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Neil Arthur Hotep

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Everything posted by Neil Arthur Hotep

  1. I already thought the plague claw was pretty solid before at 2d6 damage, rend -2. 135 points for that anywhere on the battlefield works out to you bejng able to just delete a horde unit if you invest into a few of them. Now, they got the ability to get to a 2+/2+ hit/wound by themself and got an extra -1 to bravery compared to before while their points stayd the same. They are still not as good as the best shooting units, but the best shooting units in the game are probably currently too strong, so that seems fine. At least they have a defined role and you don't have to feel bad for playing them. All the Skaven artillery seems decent right now, actually. The big problem I see with making the WARMACHINE keyword significant is that war machines are even more unequally distributed than, for example, priests. At the moment, only Kharadron, Skaven and Cities really have significant access to them. Everyone else just has an odd ballista or catapult. There would probably have to be an "Age of Technology" update before really giving the WARMACHINE keyword upside makes sense. At least it's not purely a downside anymore like it was in 2nd edition, right?
  2. How cool would it be if the warband was actually a reimagining of rat catchers as Skaven hunters, though? That's the kind of thing I would love to see out of the upcoming Dawnbringer Crusades redesign.
  3. If Nagash is involved most people will suspect it to be a pyramid scheme, though. He has a history with those.
  4. Nagash's next big move will be making people believe in weird imaginary riches through Flesh Eater Courts delusions. They will be known as Crypt Currencies and going to the moon will somehow be involved. Also, NFT stands for Neferata.
  5. I hope not, I am pretty sure that I will want to own those Witch Hunters. There is Warhammer meme precedent for owning "a small but vicious dog", however.
  6. Looks a bit like a Kruleboyz detail, but a Kruleboyz wave 2 seems improbable.
  7. I would welcome an unconditional 6+ ward. But only because it's a quality of life improvement. It's really easy to have it basically all the time already with the current rules, but it would be nice not to have to think about it. I fully expect us to just get it in the next book, the rules writers seem pretty good at removing those extra conditions that don't really matter in recent updates.
  8. Let me hook you guys up with a great looking Purple Sun proxy I found 😎
  9. The Nuln Oil looks interesting. If it really stains the surface so minimally while still black lining well, I will pick up a pot. I don't usually like Citadel shade paints, maybe because I am more used to Army Painter and homemade ink washed that tint more strongly. But that new Nuln Oil definitely fills a need I have.
  10. Working on the Kosargi Nightguard from Cursed City. Green is my weakest colour when painting because I have a red/green colour vision deficiency. But I think this guy turned out pretty good
  11. It seems to be gone, just like most of the Ogre Maneaters. Both the Beasts and Ogor tomes seem to still be some ways off, though. I wonder if there is a chance of a few kit updates unrelated to new batgletomes in the near future? GW doesn't generally like to have rules for units in their books without a model kit for sale.
  12. #1 - Grave Guard Before even clicking on the thread, I knew in my heart that those guys had to be number one. After all the worst sculpts in Soulblight Gravelords got updated (before, Direwolves would definitely have been at the top of the list), these guys just stick out like a sore thumb in an otherwise great looking army. From the wonky proportions to the terrible weapon design, they are just not a good lookjng kit. #2 - Freeguild Handgunners One of the worst kits GW still produces. The Freeguild Guard kit might actually be worse, but the Handgunners are the unit I actually want to run in my lists but keep putting off getting because they just look so bad in their weird onesies and with their unnatural poses. And I actually like a lot nof the other existing Freeguild kits, like Greatswords and Outriders! #3 - Gutter Runners I had to think about it because there are a few other armies with some garbo sculpts in them, like Beasts and Seraphon. But Gutter Runners take my final slot for just looking embarrassing.
  13. I have to say, I was really critical of The Hunt, but don't have anything to complain about with Gallet. The added attention GW is paying to rules updates is really appreciated.
  14. I hope they might. They are good, mobile chaff for your actual GV units. Sadly, even with literally double damage, their sustained damage output is still bad. For what it's worth, they are still DEATHRATTLE SUMMONABLE, so they get access to all the good buffs in a pinch.
  15. So, with the new GHB rules, is the bravery bomb finally viable? There is a lot of incentive to bring a bunch of big units now, after all, and the Horrorghast got cheaper as well, I think. The full set up is probably Legion of Blood with an Arcane Vampire Lord on foot. Power out that Horrorghast with your +2 to cast, get the Vampire Lord in close for the d3 extra models fleeing from Battle battleshock, and hit the opponent with 2+ Deadwalker or Deathrattle units for -2 bravery. This shuts off Inspiring Presence and results in 2d3 extra models fleeing if any flee. I kinda feel that if bravery bombs are not good in this meta, they will never be good. Which is very likely just how things are. It seems like this set uo could really hurt big Skaven or Gitz blobs, but would also put a dent into Ogors or Nurgle Blightkings if you can get it to stick. But on the other hand, a lot of battleshock immunity is not from Inspiring Presence (not as much as it used to be, but still) and the Death mirror is always a concern (particularly OBR). I suppose if you are alreay in Legion of Blood, adding a Horrorghast is just 40 extra points, so it's not too big of an investment. Might be worth the gamble for an occasionak blowout?
  16. But then you compare that to old Legions of Nagash resurrecting 40 Skeletons for a command point and suddenly it doesn't seem so bad.
  17. My tninking was that you could possibly reduce the size of the Mortek squads to 10 and add 3 Immortis to screen them. Slap the mortek in the conquerors battalion and the setup still captures well. But the problem is that, outside of Gallet, 10 Mortek + 3 Immortis is probably worse than just 20 Mortek, while other armies can just run their previous staple units and have them improve under the new rules. So overall I think it feels like losing ground. I am more and more convinced that going more in the direction of Bounty Hunter heavy, GV light set ups will be the meta build for OBR.
  18. Just my perspective on the armies I personally own: Nurgle seems to be in a very good position to make use of both Conquerors and Bounty Hunters. Probably a top tier army. Cities have a deep bench and can steal the best stuff from their allies. I would be surprised if they don't have at least one or two viable lists.I am not sure which of their units will truly excell, though. Phoenix Guard? Shadow Warriors? Freeguild Crossbows? I think their biggest problem is that their 25mm base size troops improve less than the larger based troops of other factions. Soulblight gravelords are in a similar position to Cities re: 25mm infantry. But Zombies and Direwolves seem pretty good as Conquerors and Vargheists are an option, as well. Blood Knights should be good Bounty Hunters. Black Knights and Fell Bats are good cheap non-GV chaff to protect your Conquerers. It looks like Gravelords have the tools to succeed, but I don't think they will be top tier. Pour one out for Skeleton Warriors, though, who arw probably nonviable for the time being. I just started getting into OBR, but I am worried that their bread-and-butter unit Mortek Guard will have a hard time surviving in a meta with Bounty Hunters. Maybe they will be best off going Bounty Hunter heavy themself by spamming Morghasts and Deathriders instead? OBR were struggling before, and I don't exactly see them getting a lot better under the new rule set.
  19. Cities is doing fine and will probably always be at least OK because of how large our pool of warscrolls is. Especially considering we still get the good coalition rules where other armies' units benefit from our allegiance abilities. There will probably always be a Cities build that is at least decent, but of course it doesn't really help you that running a bunch of Stormcast and Sylvaneth in Living Cities is good if your army is Freeguild and Ironweld Arsenal troops in Tempest's Eye. Cities has a few genuinely good native units. Phoenix Guard and Annointed on Frostheart, Battlemage and Hurricanum with Battlemage, Irondrakes with their support suite of Dispossessed heroes, Freeguild Crossbowmen and maybe Shadow Warriors are stand outs. Plus a whole lot more units are workable if you don't need to be strictly optimal. It's hard to say how good Cities will be competitively right at this moment. The best list was probably Stormdrake Guard/Fulminators in Living City, but that Strike and Melt Away was just changed to stop that strategy. Plus, with the new GHB, we are moving away from a rule set that favours monsters to one that favours certain kinds of infantry. I think Cities might be able to thrive a little more in that environment, but it's to early to really know.
  20. I find this list very interesting. I have suspected for a while that buff wagon spam might be good, particularly Hurricanum spam, simply because of the amount of mortal wound damage it generates. I seriously believe the main reason we don't see this type of build often is that nobody wants to paint four Hurricanums.
  21. Thanks for your input @Evil Bob and @Sception. I am certainly still in the process of fully wrapping my head around OBR and your perspectives are really helpful. I certainly can't deny that I mainly chose Immortis over Stalkers for aesthetic reasons. But also partially because I really think Stalkers are a pretty flawed unit. I know their damage also output is good, but their low move characteristic and inability to play the capture game well (low body count and not that tanky) kind of makes me struggle to come up with a situation where I would want them. Particularly with how tight points are in OBR. For Immortis, taking the new GHB stuff into account, maybe the play is to run them alongside Mortek and not make them battleline. That way, they can at least protect Mortek from Bounty Hunters and maybe even bodyguard for a nearby hero unit. Personally, I think Immortis are most interesting for their natural bulk, not necessarily their bodyguard ability.
  22. Kinda makes you wonder why they waited so long. Maybe this is just how far ahead books are written at GW, that this was actually the first opportunity to react to community feedback.
  23. I hope the other two Death armies also get their ward made unconditional. It functionally already is, anyway, but it would lighten the mental load.
  24. I built my Stalker kit as Immortis Guard and am wondering if they migh have merit now that they can be battleline. A natural 3+ save and 12 wounds per unit is pretgy tanky, and they can benefit from Reinforce Battleshields. In the capture battalion, a unit of 3 capturing as 9 seems pretty decent and could be a pretty hard wall to break through.
  25. Probably for AoS proper, but rumour has it that there is a Lumineth Underworlds warband in the works which will represent the Tyrionic side.
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