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Sleepers

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Posts posted by Sleepers

  1. 10 minutes ago, Skreech Verminking said:

    That is true but, there are battetomes that have outright just terrible battailons.

    For example have your ever seen a non pestilens skavenplayer use one, that wasn’t part of some narrative game??

    To add to this, they CAN fix battalions for everyone with a generic change. Yes, it is possible, I know people have concerns for specific factions, but we don’t know the full scope of changes so we can’t say for sure they don’t have ways to mitigate the issues for those factions specifically. They cannot however fix all sub-factions with generic ones. I also think that generic doesn’t have to mean boring. The structure can be the same and still be interesting. They may even have generic battalions that are like take 3 monsters or whatever. Just my 2 cents.

  2. 17 minutes ago, Lord Krungharr said:

    Just read someone saying there's a rumor that AoS 3.0 will get rid of battalions.  Anyone else read this anywhere?  And do we think that's credible?  That would ****** my Beasts of Khorne over pretty bad.  Can't think they'd do that though, battalions make things interesting, and they cost points so can't be abused nearly like old Formations in 40k.

     

     

    The rumour is they will be replaced by generic battalions.

    • Like 1
  3. Hey, hopefully an example will help to explain this.

    If you have a unit with bravery 5, and 5 die, you roll a 1 for the bravery test, you would lose 1 extra model from the unit. (Bravery 5. 5 models lost + 1 from the dice roll = 6.)

    Another example. Bravery 10, you lose 15 models in the turn, you roll a 1. You would lose 6 more models. (Bravery 10. 15 models lost + 1 from dice roll. = 6)

    Any number of losses above your bravery plus the dice roll are lost.

  4. If FEC get rolled into gravelords, then we have 3 horde battleline options in skellies, zombies, and ghouls.. they all do basically the same thing. I would hope they differentiate them all from each other in terms of actual role in the army.

    I actually hope they do not get rolled back in, the hopes of it all being balanced would be slim.

  5. 2 hours ago, Greyshadow said:

    Just got told by my local GW store staff that Cursed City is only going to be done as a single production run. Once sold out then that's it apparently :/ . If you really want it then perhaps don't hold off too long. There were quite a few copies on the shelf at my store in Australia. Also was told that it was far more popular than expected.

    Curious which store told you this? I got told the same at the Chermside store in Brisbane Australia.

    • Like 1
  6. 10 minutes ago, Dracan said:

    I was hoping that the SGL tome would rework vampires to be but more hitty and things like the varghulf to become a bit more scary.

     

    These warscrolls are all pretty mediocre with poor damage (3~4 attacks mostly d3 with nothing special really) and  poor survivability through having low wounds and bad saves.

    If this trend holds in the book, we will likely not see any meaningful rework in how vampires integrate in gravelords.

    With vampires feeling a lot like a normal mortal here that could fit in pretty well within the cities book and where a varghulf is less powerfull than 2 ironguts  power wise. Vampirism is apparently not that big of a buff...

    I wouldn’t lose all hope yet. This is actually typical. They don’t write strong rules for sub-game models. Like underworlds, so this should have been expected actually, and the zombies / skeleton warscrolls are literally just the existing ones. It’s likely the SBG book will buff the army and vampires.

    • Like 2
  7. Looking at the sprues on the website, I don’t think the hero’s will be split up in the actual SBG release. The two ogres and all the other hero “villains” except for the main ogre Vampire guy share the same sprue, that includes the Varskyr.

    It also looks as though the skeletons in cursed city are mixed arms and you can’t change that, as they are just two pieces per Skeleton making them practically worthless in my opinion.
     

    Edit: The zombies are also sharing sprues with the skeletons, as well as the bat swarms and zombie rat swarms, so these are clearly not the same sprues that will be used for AOS itself, but I still don’t see them releasing the heroes separately based on how they have laid out those sprues, if an individual release was intended they would have grouped the parts differently.

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    • Like 2
    • Sad 1
  8. Take a tidecaster, avalenor, and mountain spirit for possible -3 to be hit, combined with shining company for -4 to be hit. Of course it only affects one unit with the -4 but could be pretty hilarious against some hard hitting enemy units that think they can hit on 2’s. It’s also only 100 points for the tidecaster, but yeah, this is more just for the funny moment more than anything else. I doubt it’s a competitive option.

  9. 18 minutes ago, Gobboz said:

     

    I agree that speed doesn't seem to be a huge problem. You can always cast Speed of Hysh on your stoneguard to get their move up to an 8. Add a run to that and the dawnriders moving 14 and you're doing pretty well.

    @woolf My issue with taking sentinels in the Alarith build is that your number of drops goes way up. The build I showed is four drop. Removing Teclis and adding Sentils+ brings your drops way up, thereby decreasing the chances of you going first. Yes you can take the Auralan battalion but at that point why not just play regular elves? I agree that bodies on the board is a problem and I'm not sure how we'll deal with that. I'm just not sure if the solution is mixing up an Alarith build.

    One thing I'm thinking of for the Alarith build is to take endless spells that are large and that block movement. Teclis can cast the easy on turn 1 and it should make it harder for your opponents to get bodies on the objectives. If you can get to the objectives before them somehow you should be able to block them with the stoneguard who are very tanky if you play Ymetrica.

    Anyway, that's my thought now. Of course without playing its impossible to know if there's anything to it...

    Take 1 vanari legion and 1 Alarith battalion plus 1 Dawnrider unit and you have 2000 points. 3 drops, and best of both worlds. No Teclis though, and your taking min Units of stonegaurds to fit it all in.

  10. Do you guys think there will be situations where our wardens sit 3 inches away from the enemy, and wait for the charge, but the enemy just goes nope? Because I keep foreseeing this scenario in my head and it makes me laugh.

    Also I do worry that our army relies a little too much on castling, and we won’t be able to compete on objectives.

  11. 53 minutes ago, woolf said:

    for wardens the battalion + lightning reactions + shining company all seems to support small 10man units, more manouverable and with more wizards. eg OBR catapults will snipe out wizards and with no healing you lose significant output from not having power of hysh. probably in most turns the wizards will just power up themselves anyways so I don't think you can have too many of them. also flexibility in allowing to break shining formation for some while keeping it for others seems good. for archers I'd think larger units make more sense apart from the restriction of the Auralan Legion that forces you to match the number of warden units (unless you want way more archers than wardens but that doesn't seem the rigth way to go)

    The only other two considerations is buffing bigger units gives more benefit, but the only real buff in reality to give them would be speed.. all our other buffs are actually rebuffs to the enemy in the form of minus to hit etc. and bigger units can take more losses before losing shining company and the wizard status.

    • Like 1
  12. So... I was re-reading the aetherquartz abilities and it says you add 1 to the save roll (not that it modifies the save itself) so would this work with ethereal? 
    I know the default answer is no.. you can’t modify the save if you’re ethereal, but the wording has me thinking it’s not doing that?

    I’m sure I’m wrong, and it doesn’t work, just want to double check.

  13. 7 hours ago, Jaskier said:

    No, it's the same as it is now. To select a realm artefact from Malign Sorcery in the current rules, you have to choose a realm for your army; i.e. if you want a Ghyran realm artefact like Ghyrstrike, your army has to hail from Ghyran. The change in the GHB is you have to pick the realm artefacts in the GHB instead of the Malign Sorcery ones (which is clearly a balance change to rein in some of the silly combos certain army books wouldn't otherwise have access to; this will make it easier to balance/price models like the Vampire Lord on Zombie Dragon when it won't have access to the Ethereal Amulet, as it's clearly worth its points cost with the amulet but not without it.) 

    Except it stated that at the start of the game you roll off and the winner decides what realm your playing in.

  14. 4 minutes ago, LuminethMage said:

    Question to all: Either I’m just too dumb right now, or is there no way the Iliatha Ability “Unity of Purpose” can be used? I think there is no Iliatha Vanari unit that can use a Command Ability, or? 

    In Illiatha they get a command ability. Strike in Unison. I’d also assume that any command ability used on a illatha Vanari unit counts?

    • Thanks 1
  15. 17 minutes ago, TheHarrower said:

    In the games I’ve played, I didn’t even have an option to use it yet. Making an opponent spend 2 CPS for 1 is pretty negative. So is the Umbral Spell Portal with Teclis and all those mortal wounds. 

    Oh yeah, I don’t plan on doing either of those things in friendly matches either.

  16. 55 minutes ago, Tiberius501 said:

    I’m not sure I like the Cathallar ability to do that, and if it’s fun for the opponent to cop, is my only issue with it. It’s sort of funny to imagine Blightkings screaming and running away during a battle that’s meant to be scary.

    Its a great ability, just hurts my narrative group. 

    For games with friends, I’ll definitely pass the bravery debuff to them instead my units, but I doubt I’ll force them to take my battle shock test, it’s probably the one thing in the book that I see as being a negative play experience for the opponent.

  17. 2 hours ago, woolf said:

    Guys whats your view on including Idoneth units as allies? Was thinking maybe eels + soulscryer might make sense for some added flexibility to hit back-lines (e.g. catapults)?

    This could be good, but also for 100 points idoneth have a mage that can give -1 to hit to an enemy... which would stack with the shining company and battle cattle aura... -3 to hit on an enemy unit seems pretty darn good.

  18. Just now, Chumphammer said:

    Erg. They really are ****** lol

    So much for "their all wizards"

    I don’t think their bad, but you have to really build into them to make them good. You have to go Ymetrica, and then stack the buffs on to get them to be good. Even then, they are really only going to be durable, not overly punchy, but definitely very viable.

  19. 34 minutes ago, Chumphammer said:

    Totally, I was actually thinking about things a different way just now, where with Zietrec we have one of the cheapest mage characters. Just take 5 stoneguard as a caster.

    10 wounds, 4+ AS, +1 to cast, dispel, unbind. 2 spell choices. Can do a little work in combat if needs be. I dont know many other mages in the game (Bar a sorceress and battlemage for 90) that cheap. 

    Doesnt matter if they are slow if they are just being casters lol

    Hmmm. I might look into that. Could work with Eltharion.

    Like above but maybe drop some knights

    Zaitrec
    Eltharion: 220
    Scinari Cathallar: 140
    30 Wardens: 360
    30 Wardens: 360
    10 Dawnriders: 260
    5 Stone Guard: 100
    5 Stone Guard: 100 
    10 Sentinels: 140
    10 Sentinels: 140
    Auralan Legion: 120
    60pts for endless spell

    So Eltharian middle Flanked by Wardens

    Sentinals behind with the Stoneguard in support as casters
    Dawnriders go off to harass, or act as a support charge unit 
    8 units with 2 spell choices each
    So 8 casts, 8 dispels. All at +1 to cast and unbind.

    Maybe a choice item if any in the book for the Scianri as well (Stoneguard can bodyguard her if general)

    Could even drop the 2nd unit of Wardens for a Megacow

     

    Unfortunately Stoneguard and the mountain cows are not mages. Just everything else

  20. 22 minutes ago, Acid_Nine said:

    I think it depends. If you're using the wardens to just make sentinels or dawnriders battle line, then I think they could be useful in MSU, mostly as speed bumps to keep them from getting to the big guys.

     

    I don't know if sentinel spam is a good idea, but I think people forgot that they could move and shoot stull, which at least means they can get around to objectives, especially if they cast speed of Hysh on themselves. Also, I think Teclis may want to go 2nd in a match up? we have time to get our buffs off, including the Heavenly blessing. put it on teclis to make that 4+ save a 4++ save, give the protection spell to him, and use the rest as you see fit. We do not have too many blasting spells, so we're not missing out on too many chances to blast people.

    Going second seems like a huge risk to me.. even if they don’t kill Teclis they will gimp his auras so badly that he won’t be buffing anyone anymore. If you’re going against something that has no way to hit Teclis turn 1 then absolutely I agree. I just worry he’ll die turn 1 haha

  21. MSU at least with wardens doesn’t seem worth it.. they lose their shining company too quickly if they are just a 10 man unit.. everything else certainly can be done MSU but you’re then stretching your auras and buffs really thin and probably won’t get them on everyone, and the stacking buffs really seem critical to me to make this army work well.

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