Jump to content

woolf

Members
  • Posts

    385
  • Joined

  • Last visited

Everything posted by woolf

  1. Yep this is something I wonder too, it feels like they are now (to a degree at least) introducing something that was OBR unique before ie, 1) champions can issue commands and 2) cmd points every turn. So the new cmd point system looks a lot like the relentless discipline system. Although I guess OBR typically gets more points. obv as now written, OBR can’t use command points (but would ofc still get access to hero and monster abilities that don’t seem to use cmd points) so if generic cmd abilities get stronger it would hurt OBR on relative basis, same as if they get weaker (eg inspiring presence disappear) it makes OBR relatively stronger. It probably would make sense to include some sort of errata to relentless discipline as part of this to make sure balance is maintained but I think there is probably a fairly high risk this won’t be the case, and OBR will just be left waiting for a new book and start being referred to as one of the “old 2.0 armies” 🤷‍♂️
  2. hmm I suppose you can screen him if u have good units for that but at 18w with 2+ save, basically ignoring spells and killing anything he touches most likely I think this guy will wreck some serious havoc at local causual games if nog perhaps at the tournament top tables. 10" move is not THAT slow, he is way faster than Gotrek eg which seems like a good comparison
  3. i have considered that but could not really justify the cost tbh. the thralls are so fragile so they won't work as tarpit and 10 won't hit hard enough to take out something important. soulscryer 130pts for only delivering one unit (his charge buff only working on IDK keyworded units) is tough to accommodate in LRL since we are already low on bodies and we need quite a lot of points in other heroes to support the army. the allopex is nice as he brings value just on his own. I think (at least theory as haven't tried it yet) that the windmage with his teleport is the way to go for solving mobility, and I have tried building lists around him rather. what I think makes sense is pairing him with warden blocks, then adding lord regent so u can power up the wardens u teleport but still have their cast open to put in lambent ligth when they arrive (or try getting protection of hysh off for even greater defence). u will then need twinstone to power it as teleport is high cast, so u want a third hero to cast that to take adv of shrine reroll (cathallar probably makes most sense as u likely won't leave home without her regardless). and this line of reasoning is basically what was behind my previous post. also watched the video linked above and his second list is indeed similar although he use Alumnia instead of windmage as the "delivery system" for this. I kinda prefer mine as I think it's more flexible not only having the mobility from pregame move and probably more importantly it will be able to benefit from Syar providing more power. he is arguably more experienced than me though so u migth also want to watch that video, was indeed quite good as for the battalion I'm not sure it's worth it, the rr1 requires units to be close and whole point here is to send them off, so I think I rather take the 140pts for an extra unit. In the list in the video since its alumnia he will value the extra CP more I think for the run & charge, and there is always the lower drop benefit ofc
  4. quite simply because i own IDK and have used allopex in my 1k LRL since im a slow painter.... why would I try to steal someones content? makes no sense... anyways I think the net makes allopex a pretty solid allied unit. and yes many content creators have pointed that out so maybe I'm stealing someones IP now lol thx for links I will check them out! edit: Eels I don't think make sense as ally as more expensive, less utility and the rely on buff for output. defensive eels maybe I suppose if u want screening unit
  5. i have not seen what u refer to, this was something I thought about and wanted to post for feedback.
  6. Guys what would be your thoughts on the following: Leaders: Wind mage (teleport), Lord regent (protection), Cathallar (eclipse), Sevireth Battleline: 30x Warden (lambent), 20 Warden (lambent), 20 Sentinel (ethereal), 10 Sentinel (ethereal) Other: 5x Dawnriders (speed), 1 Akhelian Allopex Spells: Twinstones Idea was to execute something like this: Cathallar cast Twinstone, big sentinels power up, LR Greater power of hysh on big warden block and small sentinels (if he only gets 1 then small sentinel sacrifice their power up), small sentinel cast ethereal on big warden. Then Windmage teleport big warden unit forward, they cast lambent light on <insert key target>. Shooting opens up and hopefully delete something important. So by end of this you have stuck 30 ethereal wardens in shining company in the face of opponent + taken out something fairly important. Windmage then position to basically do the same next round with smaller warden block. To not rely on getting 2x greater power of hysh you could use an aetherquarts on the sentinels although ofc need to be declared up front so I guess depending on risk appetite.. Lord regent later can try to get protection up and run around as a bit of a shield beacon. Seiverth and Allopex (the shark was a bit of gapfill, maybe something better there?) are there to harrass and mess with opponent pile ins, and together with Dawnriders to either buy time by acting road block or for late game snatching objectives Any thoughts very welcome!
  7. haha that is a good question.... I can only speculate in that its some standard writing from GW side, there are quite a few things like that in this game that are quite confusing, in particular to new players (at least it was to me when I first started this game)
  8. 1) yes like you say, either don't pick a nation or take a battalion for extra one. also I think illiatha does not force a cmd trait 2) min/max for those is one so you cant actually take multiples in one unit 3) no it always works, requirement is just to keep them close to your general
  9. Hi! In terms of context im a fairly new player as well, and I only play casual with a few friends but figured I might offer my view: 1. Probably others better placed to answer this, but I think eels are in pretty much all competitive lists so a bit hard to say as there isnt much data . There was a guy running Shark-spam in a TTS tournament that went quite well. After BR: Morathi I think you can have a competitive list that is a bit more mixed up between turtle/shark/eel/eidolon that are all viable units now, whereas a year ago it was just eel-spam. 2. Agree with previous posts, probably 6-12 months or so, should be fairly early in the line as ours was not written with AoS 3.0 in mind 3. I would say IDK don't rely on this at all, its just on the eidolon I think? thralls have a return slain model mechanic but its very poor due to thralls only working in small units (big bases and 1'' weapon range), and it only triggers in your BS phase (at which point they are usually dead due to low unit size and only 5+ save and low bravery... 4. For me it has been a bit of both, I like the army, the models are very nice and its quite powerful. what I have found though is that the strategy is a bit "simple" in lack of a better word, in particular if you play casually with less experienced ppl, the high move and reliant combat (you hit/wound on 3+ and re-roll 1s a lot of the time) of this army makes it incredibly forgiving. So I have actually moved away a bit from them (started up LRL now) as some key elements of this game (deployment and movement in particular) doesn't come in that much with Idoneth, you "just" fly/deep-strike wherever you want to be... Ofc against more experienced opponents this is less true. Also they pretty much don't have any magic and very limited shooting so you don't really "play" in those phases. You do however need to think about the objectives as you wont usually be able to take them by having more bodies than your opponent, rather you need to kill whatever is guarding them (which can be fun to be fair . Bottom line in terms of what most ppl would say "fun to play and play against" there might IMHO be other armies that do that a bit better, it ofc comes down to taste and style though so hard to state as a universal truth.. Hope that gives you some food for thought and good luck in army selection! Cheers
  10. Sry I read the comment as you could use a reroll to cast/unbind with eg a unit of sentinels which won't work as only the heroes get the casting re-roll but ofc there should be opportunity to use the free cmd ability on an all out attack on some sentinels or something
  11. Guys, probably this might be buried somewhere in this thread but how does the Chronomantic Cogs spell interact with our units, e.g. wardens? i.e. if they slow down time what happens to the save ? (since its just the leader who is the wizard as opposed to the unit...)
  12. guys is there anyone who has tried out the windrunners in an actual game yet? I listened to warhammer weekly and the honest wargamer and they all talk about the windrunners ability to effectively lock down the opponents units. maybe I'm not experienced enough but personally I really don't see how u can make that work in practice and still be points efficient? maybe someone can explain it? I understand mechanically how 2 units of windchargers can 2.9" an enemy unit in isolation, but that requires 2x130pts (+maybe the 180pts battalion), and the opponent should very easily be able to clear them with some shooting or a 2nd unit flanking them, I mean they are pretty fragile... And although they could probably hit on the charge without taking much dmg back due to "pile out" and hit with 3" weapons, they don't seem to do much dmg in melee so would seem way less efficient than charging the same unit with some hammer unit that uses the "slay enemy models with damage"-mechanic in order to achieve the same goal of not taking much damage back I'm honestly puzzled by this one...
  13. seems to me it comes down to if you want an extra cmd point as part of the list. you pay 60pts more for the named version which is basically the cmd point (on 2+ tbf) and the crappy lance attack (which is maybe ok to pay 10pts for...) edit: looked at the rule now and seems he generates 1 cmd point /turn I thought it was once /battle... so maybe that makes the named version worth it...
  14. agree, the only thing that I can completely understand ppl having an issue with sentinels is their ignore LoS rule, so you cant hide from them. pure dmg output per point doesnt seem overly oppressive from them as you say
  15. the lumineth ability only adds to the modifier when you make battleshock test, it does not force battleshock. so yes you are completely safe from that with OBR
  16. amazing well done! which red are u using? very vibrant by the looks of it!
  17. thx ye i used 3 small LEDs and put a switch under, i think looks ok to have him on a plinth and is easier to fit, although someone more skilled would have built a proper terrain base 😅 Also I think there is enough room to hide the electronics in his included base terrain if preferred
  18. https://www.warhammer-community.com/faqs/ tbh not sure about warcry but there is a doc on here called Warhammer Age of Sigmar - Base Sizes that I was thinking of
  19. you can find this in the downloads section on warhammer community site
  20. I wonder if his defeat opens up for a weaker Nagash re-entering at lets say 500-600 pts cost (more like the other God-models). Not sure the 800+ range is good for the game anyways so might not be a bad thing, assuming they get the warscroll right and he can fit in more lists that way.
  21. maybe they have a different text in the new battle tome? i.e. on the pitched battle page
  22. if he was not intended as a generic hero the warscroll should have been "*insert aelvish name* Loreseeker of Hysh"...
×
×
  • Create New...