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KibaWildFang

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Posts posted by KibaWildFang

  1. 6 hours ago, Svalack said:

    Very weak unless we get some points drops or 60 ghouls.

    Roar is really bad, capping command ability usage per unit per phase is restrictive aswell(maybe in next book feeding frenzy isn't a CA?) Coherency has hurt flayer usage.

    Gristlegore exploding 6's got changed from what I heard. You can't use them on the terrorgheist maw attacks at all now whereas before you kept an attack.their CA not working with roar and you not being able to do it plus feeding frenzy is another nerf.

    Positives? Maybe our endless spells are good as we have a +2 caster.

    I haven't seen the universal spells/artifacts yet maybe there's some nice stuff in there?

     

    Wait what about CA capping? So we can basically use Frenzy once a turn now?

    With coherency, are we going with smaller units of flayers?

    Also, I did see the changed to Endless Spells, particularly Predatory ones. I feel that’s going to bring a lot of good use to Corpsemare Stampede, which is good, because it’s one of my favorite models in our entire lineup. I think that’s worth having the Archregent take back the general slot in a Feast Day list, to benefit from that +2 like you said.

  2. 4 hours ago, Honk said:

    If your opponent successfully kites your hollowmourne mordant varghulf, you might as well concede, he‘s far beyond your skill level 🤣

    but of course acolyte and orator are better options. More so on the smaller tables of 3.0

    I’ll fiddle around with it for sure. I really want to see the points changes before I do too much.

  3. 1 hour ago, Honk said:

    😳 vhat? Kind of eh?!?

    +1 attack and +1 damage against an hero with artifact, tell that some poor bloodthirster who gets his face kicked in. Or some idoleth deep thingy, 12hp with a 3+ needs to get torn to shreds somehow.

     

    Well its pretty good in that case, but also pretty niche you know? I’m also a guy who prefers his traits to be generally all around good, like Hellish Orator or Dark Acolyte. Once you deal with an artefact holder, or worse, your opponent kites your Varg and makes sure it never sees combat with its intended target, that trait is kind of useless. I personally find that scenario pretty frustrating. I’d rather take an extra free wizard or an extra CP on a 4+ over that, those will statistically see at least some use.

    Again I’m not calling it bad, I’m just saying there are other traits I’d prefer.

    • Haha 1
  4. 33 minutes ago, Honk said:

    All depends,

    blisterskin has legs…

    feast day with frenzy from unit champion is something to think about

    gristlegore with distraction terrorgheists 

    but hollowmourne with the trait, ca and artifact turn the dial on the varghulf to 11

    Well the trait is kind of eh, but the artifact is really nice on him. But the trait may as well go to the Varg because it does little on an AAR

    • Confused 1
  5. 2 hours ago, Honk said:

    Fully buffed mordant varghulf flying over the board. In hollowmourne as general it gets extra damage against artifact heros and all that…

    but because the mordants use that very varghulf as pin-point to move, I usually send in the flayers first. If they survive, they might like a varghulf near them next round.

    What happens with everything during 3.0 stays mysterious, but I think battalions are pretty safe. Points are also a thing, but well, new game, new rules… adapt adjust annihilate 

    Oh are we supposed to run this as Hollowmourne? Because I was building for Feast Day! I wouldnt mind running them Hollowmourne, though, because that’s the first court I ever read about that got me interested in the army in the first place!

    • Haha 1
  6. 7 hours ago, Honk said:

    Core Battalions 

    There are now two types of battalions in Warhammer Age of Sigmar. The warscroll battalions you know and love are for units of renown and represent a specific focus, a special leader, or additional training. On the other hand, core battalions are intended to balance out the various units in exchange for distinct abilities. 
     

     

    ....How did I... miss that? I must have been really tired! If that’s the case I really hope we don’t have to pay points to take battalions since most things are going up.

    Also for Smashbat, do you just... send the Varg up the board with the ability, or the flayers?

    Also this doesn’t mean they’re gonna be legal in matched play 😛

    • Haha 1
  7. 1 hour ago, Honk said:

    This doesn’t say anything about the old battalions staying, though. Even if we did keep it, unless they removed the points cost tax from old battalions, we couldn’t really run the tried-and-true because everyone is seeing a points hike. If we keep battalions, great! I’ll keep Mordants. But I’m prepared for that to not be the case.

    • Confused 1
  8. 22 minutes ago, Honk said:

    If they stay reasonable…

    new unit sizes, CAs like overwatch and table size with mandatory terrain and monster and hero abilities every hero/charge phase, commands from the unit champions that‘s all a big shake up.

    but with feast day, blisterskin and gristlegore we‘re pretty solid. If our 6 flayers have to run in a 4+2 formation, so be it, since the champion can order a feast… and mordants are still a thing, so smashbat 4theWin

    How are Mordants still a thing? I thought those battalions were going, and being replaced with the new generic ones.

    • Haha 1
  9. Could someone help refresh my memory? I was reading an article on the army and it talked about the Medal of Madness relic for courtiers. Mustering doesn’t use a command point does it? I’ve always been under the impression that didn’t, but summoning did.

    Edit: nevermind I checked the tome. Summoning is a Command Ability, Mustering is just an ability. So no command point needed there.

  10. 7 hours ago, Honk said:

    I will drop my cheesy last model doubled then string out during pile-in plan…

    hits our flayers pretty hard, same goes for bloodknights (gore gruntas) and all elite melee that tries to get all attacks in with OVER 32mm bases and only 1“ reach.

     

    but it’s no use at all, have to see ALL the new rules and then start crying/moaning OPAF 🤣 same goes for „overwatch“

    if all things fail, we‘re back to the fluff army we once were, when we had „reserve points“ and summoning was our strong tactical advantage 🤔 smells like 💩

    I sure hope we don’t become useless. I never got to experience how good we were, lol. I’ll make the army regardless, but I really hope we don’t get screwed.

    I doubt we’ll be completely de-fanged... er, disarmed, to be honest. Everyone will be getting new Tomes in 3, so we can look forward to ours. I can’t wait to see the new points when it launches.

    • Haha 1
  11. 2 hours ago, Svalack said:

    I don't think the reinforcement points change much, they only effect you if you were running 9 horrors and 9 flayers together before which you can still do if you pick a specific grandcourt and general to get both as battleline.

    Ghoul max size to 30 is a blow though, they were already not exactly the best option. The horde discount is likely gone anyway, maybe they will get a decent points drop to 80 per 10 or something.

     

    Jeez, they’re hard capped to 30 now? Ouch... but I will say, the idea of paying 160 per 20 ghouls is kind of nice. Myself, I was musing on having an Infernal Courtier general to keep Feast Day. Been having loose concepts because, again, we don’t know everything yet.

    I was wanting to keep at least one unit of 6 flayers. If ghouls get that price drop, then I can run 2 units of 6 we battleline, and still keep a few squads of 20 around for last battleline/objective holder/whatever the thing ghouls want to do. Screening I guess. I just know I want some of the little buggers.

  12. So I just heard about “reinforcement points”.

    - Pitched battle Profiles and Unit Size: Unit Maximums have now been removed but Reinforced Units have been introduced, as well as a limit of Reinforced Units in Matched Play. "Single" has been introduced as a keyword for Pitched Battle Profiles. "Single" Units cannot be Reinforced.

    I do hope this doesn’t spell a dark time for our flayers... or an even darker time for our horrors! I heard something about battleline being pretty untouched by this though. I can’t find the original source so, uh, grain of salt I guess? Just interesting to hear.

    Oh yeah, also monsters counting as 5 models for holding objectives and heroes (models with 5+ wounds) counting for 2 seems pretty neat

  13. 1 hour ago, Sception said:

    I doubt it.  That rule is specifically so that they don't need to specify melee attack ranges in 40k.  AoS does have explicit melee attack ranges, something we already know is sticking around in 3rd edition.  It's not impossible that they'd functionally add an extra base diameter to all melee ranges via an awkward extra rule for 'over the shoulder attacks' instead of just, you know, increasing the range of melee attacks generally, GW has had some really unnecessarily awkward rules wording in the past, but in this case it just doesn't seem likely to me.

    Yeah, unfortunately I can see that. I hope they do something to make second ranks attacking in easier. We need it.

    1 hour ago, Honk said:

    Always like him as general and additional spellcaster… trait and battleline 

    I was debating that if I ended up cutting a squad of flayers from the list. Maybe add this guy and *potentially* some horrors because I like the models. I’d cut the Varghulf for it, but the Varghulf is really nice for mustering anything. Also it’s a lot deadlier in combat, so I’d probably try to take both. Also with Dark Acolyte I believe he gets the AGK’s Black Hunger extra attack spell yeah? He could give the flayers an extra attack a piece... not sure if that’s worth it haha.

    With the new rules and such (that we’ve seen so far), it does make me wonder of bricks of 40 ghouls will be worth it. I never got to play with a squad of 40 this current, ending edition so I’m not experienced with how they play next to minimum or 20-man units. Some people say that 40 is really clunky. Others swear by it.

  14. 7 hours ago, Freejack02 said:

    Large bases basically have to line up in two ranks, so yes only the front row would get to swing in combat (which sucks). I'm not sure what Feast Day pile-ins will do about this - you can't willingly break coherence during any sort of move (run, charge, pile-in, etc) so you couldn't get any more units in no matter what you do. There's speculation that we will get a rule similar to 40k that says something like "models within .5" of a unit within range can attack as normal" so that the back rank isn't screwed completely. 

    Funny enough Ghouls are ok with this, because they're on 25mm bases - so as long as they're b2b with each other they're within 1" of 2 models anyway. 

    Ah okay. Yeah, I think they may do the .5” rule 40k has, it makes sense since its the same unit coherency. So either way it feels like 6 flayers minimum might be the way to go. Which is good because I’ve decided they can pry my 6-man flayers from my bloodied, regal hands.

    If the muster is so important, then we definitely have to keep a Varghulf lying around the main list. Maybe an Infernal Courtier, who knows.

    Anyways, I’m excited to see more updates.

  15. 4 hours ago, Svalack said:

    You would still want atleast 1 unit of 6-9 anyway in FEC. Even if they have to fight in two ranks. There is more chance of them surviving combat to muster, and the remaining will have the attack buffs for another round of combat.

    The upfront damage they do is going to be much less than before, there still could be other rules for monstrous infantry though or a massive points decrease.

    The rally command ability they showed today would be great on a 9 man horror/flayer too if we have the CP to spare.

    Wait so how would fighting in two ranks work then? Well.. with what we know anyway. You’d only get the first 3 to swing into combat? Feast Day pile-ins feel like they’d be a lot more important with this in mind. Also, what’s this going to do to ghouls?

    If I do end up going to one 6-man unit of Flayers instead of 2, I wonder what I am gonna do with the points... maybe go Blisterskin, cut 10 ghouls and throw in another AGKoRTG/ZD. 
     

    But again... too early to start list building.

  16. 31 minutes ago, Liquidsteel said:

    Wait for the full rules before getting too worked up about it.

    Right. Fair. I guess in the meantime I’ll keep building and painting. Been trying to fix my archregent recently. Once he’s closer to done I’ll post pics.

  17. 6 hours ago, Svalack said:

    The 6" is vertical which is just for models being on top of each other on seperate floors on terrain etc.

    I've seen people come up with interesting formations to still use 6 cavalry or 40mm rounds. 50mm with 1" range will only have the front row fighting though, movement around terrain and piling in will be very difficult as well.

    Whoa, wait, what does this mean for 6-man units of flayers? Should I go down to 3? Or should I stay 6 and keep mustering? I want them all to be able to get attacks in..

    I want to run units of 6 really badly.

  18. 7 hours ago, Honk said:

    It is a good unit... even at the price.

    Since nothing is certain for 3.0 all is speculation. Double Regent could be funky, it is 80 points more, but all the options... 🙀

    I‘m still not sold on the removal of battalions, since they are a part of Kragnos, but who knows. 
    For now, can’t go wrong with Flayer heavy feast day

    Flayer-heavy Feast Day is my kind of solid “take all comers” list I have going on right now. I’m gonna be taking:

    AAR

    AGKoRTG

    Varg

    20/20/10 ghouls

    2 units of 6 flayers

    Charnel throne

    Simple, yet effective.

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  19. On 6/5/2021 at 5:22 AM, Svalack said:

     

    (GKoTG and GKoZD could be going up in points if all hero monsters are going up.)

    I don’t think ours will, they’re already really high up there.

    So since we’re losing Mordants, is it worth it to have Varg in the main list anymore?

    I’m also tempted to test out Completely Delusional. Either start with Defenders for the save reroll if we go second. Then either if we go first, or when we get our turn, we pop into Feast Day and have at it. Or play aggressively from the start, begin with Crusading Army and use it to get stuck in, then when we’ve moved up enough we swap to Feast Day.

    (messed up quote, oops..)

  20. So I looked over the new rules that were shown, as I’m sure most people have. It looks like with the coming ability for unit champions to use Command Abilities, the days of needing a hero to babysit all our blobs of ghouls/flayers/horrors are coming to an end. Personally, I’m excited that a blob of 40 ghouls can frenzy itself out of nowhere. Everything got a lot more threatening. It seems courtiers are going to be for Mustering and Feel No Pain now. We no longer have to truly lean on too many leaders!

    I’m curious to hear everyone’s thoughts, ideas, and plans. Anyone have any thought on their future lists?

  21. I’ve been doing more looking into Royal Mordants! I saw one list I really liked, and made a small variant of it to try out. To keep a long story short, it’s one of the lists from the Goonhammer article.

    I thought up a slight change; cut one squad of flayers, bump the Horrors to 6, add 20 more ghouls for an extra objective/speedbump. I know horrors aren’t the best, but I felt that it would be easier to guard the King if the unit wasn’t minimum. Someone in my local meta says he really enjoys them at 6, either going first and sending them up, or going second and having them hang back. The difference is he had a 40-man ghoul blob and a minimum 10-man. I divided them up evenly.

    In all honesty, it’s probably a better idea to go with the linked list. But its an option!

    09F0158B-538D-4FA6-8D9C-3CECB0E992F3.png

  22. On another note, I wish that the Muster ability worked a bit differently. I wish you got to roll for each Courtier, but only one of them need be near the blob of ghouls to muster all those models. For example, it would be awesome if two Varghulfs got to rampage around the battefield doing what they do best, but also contribute to the muster roll for the Crypt Ghast babysitting 40 ghouls. I fee it would make ghoul spam a little more reliable. It seems like nowadays people are ignoring the whole “muster lots of ghouls” playstyle. I routinely see lists running squads of 10-20 ghouls. Is that the way to go now?

    Then again, a Ghast along for the ride is still 6/40 ghouls potentially coming back so maybe my line of thinking would be too broken.

     

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