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cyberhawk94

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Everything posted by cyberhawk94

  1. Oh that sounds great, maybe instead of a full "terrain" piece, do a gravesite-style set of markers that could be modeled if desired? 3 Waystones, placed after other terrain, only 1 can be in your territory. Either +1 to bravery and casting/unbinding + I rework that staff so you cant supercharge a spellsinger to +3, or maybe a 6+ FnP instead? Other idea would be some form of side-goal where they can activate each and if they activate all 3 they get an army-wide buff (rest of the game LD 10, or like +1 CP each turn they have models near all 3). The only issue would be that quickly breaks the "keep it close to GW rules" plan, since currently Seeking are just current wanderers with an extra command trait, battalions, and the pre-game move; but with terrain the whole army playstyle would change.
  2. Threw together a "2.0" battletome as a thought expiriment, if anyone is interested Id love some feedback. https://www.gmbinder.com/share/-MGypR8dWMubQ90Ld16h Note: Was shooting for a lower power level, homebrew should err on the side of under rather than overpowered. Also was trying to keep as close as possible to the published wanderers rules (thus the same command traits and such) other than changing things to unmodified / wholly within, etc.
  3. I know this is a pretty dead thread, but hopefully theres some response I have a decent amount of expierence in game and systems design for tabletop and roleplaying games (no major ones unfortunately). Im about halfway done with a Wanderers 2.0 battletome for my personal game group, and I recently got interested in the idea of a "Forgotten Peoples" collection of mini-battletomes providing updated rules and warscrolls for TK/Brets/Wanderers/etc. With all of 2020 being what it is, keeping a project like this going would be a nice time sink for me and others. 2 caveats about my "design beliefs" A) when designing for an existing system I try to stay as close to the actual creators intent as possible. Tweaks only wherever that is possible. and B) I would err on the side of weak for any unofficial content. It makes it a much easier sell as people will be more cautious of it regardless of actual power level. If there is interest I would love to get some initial "must haves" for Brettonnia
  4. If I take a Treelord Ancient + Branchwraith to pull some dryad summoning, do the summoned dryads have the Living City keyword? Basically, will they benefit from the Wardroth horn?
  5. Hey all, working on a Wanderers bow-heavy LC list, need a combat unit for when things get to close that doesn't need much support from CP and such. Eternal Guard, Wildwood Rangers, or Kurnoth Hunters w/ GS? And what unit size works best?
  6. The example is linked in my first comment, the Skryre Acolyte (one of only two battleline options for Skryre, and the only "pure" skryre one) comes as "a metal model in a blister pack" according to GW's website. It might not be a full 30 years old, but its definitely up there. I know I shouldn't care as much as I do, it just makes me real salty after what happened with Wood Elves in 8th that they still are the punching bag so much. They were so close to succeeding at Cities goal of keeping all the old fantasy armies around, with high elves the sole exception and still being able to have rules/units that fit them well, and the inclusion of just 2 additional warscrolls (Glade Guard + Waywatcher/Spellweaver) would have kept a whole nother army around, especially after them "gotcha"'d a bunch of new Wanderer players with the reboxing clearly signalling that Glade Guard were here to stay.
  7. Man, the more I get back into Sigmar the more annoyed I get with how GW treated Wanderers. The first big unit purge made sense, lots of old sculpts, legacy units etc. But the Cities update just dropping 80% of our characters and our main unit seems so unnecessary. Especially when you look at sub-factions like Skyre and Soulblight that kept 30 year old metal models as their battleline, but our plastic, already repackaged for sigmar, solid looking bowmen get the axe. Keep 1-2 more of the Wanderer heroes (Dark Elves got 4!) and the Glade Gaurd in the Cities book and I think every Wood Elf / Wanderer player out their would be more then content . Living City for old school tree spirit lists, Tempest's Eye and Hallowheart for flavors of elf lists, done.
  8. What do people think of Burning Sigil of Tzeentch for us? Especially in Gavespawn, I feel like it could be a pretty useful spell for us for much cheaper than Taurus
  9. New FAQ, the Gaunt Summoner now only summons 5 Horrors. Still worth as an ally or cut from the list?
  10. I know, but Im modeling my army in such a way that it doesnt look Tzeentch-y or Nurgle-y (full fey Beasts, using Dryads as Tzaangors), and there are no actual rules restricting bringing in Tzeetch units in a Nurgle list. They are? Im just getting back into Sigmar and only just this week looked up all the realm rules and stuff
  11. The Current List Im planning on testing once we open back up: Allegiance: Beasts of Chaos, Greatfray: Gavespawn, Realm: ??? HEROES Great Bray-Shaman (100pt) Spell: Stranglethorn General: Unravelling Aura Beastlord (90pt) - PT Artefact: Mutating Gnarlblade Beastlord (90pt) - PT Artefact: Volcanic Axe Doombull(100pt) - PT Doombull(100pt) - PT Gaunt Summoner (240pt) - Allies BATTLELINE #1 x10 Bestigors (120pt) - PT #2 x10 Bestigors (120pt) - PT #3 x10 Bestigors (120pt) - PT UNITS Tuskgor Chariots (4 units of 1) (240pt) - PT x10 Ungor Raiders (80pt) - PT x10 Ungor Raiders (80pt) - PT x10 Tzaangors (180pt) 4 greatblades, 1 shield, rest paired Ghorgon (160pt) - PT BATTALIONS Pestilent Throng (180pt) DESCRIPTION 4 Drops total. 2 of the chariots and possibly one Beastlord start in ambush. Turn 1, Everything but the casters, Tzaangors, and 1 unit of raiders runs forward and makes any charges it can, with the ambushers trying to pick out casters and ranged units. I expect the chariots, Doombulls, and Beastlords to be dead by the end of round 2, but thats 8 mortal wound bombs and 4 chaos spawn I just got. Depending on how MSU the opponent is, that could easily cause 30+ mortal wounds, softening everything up and possibly taking out a character without even counting my attacks. If they are in bigger units, then happy days for the Bestigors! Tzaangors are there to protect the backfield objectives / casters and fire off their Banner, and the Gaunt summons Horrors to act as a solid tarpit with some bonus shooting. Also, normal Primordial Call shenanigans, focusing on fast things like more Chariots or a Cockatrice. Unsure on: The 2nd Beastlords weapon, dont know the realm artefacts that well. The 2nd doombull vs a 2nd Shaman. Especially if I take an endless spell I think I need a shaman that can move with the army, but the Doombull gives another Pestilent Spawn Bomb. Do I need Cogs with this? I dont fancy trying to find the points for a Tzaangor Shaman to reliably cast it. The Tzaangors. really good for holding an objective, but expensive and add an extra drop over a Brayherd unit. They do get buffed by the Gaunt so there is that. What do you think?
  12. Hey all, recently got back into AoS and had a few quick questions 1) How viable is a Gravespawn + Pestilent Throng army with lots of MSU? I really like the idea of ~5 Chariots and a few Characters bum-rushing the enemy to soften it up right off the bat, but every list I see around uses Desolating Brayherd instead. 2) The Slaves allies that Ive seen talked about are a Khorne Prince, Be'lakor, Hypnocat, and a Gaunt Summoner. Any of these particularly useful? The Summoner looks fun but expensive on points. 3) What endless spells are the go-tos? Any of the generic/tzeentch ones?
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