Jump to content

Svalack

Members
  • Posts

    101
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Svalack's Achievements

Decimator

Decimator (5/10)

74

Reputation

  1. Vulkites with axes went up to 170 the shields down to 160. I didn't even notice it until I read through the points table again.
  2. The hgb going up to 160 seemed bad at first but maybe blocks of HGB with fathers/sons could still do work. The melee heroes are quite killy for their points and the retinue is a strong bodyguard rule 3+ passoff into a 4+ ward. Speed seems like it might an issue though and the army is quite fragile now.
  3. seems the info i got was wrong, not seeing any grimwrath buff? runefather on foot seems decent though. once per game +1 attack aura
  4. 2 hours to go but a lot more info is out there. From what I've heard(didn't see pics so might not be fully accurate) hgb are going up to 160 per 5 and still nerfed. They can bodyguard a foot runefather/son now but I'm not sure you even want one as you probably aren't running them as battleline. Maybe there is a trait/arti for father you want but I haven't seen them yet. Grimwrath berserkers are the most interesting. Give a strong buff to a unit, one is 6's to hit do mw. Another is 5+ ward in combat. Only 105 points so maybe you want multiple and multiple battlesmiths. Probably supporting vulkites which i was told have a way of getting even more attacks but no specific yet. Maybe these buffs can make hgb worth but I'm not sure... Deepkin kept their strong alleigeance abilities(like the round 3 fight first) and even have a once per game 3 units fight first so the change to ours seems a bit unfair?
  5. I saw somewhere on this forum that grimwrath oaths are now in the allegiance abilities instead of warscroll, maybe didn't have any new ideas and had to fill the pages? Plus you've got this 'new' command and the heroic action. That might be all.
  6. I always run blocks of HGB and havent touched vulkites outside of tts but since fury of the deep they seem to be receiving nerfs and FS were far from top of the meta in 3.0. So unless there is a big new ability or support piece for them we haven't seen yet, i am saying i don't see how that will be the way to go anymore. Its still way too early to see, no real leaks or info
  7. 14 with just +1 damage is ~18-19 against a 4+. Add a rune, aoa, runeson etc. and it goes up. They also fight on death. Multiple flamekeepers is a requirement for that sort of list and we don't know what they will be like soon too. Admittedly they will likely bounce off a stacked 2+ save due to no MW but your opponent still has a lot to clear off objectives.. there are lists that wont be able to handle all those wounds. I am just saying it might be the only option over the HGB that seem to be getting nerfed repeatedly and the heroes who lost auric bodyguard currently - need more info on the book first.
  8. I got the opposite impression to you lot. I have a typical army from 2.0 - lots of HGB & 3 x 5 auric cos of the battalion, few vulkites. Every rule i've read recently makes me think they want us to go vulkite spam. Why do people believe they are unplayable? You can get a very large wound count army(easily 200+) that has some decent output with multiple flameseekers + other supports. Maybe they lose the 10" move first turn with charge aura due to subf change but we will see... Now i see an easy 6+ ward and 4+ rally. All these weak wards seem irrelevant to the typical HGB army. but it adds up on the 200+ wounds of vulkites. 32mm is fine with coherency if you zigzag out, and they are such cheap bodies that hit hard with a buff on charge.
  9. I'm excited about what rules it would bring, but how exactly will it work form a lore perspective? I know in broken realms they were setting up the return of grungni to unite the dwarves but that never got concluded afaik, is he not just making armour for stormcast and showed up to help save a city? Aren't fyreslayers still just mercenary's with no responsibility other than getting ur-gold, are KO going to employ them full-time?
  10. Whilst i agree that the nerfs to vulkite & auric were unnecessary and rather odd, i don't think its healthy to pick and choose what rules to use just cause your army got negative changes/nerfed this time, it opens up to other armies argueing they want to use older versions of the rules/un-faq things. Despite being a statistically fat middle army, Fyreslayers are generally hated and considered not fun to play against so i doubt there will be much sympathy from non-fs players. HGB were perhaps due a nerf. There has been no confirmation of a battletome coming yet either, so it might not be a 'can i use the old rules for a few weeks', it could be months away.
  11. it doesnt have to be DoK, they have way more freedom in underworlds. You have things like kurnothi & darkoath warbands.
  12. I don't think i will pay for more than min size ghouls unless you can take a big block(where they will be harder to remove and serve a purpose). I'm hoping they don't go up in points cos they were already not particularly cheap at 100 per 10 with their current statline. I'm also unsure if varghulfs are worth including in the starting list now - with no battalion and if not trying smashbat, it might be better to take a 2nd archregeant and summon them in for free(though only being able to summon one a turn is a problem vs shooty/alpha lists)
  13. They were implying you can use redeploy for objective/tactical play or unleash hell to be more aggressive not both on the same turn. These articles so far have been pretty poor regardless. All out attack would never be used over feeding frenzy on a gkotg.
  14. 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?
  15. I would say battalions are going, in the video they said they wanted to remove the have and have nots from matched play. And in this article 'even the playing field' Unless the rules writers are braindead and think once a battle use a generic command for free is equivalent to MW splashback army wide or a unit fighting twice etc. We should know for sure when GHB comes out cos that will be a seperate take on the rules specifically for matched play competetive.
×
×
  • Create New...