting them from range. Breka-Boss on Troggoth - a big smashy thing, hit it first and it folds Snatchaboss on Sludgeraker Beast - this guy does good mortal wounds, and causes 6's to hit to deal an extra mortal wound in an aura around it, making it a high priority target to kill Swampcalla Shaman - technically a spellcaster, but realistically you bring them for the mortals on a 5+ to hit instead of a 6+ Everything else doesn't do anything particularly worth noting. As we can see, there are really only 3 things that are worth caring about in a Kruelboyz army. The boltboyz, the snatchaboss, and the breka-boss, and as a support piece the shaman. Everything else can be more or less ignored if possible, or taken down after the priority targets are dealt with. So how do we do that? Option 1 - shooting. Vanguard Raptors with longstrike crossbows will outrange everything in the kruelboyz army, even if they are in big yellers, and if they try to move closer to you than the range on their boltboyz drops. This means that you can have some longstrikes and just use them to pick off priority targets and prevent them from getting to you. If you don't want to go vanguard raptors, you can also go judicators though now you would be in range of their shooting, or you can look at running stardrakes, knight-judicators, and celestar ballista's to hit them from range. However, if your opponent chooses to get covered in mud, (which they can do on d3 units), then they won't be visible outside of 12", which can counter you if you go hard shooting. You'll still be able to pick off support pieces, or clear screens, but you'll need something else to deal with the boltboyz. Option 2 - Mortal Wound bombs. The Knight-judicator, the knight-vexilor (with the meteoric standard), celestant prime, Annihilators (when they land via scions of the storm), and the everblaze comet all do mortal wounds to all targets in an area. Most of these are once per game, but even a double-reinforced unit of boltboyz is only 18 wounds, and you can fairly easily dish out enough mortals in an area to battleshock them or at least drastically reduce their output due to killing a few and picking off the supporting shamans. Option 3 - alpha strike charge. Use a Lord-Relictor (or knight-relictor) with translocation to teleport a melee unit up nice and close and charge them. Drop annihilators from the sky to charge them. Use prosecutors to charge on a 3d6 to prevent them from unleashing hell into higher priority targets. But get up in his face and smash. Note that all of these options can be used together with some sort of mix. However, the best way to run stormcast is as a combined arms approach, and I would recommend getting about 1/4 of your army with good shooting, and another 1/4 of your army as a good melee hammer, with the rest of your army leaning one way or the other and some support pieces. Edit: From reviewing your models, you are missing a good shooting section. Get some more shooting in your list that can take out priority targets, clear screens, etc. Additionally, make sure that you play cagey - don't just throw your models down and attempt to charge - hold back, score your battle tactics, and whittle down your opponents force some before you commit.
  6. Haven't had a chance to try it as I am missing the dwarfs for it. At the moment, I am currently busy getting my Lumineth army up and running, so haven't ordered them yet and haven't been able to test the list.
  7. After some consideration, I think I'm going to look to build something that looks like this: Allegiance: Cities of Sigmar - City: Tempest's Eye - Grand Strategy: - Triumphs: Indomitable Leaders Celestial Hurricanum with Celestial Battlemage (290) - Lore of Eagles: Aura of Glory Runelord (95) - General - Command Trait: Hawk-eyed - Artefact: Patrician's Helm - Universal Prayer Scripture: Curse Anointed (110) - Artefact: Arcane Tome (Universal Artefact) - City Role: General's Adjutant - Lore of Eagles: Aura of Glory Battleline 10 x Longbeards (105)*** - Ancestral Weapons & Shields 10 x Longbeards (105)*** - Ancestral Weapons & Shields 30 x Irondrakes (510)*** - Reinforced x 2 Units 20 x Phoenix Guard (350)* - Reinforced x 1 20 x Phoenix Guard (350)* - Reinforced x 1 Endless Spells & Invocations Purple Sun of Shyish (70) Core Battalions *Bounty Hunters **Command Entourage - Magnificent ***Expert Conquerors Additional Enhancements Artefact Total: 1985 / 2000 Reinforced Units: 4 / 4 Allies: 0 / 400 Wounds: 111 Drops: 8 This gives a solid frontline of phoenix guard without opening them up to bounty hunters, as well as the shooting hammer that Cities is good with, and the ability to cast the Purple Sun on a +2 (+1 from hurricanum, +1 from it being an endless spell) so your irondrakes can potentially be hitting on rend -3. A list like this could also work in Hallowheart, and I'm not actually that sure how much you need the annointed over say, a battlemage or a sorceress (or even a knight-incantor) if you take an artefact or command trait that gives battleshock immunity.
  8. I recently tested the following army out: Astral Templars Lord-Celestant on Stardrake (general, arcane tome, master of the celestial menagerie, celestial instincts, celestial blades) 4 Stormdrake Guard (warblades, bounty hunters) 3 Evokitties (tempest blade, bounty hunters) 3 Evokitties (tempest blade, bounty hunters) 5 Vindictors (expert conquerors) 5 Vindictors (expert conquerors) Overall, if I were to run something similar again, I would swap the stardrake out for a Lord-Arcanum on Dracoline + Knight-Draconis, with the knight-draconis as general with the arcane tome. However, I don't currently have a knight-draconis, so I'll hold off on that until I get one. The way my game played out, with the run+charge ability on the stormdrakes, I was able to get the stormdrakes + 1 squad of kitties in on a turn 1 charge, and stormdrakes remained the anvil that they are and managed to pin my opponent in their deployment even after my opponent doubled me turn 1 into 2. Evokitties weren't quite enough to take out a block of 30 ghouls on their own, even in bounty hunters (there were 2 left alive...), but anything smaller they cleaned up pretty good. Vindictors in expert conquerors also allowed me to just plop them on objectives and force my opponent to have to commit something good to shift them... but if they commit to shifting them then they would be ignoring the big threats, which had the mobility to get around the board. There are 2 big questions here. First, were the evokitties worth it? Second, did it make more sense to take bounty hunters, or would I have been better off taking a battle regiment? The answer there is that the army would have been better if I dropped the kitties for 2 squads of longstrikes (or a squad of 6 and some aetherwings). Clearing GV units didn't win me the game - killing my opponents hero's and hammer units did. This is something that I think that many people are going to find as they go wild with bounty hunters and such. Yes, extra damage is always nice. But clearing chaff has never really been a problem for any army, and being able to dictate turn order remains as strong as it has always been - especially for an army that has force projection like stormcast.
  9. So I have been looking at Cities in GHB2022 season 1, and most of my army builds are kind of shot. The core of many of my armies has been an annointed (on foot or frostheart) and then 20-40 phoenix guard which are battleline as my hammer/anvil. However, Phoenix Guard are noticeably worse in the new season if they are battleline, as now they are taking double damage from bounty hunter units (and so far, the bounty hunter battalion has been really, really popular locally). If they aren't battleline though, then I am paying between 270-330 points extra for 3 units of battleline, and my armies usually didn't have enough points to support that without making some significant changes. My other competitive cities build was a living cities build with 4 stormdrakes and 4 fulminators... this obviously is no longer viable as well. So what have you been experimenting with in the Cities with the new GHB, and how has that worked out for you?
  10. And here I thought that I was making a mistake going for a block of 30 sentinels at once. Or my last round, 20 wardens at once. You know, when I get to my dawnriders, I'm going to do bricks of 5 at a time...
  11. Sylvaneth wizards summon tree was always a battle trait, not a warscroll. It was just included in the warscroll of the app because all sylvaneth wizards would know it in a sylvaneth army and GW didn't realize people might want to play sylvaneth units outside their allegience. As for Alarielle, I think that if you want to run her, you do so with the understanding that the "resurrect" rule never comes into play. You run her because she is a god with great healing, 3 casts, and can summon another unit. Then just screen her so she doesn't get alpha'd off the board. On the bright side, if you run just her, you can still get a battle regiment going, but if you bring a TLA then you are a minimum of 2 drops, probably more.
  12. There doesn't seem to be a strong argument for running dryads. If you get the Lady of Vines, you will want 10 for summoning, but it is doubtful that you would ever want to summon 20 with Allarielle, and it is also hard to see wanting to run more than maybe 10 or so in a typical army list. If that wasn't enough, they are also rather fiddly models to build (not hard, just kind of annoying) compared to some of the newer sculpts. Personally, I would wait for the vanguard box and wait to see if they do the dryad re-pack that was rumored into a 20 block, and then get a box of dryads at that time. That being said, if you like the "walking tree" look more than the "half-elf, half-tree" look of the revenant lines, then you could certainly look to pick up 2 start collectings to get 2 treelords (of whatever type) and 32 dryads - enough for 30, and then 2 to practice on.
  13. There are 3 ok(ish) answers: Lofnir with droths + vulkites for your battleline, and accept vulkites are going to die fast. Priest general to get Aurics as battleline, and then 3 MSU blocks of them in conquerers to stand on objectives and pretend that they are helping Vulkites only as battleline (no runefather general), and again accept that vulkites are going to die fast Overall, I would look to just run 3 squads of vulkites in conquerers, and then bricks of 10 hearthguard in bounty hunters accompanying a father or son. Ex: Allegiance: Fyreslayers - Lodge: Greyfyrd Battlesmith (150) - General Auric Runefather (125) Auric Runefather (125) Auric Runefather (125) 10 x Vulkite Berzerkers with Bladed Slingshields (160) 10 x Vulkite Berzerkers with Bladed Slingshields (160) 10 x Vulkite Berzerkers with Bladed Slingshields (160) 10 x Hearthguard Berzerkers (320) 10 x Hearthguard Berzerkers (320) 10 x Hearthguard Berzerkers (320) Total: 1965 / 2000 Reinforced Units: 3 / 4 Allies: 0 / 400 Wounds: 143 Drops: 10 I would use the above as a starting point, and then adjust to taste/models. In the above, I would run conquerers, bounty hunters, and command entourage (4 artefacts). But you could also swap the battlesmith out for a priest, and then also have the option to swap any number of the vulkites for aurics. Otherwise, I think keeping your hearthguard as veterans is just going to leave them too vulnerable vs bounty hunters, and even being able to bring 15 man squads isn't enough to compensate for that.
  14. Order: Cities. Overall, net losers. The living city got nerfed, and everything else relies on models that are now galletian veterans, which are going to get burned through a lot harder with the double-damage battalions going around. Everything else that isn't veterans is kind of underpowered, meaning that there isn't something else for the cities to fall back on. There will likely be a few lists that come out of the cities and perform well in the new book, but I would expect that most armies are going to need to re-tool. DoK. Overall, net winners. They aren't particularly affected by the bounty hunters because anything that was hitting them was killing them anyways - +1 damage isn't going to change that. However, putting any DoK units into bounty hunters is going to absolutely explode their damage output, or putting them in conquerers is going to help them hold objectives. Fyreslayers. Probably net losers. Fyreslayers build style requires putting wounds on objectives and just having a lot of meat, but doing so requires models that are veterans and are now going to take more damage, negating some of their advantage in wounds. There are steps fyreslayers can take to avoid that with MSU vulkites and non-battleline hearthguard, or going heavy with lofnir battleline magmadroths, but it is still probably a net loss. IdK. Net winners. The big question here is whether you can give up the battle regiment, but if you can then sticking Sharks or Eels into bounty hunters is going to pay off well. It is also really easy to build an army that just has some MSU veterans (or none), leaving them fairly un-exposed to weakness's in the new rules. KO. Net losers. They gained basically nothing, and now their infantry can potentially be taking more damage. Bounty hunters not affecting shooting means nothing for them, and conquerers still requires you to get out of their boats, which is already annoying enough. Lumineth. Net Losers. Bounty Hunters interaction with sunmetal weapons is a bit of a non-bo, while most lumineth models are going to be veterans and therefore weaker to bounty hunters battalion. If the meta shifts towards big blobs of infantry, then they suffer more because they are great at doing precision damage, but not lots of it. Seraphon. Net winners. Seraphon has a reputation for having a deep bench, and that hasn't really changed. Now they can just stick some skinks in the counts as 3 battalion for objective sniping, and still rely on all their usual tools that haven't really been affected by any changes and will remain as good now as they were before. Stormcast. Net losers. Stormcast power pieces (longstrikes + dragons) got nerfed, and the next tier down from those was more tier A than tier S. Expert Conquerers isn't giving them something they didn't have access to before, and clearing things off the table was never stormcast's weakness, so they will likely remain more focused on one-drops, and work on re-tooling after their nerfs. It will help bring up some underperforming lists, but probably not enough to compensate for the loss of dragons + longstrikes. Sylvaneth. Net winners. They got a new book, and lets be real - the only direction available to go is up. If they fail to go up... well... then they will need a complete re-write (again). Chaos: Beasts. Net Winners, but probably not enough to make them meta relevant. Expert Conquerers can help them hold objectives, and bounty hunters helps their somewhat anemic damage out, while fighting in 2 ranks is going to help many of their units. I don't think they will be tearing up the meta in the new GHB, but they will be better placed than last meta. Khorne. Net winners, but probably not enough to make them meta relevant. Getting their battleline infantry to fight in 2 ranks is a big improvement for them, but they still have poor attack profiles, low rend, and will be weak to other bounty hunters. However, they can get massive bonuses in bounty hunters themselves, especially as they can stack up to +3 extra attacks, which is going to be even more impressive when you are also adding +1 damage on those attacks. Because that is only against other veteran units though, and not give them the punch to go through opposing monsters, it probably still won't be enough to bring them up to 50%, but it will likely be better than last season. LotFP. Net losers. Legion currently plays with veteran units as objective holders, but those objective holders are now going to be noticably weaker vs bounty hunters. Meanwhile, their hitting power was generally big monsters, which aren't going to be scoring them extra points. Overall, they can probably adjust, but current competitive lists are probably going to be less viable than previously. Nurgle. Net Winners. Plaguebearers are losers, as they are just going to be taking double damage and they aren't tanky enough to take that on the chin. But Blightlords can now count as more on objectives, and blightlords and flies can both go into bounty hunters for extra damage, which is going to allow them to go through bricks faster than previously. Since the army was already winning competitively, I expect their winrates to just go up, or have them be one of the big counters that people have to prepare specifically to beat. Skaven. Net winners. This is more due to the new book than the GHB though, and I expect many people will need some time to experiment and figure out what is best. Slaanesh. Net winners. This is due to both the points drops, and the battalions. The points drops gives them more units, while the battalions can help compensate for their lack of bodies and for their anemic damage. StD. Net winner. Knights and Varanguard in bounty hunters is going to give them some damage output, and the thought of trying to go through a brick of Tzeentch Marked chaos warriors in conquerers is enough for me to reach for a drink. Fighting in 2 ranks is also going to help their battleline out a lot (it doubles the damage of chaos warriors... admittedly double nothing is still nothing, but still). But for an army that can just go stand on objectives and have their bounty hunters on the hunt, they seem like they are going to work out decently well. Tzeentch. Net losers. Pinks being veterans means they are going to be less survivable vs bounty hunters, and most of their damage comes out of shooting which isn't going to see any big bonuses. Destruction: Orruks. Net winners. Most lists were pig heavy anyways, and sticking them in bounty hunters is going to be pretty obvious. That being said, Kruelboyz are probably net losers, while ironjaws and bonesplittaz are winners from this. Gitz. Net winners. There is less focus on monsters, and you can now have troggs and gits in conquerers, or anything as bounty hunters... and they couldn't really go any further down. Probably still not going to be making waves competitively, but they will be better positioned in the new GHB. Ogors. Net winners. Foot troops fighting in 2 ranks is going to be a big improvement to damage output, while bounty hunters is going to help both their foot troops and their battleline monsters. Probably not enough to make them meta relevant, but they will be better than before. Sons. Net losers. Now opponents can contest them on objectives, and bounty hunters isn't going to be a big improvement for them. Death: Soulblight. Net winners. Blood knights look great in bounty hunters, while skeletons and zombies look good in conquerers. Overall, there is enough diversity available that some lists will rise while others will fall, but soulblight has the tools to take advantage of the new GHB. Nighthaunt. Net winners. There are no longer monster incentives for the army without monsters, and instead there are benefits to regular troops, which nighthaunt have in spades. That being said, differentiating between new book effects and new GHB effects will be hard, as they didn't have much time with the new book and old GHB. FEC. Net losers. Terrorgheists aren't affected, and now your opponents can burn through your chaff faster than they can interact. They were already a struggling army, and I don't see the changes from the GHB really helping bring them up. Ossiarch. Net losers. Yes, bounty hunters will increase their damage, but mortek aren't getting any bonuses to their tankyness, so they are just going to fall that much faster to opposing bounty hunters. This was always more of a grindy army, and increasing opponents damage is going to reduce their grindy potential.
  15. So I have 3 different lists that I'm looking at: List 1: Oakenbrow - Dwindling Treelord Ancient Spirit of Durthu Lady of Vines Treelord (+1 damage battalion) Treelord (+1 damage battalion) 5 Tree-revenants (count as 3 battalion) 5 Tree-revenants (count as 3 battalion) 20 Dryads (count as 3 battalion) This list comes out to 1995 points, with the general gameplan of having a 20 block of dryads sitting near some woods holding your home objectives, 2 squads of 5 tree-revenants that can go out and snipe unguarded/lightly guarded objectives by counting as 15, and then a deathstar of the treelord-ancient, spirit of durthu, 2 treelords and the lady of vines. Here, the treelord ancient helps you drop another woods, and we are going with the dwindling to give the lady of vines the option to re-roll her 5+ ward save, which will make your 4 big trees that much tougher to deal with. Finally, lady of vines also gives you another 10 dryads to drop down and help secure objectives, or just screen your treelords. List 2: Heartwood - everdusk or burgeoning Arch-Revenant Warsong Revenant 6 Scythe Hunters 6 Scythe Hunters 3 Revenant Seekers 3 Revenant Seekers 10 Dryads Battle Regiment This list comes out to 1995 points. Here, I started by saying that I wanted to build around the tankyness that is blocks of 6 hunters - which means taking scythe hunters. Here, the Revenant seekers can work as support for the hunters, able to bring a model back to the unit, and also have the speed to move into position to steal objectives or just add a bit more damage. Dryads are a screening unit, or sit in the back and hold your own objectives, and the warsong revenant also has a spell to revive a hunter/seeker, probably with the vespral gem to guarantee that it goes off, and still have a cast to put another tree on the field so your hunters can teleport around. Finally, the Arch-Revenant has the speed to move between the scythe hunter squads, and can buff them with +1 to wound and +1 attacks. Other alternatives that I was looking at for this would be to drop the second squad of seekers and dryads for a unit of bow hunters and either tree-revs or dryads, or get another hero and 1 more squad of battleline. Overall, I think this is the weakest of the lists that I was looking at, but it still tempts me with the 30 wound blocks of scythe hunters. List 3: Harvestboon - Everdusk or burgeoning Warsong Revenant Arch-Revenant 3 Revenant Seekers 3 Revenant Seekers 3 Revenant Lancers (+1 damage battalion) 3 Revenant Lancers (+1 damage battalion) 6 Scythe Hunters (+1 damage battalion) 5 Tree-revenants (count as 3 battalion) 5 Tree-revenants (count as 3 battalion) This list comes out to 1975 points. Here, I was looking to have 2 different offensive blocks. The first would be the 2 squads of lancers that can charge and strike first, backed up by a squad of seekers that can then hit third and bring models back to any of the bug units. The second block would be the slightly slower scythe hunters + 3 seekers, with the warsong revenant able to bring a model back and the arch-revenant buffing the hunters as well. Finally, the tree-revenants would be highly mobile objective grabbers that can hide out and they are your only Veteran units. Overall, I think this list likely has the highest potential upside, though it does still have a bit of room to shift some models around for something different.
  16. Krondspine, the allied megagargants, and gotrek all follow similar rules. You can have them in your army even if they exceed the points allotment, but you are then not allowed to have any additional allies.
  17. The only coverage that I saw was the link I posted, which posted the list, its record, and who it faced, and a halfhearted attempt to explain it that basically amounts to "well... this happened" (not that I blame them... because I certainly can't explain what this list is doing). As for the heartrenders, Cities can take DoK as allies, so they are just in there as normal allies.
  18. So taking a look at my StD army (knights and chaos warriors), I think chaos warriors come out of this looking pretty good. They were already unreasonably tanky (especially with mark of Tzeentch). Their problem was just that they couldn't kill jack, even if they were buffed. Now, you can fight in 2 ranks which means that you basically doubled their damage output. Admittedly, 2x low is still low, and they are suffering from their lack of rend, but hey, I'll take any improvements I can get. Second, even a block of 20 could still be outnumbered on objectives... but now you can make a 20 block count at 60, which is going to be a lot harder to dislodge with anything that can actually kill them. Knights on the other hand might work out better as bounty hunters. They don't get the veteran keyword, but now it is hard to argue for lances when you can just use ensorcelled blades and always have +1 attacks, rend -1, and damage 2, even if you aren't the one who charged. Overall, StD is still going to be weak to big monsters, but if you were ok playing to the objectives before, and were able to make that work, you might still be able to do so now.
  19. Probably not. The problem that sequitors have is that unless they cost the same amount as liberators, there is going to be a cheaper battleline tax. And if you want an actual hammer, point for point annihilators are still better in basically every way. Vanquishers may have a place if hordes become a thing because a 10 man squad of vanquishers can actually outdamage a 3 man squad of annihilators, while costing 10 points more and putting 20 wounds down instead of 9. Stick them in the bounty hunter battalion and they can scour other hordes off the board as they go from damage 1 to damage 2. However, when you look at sequitors, unless they drop to the same number of points as liberators, there will always be a cheaper battleline tax. And even the bounty hunter battalion isn't going to add enough damage to them to let them compete points wise with paladin units. So realistically, there is no real role for sequitors as either screens, tanks, or damage compared to other options in the roster. You can of course still use them. But I highly doubt they will be the optimal choice.
  20. So the question is when does the Galletian Veterans keyword apply. The answer is that it always applies to Arkanaughts, and can sometimes apply to thunderers, and can sometimes apply to endrinriggers and skywardens. However, all 4 of those do count as troops, but the bounty hunters battalion only affects melee in a mostly shooting based army. Overall, I see this as making arkanaughts weaker, as they are now always going to be at risk to the +damage battalion. The bounty hunter battalion isn't particularly useful either as the only things that are going to be effective with that would be skywardens/endrinriggers, but even then endrinriggers have a single attack and skywardens only 2. And using that battalion would also mean giving up the one drop battalion, which is generally fairly important to competitive KO lists. I think in the end that the competitive KO lists are still going to need the 1 drop battalion to be able to dictate turn order. Otherwise I don't see any other positive changes for KO from this update.
  21. https://woehammer.com/2022/06/15/top-three-aos-lists-from-the-san-diego-open/ So this came out... and someone went 5-0 with the following: 2x Celestial Hurricanum with Celestial Battlemage Celestant-Prime 3x 10 Longbeards 2x Celestial Hurricanum 2 Fulminators 5 Heartrenders 2x Battle Regiment ... What? I mean, you have a decent amount of mortal wound output, and the hurricanums all have a 4+ save. But how the heck did this army win anything? The hurricanums will deal an average of 20 mortal wounds (until they get damaged), the fulminators are good, but there are only 2 of them, and celestant prime + chain lightning is decent as a way to put out some AoE mortal wounds. But it seriously went through an Ogor list, a Nurgle list, another living cities list, a FEC list, and then finally a stormcast list. I can see it beating stormcast as the mortals should just go right through, but how the heck did this thing beat nurgle? And how did another living city list not just take this right off the board? I'm so confused.
  22. Then I would totally run that 15 man block of sequitors and see what happens. Would it be good? Probably not. Would I run it? Yes, without question. They still need to drop a few points though...
  23. New tome up for pre order next week, so you will finally be able to tend your orchard.
  24. I mean, they are mobile, but are they really something that Cities needs? Units that Cities can bring that fill a very similar role include Scourgerunner Chariots, Tempestors, Vanguard-Palladors, Gunhaulers (as allies), Allopexes (as allies) and Heartrenders (as allies). Comparing damage, a unit of gossamids will deal an average of 7.33 damage before saves, and 4.28 to a 2+ save. For a similar number of points, you can field 3 scourgerunner chariots, which are going to start at 8 damage before saves and drop to 3.67 to a 2+ save. Tempestors are slightly slower, and only deal 5.17 damage before saves and 3.39 to a 2, but are also noticably tankier and can actually do something in melee. Gunhaulers will dish out only 3.78 damage before saves and 1.26 to a 2+, but compensate for that some with significantly greater mobility, though you can't really get the points to line up between the two units. Allopexes are similar to tempestors in that they can do something in melee as well, but they only do 3.56 damage before saves and 1.19 to a 2+ with just their ranged attacks. Finally, Heartrenders individually are the worst, but you can bring 10 with some points to spare and they will dish out 5.33 damage before saves, 1.78 to a 2+, and they can move after shooting without needing the living city command to do so. As far as tankyness, with a 5+ save and 10 wounds, gossamids can't take a hit. They are slightly more survivable when getting charged as they can retreat after unleashing hell, but the Living City doesn't give you woods that they can hide in and they remain vulnerable to other shooting/spells. Overall, I think that you would be better served by bringing 3 scourgerunner chariots for only 15 more points if you are wanting a mobile shooting threat. Unless of course you are looking at price... in which case by the $60 gossamids and don't drop the $150 that GW would want for 3 chariots (or proxy something... anything...).
  25. So if I were to go heavy on steam tanks (which has tempted me a few times, just not enough to pull the trigger), I was looking primarily at either tempest eye or greywater as my city. Why? The main gun of the steam tank is straight up underwhelming. It is a single shot, 4+/2+/-2/d6, and even with all out attack or a hurricanum or something it still only goes to a 3+ to hit. But the average damage from it on its own is a mere 1.46. Get 4 steam tanks (with or without commander) and you are doing... 6 damage. Yeah, the long range damage isn't worth writing home about. However, then we get to the steam guns. With 2d6 shots, they remain unreliable, especially as they are also rocking that 4+ to hit. But they still average almost 3 damage per tank, and if you stick them next to a hurricanum (which you should) you can be putting out ~15.5 damage before saves from 4 tanks, not including the main gun. This is telling us that the real power of the steam tanks lies more at close range than at long, and if we want to maximize them, we want to be getting close enough to hit things. However, with an 8" gun, the steam guns really need the tank to get close. And this gets us to why I would consider tempest eye or greywater. Tempest eye gives us more movement on turn 1, and we should be able to reliably demand more pressure, giving us 2d6+5" movement on turn 1, and potentially be able to run an extra 1d6+1 to get into position. Greywater on the other hand doesn't give us extra movement, but it adds 3" to the range of our guns, which means our steam guns are now 11" range instead of 8. Greywater also gives us either run+shoot within 12" of the general, or re-roll hits of 1 within 12" of the general. Living city is probably the 3rd best city, but deepstrike doesn't get us within the 8" of our steam guns to shoot them, and beyond that all that it really gives us is healing 1 point per turn, which is generally going to be somewhat underwhelming.
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