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Doko

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  1. Only for fun(and because i got some pm asking me for it) i did a tier list of new book. https://ibb.co/QDSgvSF The flamekeeper is in the same tier than vulkites and battlesmith of fun in certain lists. Its only my opinion and for sure we have everyone one diferrent but is fun know what is your opinion as fyreslayers players too
  2. The problem with the extra 3 dmage with stomp that sound great again in paper,but in games everyone is a monster or is inside the battallion of inmune to stomp. So usually only gonna can use stomp on non monsters heroes. To me the reduce damage in 1 of mount trait is 100% autoinclude and only gonna use the others 2 in some lofnyr list. Maybe be the meta in my city and tournaments where i go,but usually people get the inmune stomp batallion before the one drop or more enhacements.
  3. Thanks but i havent need for them in many time yet,i gonna need as two years more untill i finish my remaining 2k fyreslayers and 4k vampires haha. Your second list seems way better for sure
  4. Yes,the core is father+hgb15 then two son+hgb10. That is 1400 points and if the father is general we have the battlelane allready. So now the question is: what get for that 600 points? 1-One smith on magma so we dont loose the free mount trait and one runemaster + gyrobomber or copter so we have a dwarf army 2-one sc dragons so we have monsters with high mov,runemaster and runesmitter I guess option 2 is more competitive but isnt full dwarfs. Also get the best enhacement of father that can be overkill(axe of grimnir) or use it with one son that with only 10hg maybe need more that extra damage. I know i have been very negative(and i think this book is less competitive than our old book yet),but now i start to feel some excitement with the deathstars of footheroe and hg
  5. Really if you think vulkites are great as i said go for it and have fun with them playing 70+ nothimg stop you. To me as said the main problem is the coherency,because a msu unit is allways bad(not only vulkites) because havent damage to kill monsters or other units. Vulkites with range 2" would be then something that i would try it with blocks of 30,but only 10 dont worth it. As you said with the huge nerf to points of hearthguard now the damage per points is the same or even better for vulkites(but rend vs no rend is huge) but the thing that does for me non competitive vulkites is the fact that cant be played in 10+ models. Because even if a msu unit of vulkites have the same or better damage than msu hg(but no rend) in a real game we gonna can attack with runefather+15hg(with attack first cp used twice on the hg,one time due to use cp on father and other with the cp on hg) while vulkites only gonna attack 7 of 10 or so and if charge with multiple units of vulkites the enemy gonna can activate betwen and kill one of these. Also the attack when die is great but only one time per game is hard to factoring to calculate his damage. So,last post that i speak about vulkites because havent sense more. The book seems want give us one very fun and in paper VERY good build with spam of vulkites in vostarg,attacking when die and charging multiples flamekepeerd while getting back vulkites with rally. This sound amazing! But have some huge problems that makes it non viable in competitive: -vulkites again imposible use with 10+ units -attack when die only one time per game,so the thematic bring back vulkites with rally to attack again when die dont work -smith and keepers havent nothimg to protect them against shooting or units with fly,so they only gonna be killed turn1 and we loose the key units for this combo -many bonus to when charge,but with only mov4" usually they gonna be charged and not charge -they havent rend(only one turn of rend with rune to ignore all out defense isnt enougth) so these monsters and units with save 2 gonna laugth of us. -rally being in hero phase and non in combat makes useless the smith against melle armys. So to me even if in paper sound really amazing and fun the vulkites spam when we try it in a game we see huge handicaps to do it non viable. But this is only my opinion and experience because usually i cant do nothing to keep out of vision my foot heroes and i cant play fast and get many vulkites in combat(if i have 5 hours to measure everything i could get 10 in combat but with only 2'5 hours in a game i cant waste time each turn on them). If you can protect your foot heroes and get the maximun damage of your vulkites then forget everything that i said and go to winning tournaments and have fun with your vulkites because this build sound very fun in theory. I think only gonna stick to use one big ball of father+15 hg as the bulk of the army,then other two balls of father or son+10(or 15 if i have points)hg to go to sides and get objetives. Then not too much more points,some monster is needed,magmadroths arent competitives but i would need one priest,so or some smith on foot or if i have points one on magma. Also maybe one unit of sc dragons because they are fast and monster so i can get the extra vp of monsters. I havent done numbers and i dont know id i gonna have points for all this,but its my idea about the most competitive build with new book. Sure greyfird giving enhacements to the fathers\sons. I see some problems as get the charge with only the father and not the retinue and then we have alone the father in melle and for sure gonna die and let the hg without ward also,or charge the hb and faill the father is the same. Also only mov4 also is very slow,so maybe be needed the prayer of run and charge but the foot heroe wont can keep with the retinue then. Dragons of sc are needed for the move and monsters,but they gonna be nerfed soon,maybe a ice phoenyx can do the work also. Dont take it as me saying vulkites are useless and dont play them,but in my opinion and for me they sound great in paper but in real games they wont be competitives
  6. I said(and seems testers too) that vulkites are bad due to low damage for his cost. As you said they can be fun and ok for casuals games i think we are saying the same. I really like vulkites id they would have 25mm or 2" range,but with actual 33mm and 1" range you cant play and attack with a unit of 30 vulkites. And as you said a single unit of vulkites even buffed only makes as 7 wounds to save4 units(with all out defense is even less) that if it was msu units would be fine. But 7 wounds to a unit of 30 models with 30+ wounds these 7 wounds done dont matter and gonna attack back and delete the vulkites. But meanwhile 15 hearthguards can attack every model and can kill these units of 30+ wounds. I dont know what i said,but vulkites arent useless. But only are overcosted for his damage(his damage is from a 100 points unit) but seems were tried balance around his tankiness(20 wounds with save5 cost around 160) If you think vulkites are fun and good,go for it! My point is: -vulkites cant be played in bigger than msu units -msu units allways gonna loose against reinforced units -vulkites have too much low damage for his cost Dont help that new retinue dont work with vulkites.
  7. Thank you so much for the bodies,i allways wanted this to give it any use to my 80 dwarfs bits.a shame that i havent 3d printer and nobody in my city have. But i downloaded it and saved it for any chance arise! Also i have played many games with hammerers and i love them. Yes they arent meta top,but together longbeards,wardenking,runelord,hurricanum and tempest eye extra attacks or hallowheart +1 wound i have deleted many armys with a block of 20\30 because enemy allways focus the irondrakes and ignore the hammerers
  8. Living city is fine,the problem are sc units undercosteds and new tomes that have almost 0 alegiances,enhacements etc and so is better run sc units in a 2.0 tome than in his nerfed\simplified 3.0 book
  9. Btw seems more people testing the book against the meta armys got the same conclusions that i got even before play one game lol -vulkites havent damage for his cost -flamekeeper and battlesmith are useless -magmadroths arent competitives -foot heroes with hg and retinue are our best unit and also greyfird I gonna copy\paste the post that is in reddit,so credit to who posted it in reddit and not me. Friend and I traded lists and armies in different situations to see how the new book theory crafting was working out. We pinned them against some of the top Metas: Legion of the First Prince Ironjawz - Bloodtoofs Sons of Behemat COS - Living Cities (4x Fulminators, Stormdrakes, Irondrakes) Daughters of Khaine Sorry, no SCE (neither of us play them). A waste of testing if you forget things. No LRL because even though I love em, they aren't in the Meta now. But IDK will likely be in it if not top by next month. We are both had made mock up 3 lists in similar fashion that we alternated playing while the other played an opposing army they well knew. We adjusted the lists between battles as we saw things that weren't working. For timing sake, when things went to ****** by turn 1/2 (and it routinely did), we called it because we knew what was going to happen. But technically ... by doing this we didn't see any late game come backs. Sadly for the FS, there isn't enough cheeky action or movement shenanigans in which what is going to take place on turn 3/4, and those turns are completely predictable for this army. Some of the results are skewed as we misread a couple of rules. Particularly the Runefather's reincarnation of Lords of the Lodge. For the first few games we assumed this was Once a battle per RF, but that's bad literacy on our part. It's Once per Game, no matter the quantity of RFs. For that reason some games have a bad setup and Bad Turn 2 results. Ultimately we tried out about 3 different setups with varying degrees of changes as we played: Lofnir - Simply 1 RF on Magma + 5 Runesons on Magmas Hilarious! For Legion and DOK, it was pretty well done. It almost tabled them turn 1/2. On his using it, he went all out all 6 in your face, which commonly resulted in losing of 2 RSs before they could fight. I would stagger and save Roaring Fyrestream for turn 2. Did a lot better that way. Living Cities, SoB it was as you'd guess - Horribly spectacular. It was funny tying up the 30x of Irondrakes. Basically killed them once they came out and 3x RS went after them. But, Dragons barely survived and that was enough to constantly hold points. Ultimately our determination of the 6 Magmas Lofnir list was quote "value brand SoB". If you want alpha, then IJ's Mighty Destroyers is king. Only SOB have the Wounds to "full on moron flop" (also a fun quote last night) into the other side. I feel Lofnir's 6 Magma spam advantage would be better if more MWU were in the meta. Maybe they will be with IDK and Nighhaughts getting a new BT. Saving the Roaring Fyerstream was a lot of damage. But for other big units - we might have more damage for sure, but not enough to clear 30-40 wounds. However it was plenty to mop up Belakor, Kairos and a Bloodthirster in turn 2. 2) Gotrek and Friends - Greyfyrd Here is where we spent a lot of time. I think ultimately we both agreed on this list by our 4th play: Warlord: Runefather (General, Leader of Duardazhal, Axe of Grimnir), Runesmiter (Arcane Tome, Prayer of Ash), Battlesmith (Nulsidian Icon), 10x VGBHunters of Hearthland: Grimwrath Berzerker (Daught of Magma Ale), Gotrek Gurnisson, 10x HGB (BA)Other: 10x VGB, 10x HGB Originally we had 2x Runefathers instead of another VGB, because we thought you could have two uses of LotL, but that was played wrong. And that alone gave some ridiculous skewing on the results. This lists did okay, not great and I'll get to why even though it won its battles, we weren't willing to say good or great. It won most of the games. Doing the damage and hold out it needed to on SOB and IJs. But did have issues with COS and DOK, but still pulled the win. LoFP was a wash in 2 games. Even with a good amount of anti-spell, it wasn't enough. The summoning just meant the First Prince player controlled the board. In the 6 games we did with versions of this lists we were so excited about about the Gotrek buff, BUT it didn't matter. Because like all games, no one who knows Gotrek will on purpose engage him. In one game with COS, I thought it was funny so I shot him off the board with 2 rounds of Irondrakes. But that because I was losing anyway. Here is also where we realized Foot Runefather with an Artifact like Draught or Axe of Grimnir with a HGB retinue is actually better than Gotrek. It's terrifyingly tough and hits like a tank. The Royal Retinue might be the savior of the BattleTome. They can't snipe your General because of bodyguard and this insures the ward on the HGB - AND - More importantly Dauntless Assault is amazing, because now your RF hits like a beast and now your HGB goes right after, EVEN if you used Counter Attack. HGB were a Wall before, but no with the RF, it's a a Death Ball. Because this list has no natural monsters you have to take Arcane Tome to cast Metamorphosis to gain those fringe VPs. As well, neither of us really got to see Battlesmith do all his glory. He was always sniped out or IJ/SOB would just barrel for him. One game we agreed to not be Aholes and attacked the VGB and let the Battlesmith do his thing. I mean, it was neat. VGB went down to 3 against a GoreGrunta charge. Battlesmith brought back 4. Neat. But then they died fully. VGB on there own, not depending on buffs from Battlesmith and Flamekeeper (who we quickly abandoned in our list) did well. Their entire point is to kill something with them before they go and that's perfect. Averaged 6 Wounds before it went. If your opponent tries to avoid charging them thinking that saves them from the Fury + Counter Attack, then instead you charge and get your attack bonus. It's nearly a win/win. We started to theorize that VGB Vostarg spam might be the way to go, BUT honestly in most cases we were trading 20 of our Wounds (VGB) to output 6-7 wounds on them. Sure that goes up a bit with Vostarg, but with armies like IJ or SOB they would just plow through and accept the wounds gracefully and keep hauling at near a dent of damage. In that one case as an example 6x Goregruntas charged them (not with Waaagh or even Violent Fury yet) and near wiped the VGB (and that's important to now because a Waagh and Violet Fury Grunta stack of 3x even would simply just wipe the VGB) and the VGB killed 1 boar, which was going to be sacrificed to Coherency anyway. BS brings back 4, and then it gets obliterated on the next turn. In the end, it didn't technically kill anything, but it tied up that 6 stack for a double turn. Was that worth 170 pts? I didn't think so. But then again, not everything is Goregrunta level of alpha damage. But they are certainly rampant in the meta, so hard to ignore. But then again if I had VF or Waaagh, no VGB to bring back. So ultimately this list held most of it's games. Gotrek goes unmolested, holds whatever he wants slowly chasing something. HGB with RF are the heroes of the games, lasting through almost any amount of damage and then giving it back beyond compare. BUT ... I couldn't call it "great". Because generally your par per turn on VP is 4 and that's basically what this list gets. Par 4. With arcane tome, you can get that to 5 VPs, but you're commonly unbound. So ... 23 VPs won the matches and would go 4-1 or even possibly 5-0, but at 120 VPs isn't top 10 in a GT. We struggled to see how to get to 150+. That's list the theory craft of list #3. 3) HGB are my Gods - Greyfyrd I call it "Old School Cool", he called it "You Stubborn Dwarf" list. Warlord: Runesmiter on Magmadroth (Droth Helm, Prayer of Ash), Runefather (General, Blood of the Berzerker [or Spirit of Grimnir], Axe of Grimnir), Runeson, Runeson, Battlesmith (Nusidian Icon), 10X HGB (PA)Hunters of the Hearthland: Grimwarth (Draught), 15x HGB (BA), 10x HGB (PA) This was born from seeing the VGB not really do the amount that I wanted and seeing that HGB retinues are a serious problem for most armies to chew through. So RF and 2x RS with full outfits. RF with 15x HGB goes to center, RS with 10x HGB go outsides, Runesmiter and Battlesmith stagger the sides and come help which ever HGB line needs it. Grimwrath for the fun of it. This was harder to chew through than the #2 list for the opponent. In almost no case was a HGB completely destroyed. Impossible to remove the RF/RS from the stack. And now the Runesmiter on Magma can pick up cheeky points for VPs. In some cases, we found ourselves locked in combat and would decide not to attack with the HGB to save the unit (monster) for the next turn for the Magma to kill. Think of how stupid that is. "I pass". You what? There's 9 HGB right there. "I pass, let's go onto battleshock". I played it twice, but only fought it once with DOK. You sit there and look at the stacks and go "What am I going for here? What's the biggest threat?" And your answer is '******'. I sniped the Battlesmith and just started notching the Runesmiter taunting me behind 3 stacks of HGB. I had no answer for the HGB. I spent an entire army trying to kill 1 Runeson 10X HGB stack for Round 3 and was done. The only thing I accomplished was killing the Runesmiter to deny VPs. But as I my friend pointed out, that's driven by spite. You don't play to deny VPs (unless it's game 5 and you can see your opponent is placed #1 and youre #2), you play for your VPs. A loss of 35-34 is meaningless in terms of being a "loss". A win of 24-23 is meaningless if your objective is podium. #3, though not fully play tested, with using the old Stacking HGB is as it was, formidable. At first I would call it a nerf based on points alone, but the reality is with the Retinue you are near guaranteed Ward protection plus extra damage. The new Runes really do increase your output, but it's mostly that you can't lose your ward guarantee. Or rather it takes a tremendous amount of damage. IE a 6x of Gore Gruntas can right properly remove a 10x HGB stack. Previously as an opponent you just removed the heroes first. So IJ you fly over and charge behind or most shooting armies could do it. NOW - ****** you. Try to chew through 7 wounds on my RF with a 3+ protector and a 4+ ward. Though we didn't play test it, LRL 30x stack Sentinels with Lambent Light could do it. So there ways to snipe him out, just not easy ones. Grimwrath might be a waste. Give the artifact to a Runeson and get nearly the same result (so long as Runeson is on a monster). Anything stupid enough to fight your RF + HGB stack is in for a surprise. On the Awaken Steel turn with Lord of Lodge up, a RF with Axe of Grimnir is going to do 9-10 wounds himself. Then the HGB go right after do no joke, 43 damage against a 4+. Even if they stack their saves to a 2+, you are going to output near 30 wounds. Against SOB he move his general on the middle OBJ to which would have given him control but he straight got deaded. 40 wounds was nothing. The mistake was charging me, when he should have just inched onto the OBJ edge via a run. On the subject of scoring VPs: Grand Strategies - Guarded Lineage is nearly as good as Hold the Line. BUT, hold the line is still better as far as #3 is concerned. Defend the Lodge is not good. One teleporty or flying fast move unit and you're toast. It's not good. Oath-Takers and Skull-Breakers is so ridiculous it should be renamed "Shoot for the Moon" and at a minimum always be worth 7 VPs no matter the Battlepack (see Battle Tactics). Masters of the Forge is also a big NO. Battle Tactics - None of them have any bonus for using Monsters and therefore are by default not competitive. All this Lofnir love by GW marketing and nothing here... boo GW. Settle the Grudge - Generally as good as Broken Ranks, Slay Warlord, or Bring it Down. But unlike all 3 of those, no bonus. Beastslayer - again a conditional tactic but I get no bonus. Stupid. Grimnir Knows no Mercy - Risky, but okay if you have 1 VGB and really think you'll easily survive. An Honourable Death - IE Grimwrath. Probably easy to get, but again it's 2 VPs. Your opponent, knowing your BT can just straight decide NOT to attack you. Seize by Force - only viable one, but again 2 VPs, meh. Ignominious Death - OMG this trash tactic tells me GW's writers are on crack. The Grand Strategies and Battle Tactics we tried a little bit but quickly realized they are terrible. So either this is an indication that GHB2022 is coming and the new ones in there are going to be crazy difficult with NO monster bonuses meaning these crazy Tactics are good or GW just wasted an entire two pages on nonsense non-usable "beyond not competitive" ******. I need to see IDK book better, because GHB22 makes more sense then GW even bothering to write these. TL;DR Lofnir dreams may need a better baseline then ours. VGB dreams not up to par so far. Will try Vostarg soon. Battlesmith is so far 150 pts to make it your opponents first target. Gotrek buff is neat, but still has the easy problem of avoiding combat. HGB is still strongest units on board. 3x Spam still likely best lists. Greyfyrd looks like the winner lodge.
  10. ?? How hide the heroes behind a magma? At my group and every tournament that i went if enemy see one hair or one spyke of my hero betwen magma legs then see the hero,and is imposible hide 100% a hero behind only one magma foot. Btw vulkites in paper look good(even amazing in vostarg) but that is if we ignore that they have 33mm base and 1" range,to me they are umplayable in units of 10+ and buff stacking in a msu dont worth it,also battlesmith and flamekepeer wont survive one turn of shooting,so i dont think be playable at competitive level. And battlesmith rally only can be used out of combat,so if enemy is a shooting army that is where we could use the rally then the smith gonna de sniped,but if enemy havent shooting then we cant use rally because we need disengage a figth after get died,then waste that turn and then enemy gonna charge us again and we wont can use rally never. Its omly my opinion,but i dont see any use for battlesmith.flamekeeper can be used because havent the HUGE cost of smith so if we loose him it isnt big,and we can use his buff in melle. Also a ward6 when we have hearthguard,forge,rune etc isnt very good. I really think that auric could get bodyguard of priests,smith and keeper so they could have one use.
  11. Yes for sure even if i didnt said it,the list that i tougth with 2bloks of 15hearthguard+father for sure gonna be gryfird,so be harder to kill these fathers and hit harder. But the choice is the warlord trait,one magma with attack twice or one priest with can do two times one rune,so getting +1 rend two turns. For sure i would preffer the extra rune,but i would need keep alive the priest for some turns and that gonna be very hard now or imposible if he is on foot
  12. So as allways 40k is getting without problems the combat patroll now of tyranids but meanwhile nothing about the vanguard box of sc,orks,fyreslayers or idoneths
  13. Yes i have tougth about getting a frost fenix as ally and so we get back the old -1 wound,but is hard when every unit is so expensive get that extra 300 points. I know i have been very negative( and i think this book have been nerfed from old in competitive yet).but i find fun and pretty good but expensive getting two blocks of 15 hearthguard each with one runefather or son with enhacements getting some extra damage with each unit but is hard get that charge everytime with both father and hesrthguards at the same time. It is as 1200 points only in these two blocks and we need one battlelime more,but also with two fathers is less likely to have both died before can activate the +1 attack. I guess some vulkite to keep in one objetive doing nothing and maybe one smitter and\or a runemaster to buff the other block and we only have as 400 extra points.
  14. Seem interesting but play a new book against someone who dont know the new tricks wont be fair and usually gonna win the new book. First list of sc and both nurgle list were horribles also
  15. Yes that is only in paper,in actual games where enemy dont have the models in a perfect lane and where charge dice domt let you move where you want its imposible attack with more than 5\6 models each unit of 10. And yes the effective wounds of vulkites are fine,the problem is the damage. Can be buffed with rend,extra attacks etc but as every other unit of each army can have buffs. But even if the damage is too much small for his cost,if they get changed to 2" range i would see so much more playable this book. With blocks of 20 or even 30 vulkites with axes as the screen or even damage unit and then one or two units of 5\10 hearthguard as bodyguard of a father or son and also attacking together the hero when needed. Then the book seem more fun and open new lists and options. But actual vulkites with 1" range makes them umplayable as damage unit and imposible in blocks of 20 or 30. Also after read more slowly the book we have too much wards6 that dont stack,i think a fix to battlesmith to give a +1 to wards saves if the unit have a ward allready would be fun,more balanced and thematic
  16. That have been fixed allready,gw said in facebook that this only work with fyreslayers units,so gonna be faqed
  17. A review that isnt a youtuve if you preffer read(and also guerrila and sprue got some rules wrong) https://www.goonhammer.com/battletome-fyreslayers-3rd-edition-review/
  18. I guess i only gonna report you for rude and double post and select the option of ignore you
  19. ? I have posted many doom post this week,but only answer to people asking advices is also doom? If you cant do maths to see if a unit is good or not and ask for others advice so they do the maths and then dont like the answer? Vulkites with axes cost 160(and ignoring the fact that with new coherency they only can attack half of models) and for 160 points they dish out 8'8 no rend damage or 13 if you charge. Hearthguard cost same 160(and dont have coherency problems) and also dish out 8'8 damage but with rend1. So from competitive point of view the vulkites dont have any use. And btw if you dont like see my post you can select the option of ignore me and so you wont see any of my post
  20. Nop,take in consideration that with new coherency is very hard to get to figth more than 5 of each 10 vulkites.and also mass no rend attacks isnt good(both gouls fec or wyches of dok have same or better stats than vulkites and cost 60 points less)
  21. All goes around about playstyle and the buffs that you get them. Vulkites both are very poor damage for their cost and having 33" bases and 1" range makes them attack half models,but if you want a screen unit ahead of your hearthguard that stay there to be charged and attack when die i would use axes,and id you bring them only to camp one objetive all the game and not go to combat then pick and shield. Hearthguards: are the same without buffs,if you give them extra attacks then poles are better and with extra damage then broadaxes are better. Its soon to know,but i would use 2 droths,one with father and other with priest,now that we havent bodyguards the priest on foot are useless and with the big base of magmadroth would be good use the reroll chants and not the extra rangue of prayers.
  22. Yes more options,but all worse than the -1 wound old
  23. I am a competitive player and 3.0 have been ugly and unfun. First must have to keep thinking every turn about the strategic and grand strategic is cool because balance more the game but is time consuming and makes games longer. New double 1 in spells is horrible,heroes with 2+ spells only for getting a double 1 are useless and cant cast more(nagash now is unfun to play with this) New coherency.................is the WORST rule that i have seen in a war game in 20+ years,how heck units of 10 models with 25" base can attack and screen with no problem but if you have bigger base you are useless and umplayable. Now tomes. Sce tome,every cp deleted,enhacements useless worse than generics,alegiances and stormhost almost useless,70 of 80 scrolls have got deleted almost every hability that had and nerfed,then 5 units dont changed and 5 units broken to keep one viable build. So a boring tome where dont matter you choice of enhacement or stormhost because all are almost non effects and where you cant build competitive lists with 70 of their 80 scrolls. Orcs book,again a boring book that could have been a FUN and great soup army as was cities of sigmar but no. We got a book with 3 diferents armys. Bonespliters only nerfed and simplified,kruelboyz have many tricks and is ok and then ironjaw that is boring but have some broken units as maw krushas or gore gruntas to makes them competitive. Nurgle,i dont know anything about them,only that are top competitive now New idomeths book,got nerfed every single scrolls and habilities,but one unit is broken and got every buff posible as was thralls doing them a top army and unfun to play against spaming thralls but out of thralls got a big nerf. Fyreslayers:a aos0 army with 2 units got nothing new(only a foot hero), was middle\botton tier and got nerfs to every single unit of the tome and gonna be botton army in tournaments now,but as is the less played faction nobody care and are happy to have one rival less for tournaments. I think all can be sumarice in a faill of edittion when i am excited that my vampires soulbligths with luck be the last in getting a tome because in this edittion get a tome is the same to get nerfed and simplified every unit and hability of your book
  24. Now that tome is out. Its ofitial,every single unit in fyreslayer book is worse and expensiver than old book and havent one unit broken that can keep competitive the army as were fulminators to sc or even now tralls to idoneths. Only fyreslayer3.0 book gonna be weaker than 2.0 book and we havent more wait to full reveal to fix it
  25. Yes,no reason to play grimwrath now,and now that is a alegiance and not in scroll they have been deleted as ally also
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