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Neil Arthur Hotep

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Everything posted by Neil Arthur Hotep

  1. That's why I am kinda lukewarm about Executioners (and to a lesser extent Hammerers, which can at least take a punch and grind out an engagement). Executioners read like Grave Guard at first glance, but Grave Guard get to deep strike for free and are way easier to buff. Corsairs are in a similar boat, too. Their damage potential is sky high, but delivery is pretty hard. That's why I still prefer the mounted Dark Elf units. Their rules and battle tactic tell me that Dark Elves want to be mobile and cycle charge a lot. The Sorceress, however, encourages building a fairly slow, squishy melee death star. I don't personally think that is super good. You can't currently snipe the Sorceress, but you can just shoot or charge the buff receiving unit off the board fairly easily.
  2. That guy should just be promoted to being a real AoS plastic kit already. Nighthaunt would definitely appreciate a monster.
  3. A neat litte thing I discovered about the new designs: You know that diamond shape that is all over the new Cities shields and heraldry? In heraldic terms, that is sometimes called a "fusil". Makes me wonder if that's just a coincidence or if maybe they stumbled upon the connection while researching the term "fusilier" and felt very clever about the visual pun.
  4. Some kind of visual play on an antlered knight helmet like we sometimes see in Bretonnian miniatures would also be pretty fun for FEC.
  5. Not sure if you'd call it moss or algae or whatever, but yeah:
  6. Kurnothi seems like the obvious way to go on this one, but Nurgle could be a possibility, too. Nurgle models have a surprising amount of antlers on them, and this is suitably slimy.
  7. I think this guy is pretty cool, but when Brutes are distinguished from Hard Boys mostly by being larger and more armoured, it is hard to make a Hard Boys character that doesn't look like a Brute.
  8. That's actually cheaper than I expected. I thought it would be in the 200 range. But then again, I was not really thinking about it very much and more just going off of vibes.
  9. Head swap with a Steelhelm hat, cut off the crest and glue it to the top, ez.
  10. I made some desert scatter terrain by cutting apart a fake cactus and succulent: They look pretty good as tabletop scale plants. Would recommend. However, they were kinda hard to paint. Both plants came with a kind of flocking, which gives them extra texture but makes paint interact with them weirdly. I had a very hard time getting ink washes to penetrate the flock for some reason, but in the end dry brushing worked pretty well.
  11. Most of the time I build my guys in a way that fits none of the official options, just as a way to get out of the WYSIWYG trap. Probably building this guy with a sword and pistol. I also plan to get a Lord-Solar mini and kitbash a Marshall on (mechanical) Steed with the leftover Marshal and Cavalier bits from the box.
  12. I don't believe in Dwarf Soup anymore after they set up Grombrindal and Grungni at the end of 2nd edition and then did nothing with the plot line for all of 3rd. They had narrative justification for it and didn't make any attempt at id for the whole edition. Instead we are getting new Fyreslayers and KO models and Dispossessed are still part of Cities. I think that's just how the Dwarf factions will stay for the foreseeable future.
  13. The big problem with doing two gunlines is that the Alchemite spell will only affect one of them if you separate them too far. If you get them close together, you can give mortals on 6s to two units since it's an aura spell. But it might be interesting to consider the other shooting units in this scenario. Maybe this is where Irondrakes can actually pull their weigth?
  14. You would still need a DARKLING COVENS unit to sacrifice, since Corsairs are SCOURGE PRIVATEERS. Plus, I don't think that three slow foot units are the easiest way to get a battle tactic that requires all three of those units to charge in the same turn. In general, elf orders and tactics are all about charging: Strike first after charging, free retreat move that increases mobility (and gives effective retreat and charge), victory points for charging with three units... Personally, if I was looking to include elves in a human-centered list, I would be looking at their high mobility/flying units, even if the footsloggers have better base stats. The foot elves are better for all/mostly elf lists, in my opinion.
  15. In my opinion, trying to do both the elf and dwarf tactic in the same list is really tricky. I think you can do a human/fusilier core and either three dwarf or three elf units for the tactic no problem. But doing both stretches you very thin.
  16. It is an interesting article but it somewhat misses the mark for me. Personally, I think in the case of Cities of Sigmar, putting 1000+ points into a huge death start combo is not how you should play the book. One strength of the new Cities book is that a lot of good combos and threats exist at fewer than 500 points. You can play several of them at once, compete in all phases and have multiple threats with good power projection. Combined arms is a good play style in this book. Battle tactics and orders strongly reward it. 20-30 Fusiliers with the Alchemite are good. It's a strong unit that requires only minimal commitment and if the combo gets disrupted, it doesn't ****** over your game plan. But 60 Fusiliers with two Alchemites are not twice as good. At that point, you need to dedicate over half your list, subfaction and command trait to it and it severely hinders the rest of your list. But you could just be running some of the other good combos. A Steam Tank and Commander power pair. A unit of Cavaliers plus Marshal. A Sorceress and her entourage. Some dwarves and their lord. Or you stick to humans and take their synergy pieces like Zenestra and the Command Corps. You can easily run a list with 3-4 threats plus screens plus goodstuff buff pieces. So personally, I really don't see why you would rather go all-in on 60 Fusiliers just so you can do overkill numbers at the expense of everything else.
  17. Cannons are definitely a tier below Fusiliers. - Same points, worse damage - A lot swingier (fewer shots, random damage, most notably d6 damage for the high rend option) - Probably still want a dedicated hero - Harder to buff/command - Worse for battalions and drops In my opinion, a single cannon is not very good. Spamming them makes them better, because more shots mitigate their swingy attack profiles. Four cannons plus Lord-Ordinator ally currently works, but it is a bit iffy because that interaction might be gone with the next Stormcast update (plus no order from non-Cities heroes). Artillery spam has a bunch of downsides at the best of times, though. Most notably, about a third of your points will be burried in your deployment zone and not interact with thr objective game. I think cannons are most viable in a castle shooting spam list where they are used alongside Fusiliers to really overwhelm the opponent's shooting defenses.
  18. I'm not surprised these guys are not doing much for you in 10s and without the mortal wound spell. That spell really is what makes them go from just decent to great. I would say the Fusiliers don't do much without support. 4+/4+ is just not a very good profile. But they can easily be 3+/3+, and the damag out of a buffed block of 20 already looks decent on paper. However, what competitive players are planning to do is run blocks of 30 with the mortal wound buff. And that is pretty absurd, because at that point they easily point-and-click remove units. And you can't shoot them because of Fortified Position and Return Fire. And you can't charge them because you get the mortal wounds on Unleash Hell as well if the spell goes off. Plus they give you potentially two battle tactics. Also, that mortal wound spell is an aura for no reason, so feel free to slap even more shooting into that bubble. Personally, I think Fusiliers will be good until the Alchemite warscroll gets errata'd (because even at 200 points that guy is probably still viable). The combo is strong and has very few moving parts to disrupt. You just need to get the spell off.
  19. The Hurricanum also has the ability to dump xd3 mortals on a unit within 18" in both hero phases and ignores Look Out, Sir.
  20. I think big kits are generally safer, I would say. I think there is more of a chance of a new sculpt or spiritual successor to the Steam Tank (as well as Hurricanum and Griffon) than a straight-up squatting. You know, a situation where proxying/using the old model is even easier than with Handgunners and Fusiliers.
  21. Once again, the superior Steam Tank has no such weaknesses.
  22. Depending on your drops you could run three singles instead. Having a bunch of big bases around the board can make movement really tricky for your opponent if you space them right, because they can't move within 3" of them. You can space then out to 6" (or more even depending on the opposing units' base sizes) and it becomes basically impossible for non-flying units to get through your line. And if you want to focus your force, you don't have to worry about coherency, either. High drops is a legitimate choice. Just get those free artefacts and command points and deployment advantage.
  23. Personally, I don't think TOW is causing any model retirement in AoS. I would look at ToW more like the retirement home where AoS models go when they are removed from AoS for independent reasons. I agree that dwarves and dark elves will eventually be retired. Hopefully, they get replaced by bespoke Cities dwarves and elves, though. I don't see them going the way of the Phoenix Temple units like some people are, to be honest. I don't believe that Cities will become a pure human faction.
  24. A generic version would have been nice. But she misses out on very few rules by being HAMMERHAL locked. Only Misthavn, Lethis and Living City, as far as I can tell. She works like normal with everything else, apart from not being a Warmaster.
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