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SentinelGuy

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Everything posted by SentinelGuy

  1. There's currently talk here in Britain of reverting back to imperial measurements for everything, so it seems fitting that (imagine Al Murray voice for the next bit) traditional world beating superior British wargames have the finest most excellent archaic British measurements. Yep. I wish i was joking.
  2. I've just had a look at the revenant and yes, that does seem quite cool. I would try and lean more into Sylvaneth if you want to maximize the ability. Right now you have a lot of points in heroes that aren't offering you much, so it kind of feels a bit disjointed, like you're trying to cram in so much interesting stuff that it ends up lacking a central focus and doesn't have much supporting synergy. I don't see what the Branchwych adds - a Sorceress is similarly priced, has a much better spell and doesn't use up 1 of your Sylvaneth slots. If you're just after a cheap spellcaster then perhaps just give another hero the new generic arcane tome item. I'm also not certain about mixing Irondrakes and Sisters, I have found it's usually better to focus on one or the other, and Sisters work much better in larger numbers where they can get more mortal wounds. If it were me and I wanted to really get the most out of the Sylvaneth with the horn and Revenant, I'd look into expanding them and fitting in another Sylvaneth combat unit or increasing the size of the current one. I don't want to sound harsh, but if you break down what you're using, it's not working as a well oiled machine. You have a Runelord who is excellent. He's worth it even if you don't have Irondrakes, but with them he's the icing on the cake. If you're planning to have the drakes pop up with him then really you want more Irondrakes to really get the most out of that surprise shooting, otherwise they'll do a little damage and then get overrun. Smaller squads can work, but you need more of them. Nomad Prince can buff the Sisters and Eternals. He also makes them battle line, which is useful but these are all static units which are quite costly. Again, the Sisters work better in larger squads where the command abilities affect more of them. We've already discussed the Revenant and horn combo, which is interesting, but you only have 1 small unit of Hunters and the Revenant himself that really benefit. The Branchwych shouldn't be anywhere near combat , so she's not going to be using it. Phoenix Guard are tough to kill and can handle a fight, but a small unit isn't great at either really, and making them your retinue just means you're sacrificing expensive models. You want to be using cheaper Freeguild, Covens or Privateer units as meat shields. Yndrasta looks good - battle shock immunity, hits hard with a nice debuff for monsters. I'm not sure what the other Stormcast unit is adding. Is it just combat punch? Wouldn't it be better to take more Sylvaneth? Doralia is ok, but that's so many points wrapped up in average heroes. I would at least consider dropping Doralia, the Vindicators and Branchwych for some cheaper battle line and more Hunters. If you need cheap units to fill out the slots so you can use the Living City deployment, then what about Aetherwings? They're cheap and fast objective grabbers and chaff. Right now you're trying to pull off too many combinations. It would probably be somewhat possible, but with Yndrasta being expensive and the other heroes increasing that even more, it's looking difficult. I would pick 2 or 3 and focus on them - Sisters shooting and Sylvaneth combat, or Irondrakes shooting and Sylvaneth combat. Add in Yndrasta and then work your remaining points around that. Sorry for the wall of text there.
  3. I find Eternal Guard to be great as static defenders, but they aren't as good if you want a roving band. Have you considered swapping them for a unit of Wild Riders? They're similar points, hit much harder and move a lot faster. I have never run Kurnoth Hunters so cannot say for certain how good they are. I will say that I've never seen the Horn get much use as an artefact - usually the Spear is better.
  4. Don't even suggest it. I had enough problems getting over the absolutely stupid base size GW chose for Sisters Repentia in 40k. For some completely unfathomable reason, they had to be on a different size to the rest of the army.
  5. I like 10s because they look nice in 2 ranks of 5, although I can see why people like 20+ for hordes.
  6. Phoenix Guard can be a pain in the butt with their ward.
  7. In 6th edition Fantasy, units could only fight in 1 rank unless they had pikes or spears, and 6th was the best edition. The way I see these new coherency rules, is that it's GW realising that they probably should have just stuck with square bases and some semblance of unit formations.
  8. This is what I'm thinking of fielding - City: Hallowheart Triumph: Inspired Warlord Battalion 1 Runelord (General) - Veteran of the Blazing Crusade, Curse = 100 1 Black Ark Fleetmaster (General's Adjutant) - Arcane Tome, Crystal Aegis, Roaming Wildfire = 70 1 Celestial Hurricanum with Battlemage - Agloraxi Prism, Sear Wounds, Ignite Weapons = 280 1 Scourgerunner Chariot = 80 No battalion 20 Shadow Warriors = 240 10 Wild Riders = 240 10 Black Ark Corsairs - handbows = 851 10 Irondrakes (Battleline) - grudgehammer torpedo = 160 10 Irondrakes (Battleline) - grudgehammer torpedo = 160 10 Irondrakes (Battleline) - grudgehammer torpedo = 160 Hunters of the Heartlands Battalion 10 Eternal Guard (Battleline, Honoured Retinue) = 125 10 Eternal Guard (Battleline) = 125 10 Eternal Guard (Battleline) = 125 Endless Spells Chronomantic Cogs = 45 Total = 1995 points 137 wounds That's essentially a blanket denial of the new monster abilities on my shield wall of elves. The Irondrakes and heroes will castle behind the Eternal Guard, with the Corsairs and Scourgerunner acting as chaff for as long as possible. Wild Riders and Shadow Warriors will be taking objectives and countering flanking moves. I still have 2 reinforcement points left, so have the option of forming the Irondrakes up into a single unit. I don't want to do this as I quite like the idea of 3 torpedoes in the new edition - potentially 6D6 -2 rend wounds against monsters, before the rest of the units even fire. The Corsairs are usually seen as one of the weakest units in the CoS book. This is true, but I had 85 points left and I needed a chaff unit that had warm bodies to get in the way. Originally I had taken another Scourgerunner for this role, but it has fewer wounds, lower bravery and a weaker save. I could have taken Freeguild Guard with shields, but they have lower bravery and movement. I did consider Dreadspears but that meant taking the army to 2000 points, and I think the possibility of gaining a Triumph, or deny an opponent theirs, may be more useful. There's the Gyrocopter, but the gun is short ranged and I know with complete certainty that I'd end up wasting the unit in a suicidal attack that wouldn't accomplish anything. I need this unit to be focused primarily as a blocker, not flying off on some mad plan I have concocted on the fly. There's also the point that none of the other units really synergise with anything else in the list. At least with the Corsairs I can use the Fleetmaster to buff them if I have to. This will rarely come up, but the 20 handbow shots followed by 20 blade attacks may just swing something in my favour (I went with handbows because those are the models I have - I know they are the weaker option).
  9. If this is herohammer like 5th edition, then hopefully that means the next edition is like perfect 6th
  10. It's sounds like a similar play style to a list I've been working on, but feels a bit static - perhaps swap out a hero or spell for something which can move fast to grab or clear objectives? The new anti monster battalion in the General's Handbook could also be a good option as you can completely ignore monster abilities! It would mean more drops, but could be worth it.
  11. Similar problem with Sylvaneth - they can't take Cities allies, but we can take them in Living City.
  12. GW should have released the FAQ and errata document for each faction as part of the articles they have been doing for each faction in 3rd edition. That way it would have given people time to digest those before the points costs were revealed. Instead we got questionable suggestions about army composition, like taking a unit of 30 shadow warriors and putting them in terrain (as if that's going to be possible on most tabletops).
  13. Cities of Sigmar also makes use of reserves. As for model variety - exactly how many crossbow armed Stormcast units does the faction really need?
  14. Gyrocopters are only 75 now. Anyone for steamed rat?
  15. It doesn't even make sense when the Living City exists. GW dropped the ball once again.
  16. Whoooooah here she comes Look out Snorri, she'll chew you up Whoooooah here she comes She's a maneater
  17. The Settlers Gain city lets every 1 in 4 of your units be Lumineth and every 1 in 4 of your units be Stormcast. It means that Cities armies can fill out their ranks with cheap chariots, gyrocopters, battle mages and aether wings and then go to town stocking up on Lumineth. Sure you won't be taking squads of 30 Sentinels, as they're not battle line, but you can still take multiple units. Don forget to take some nice and cheap handgunners as battle line and the excellent Hurricanum with battle mage in support. Even the magic items and spells are like Lumineth ones.
  18. Lumineth peeps just need to embrace the Cities of Sigmar. Settlers Gain let's you spam Sentinels without needing costly Wardens, just take cheaper human battle line choices 😀
  19. More than a decade ago I was angry and really annoyed by GW - we had codex creep wrecking 5th edition 40k and 7th edition Fantasy. Then GW made it worse by releasing new editions of both games and they were terrible. I basically quit and went back to 6th edition Fantasy and 4th edition 40k - the best editions by far. Now I'm just at the acceptance stage. There's no point being the angry gamer as GW aren't listening. They say they play test, they even send out play test stuff to competitive gamers, but does that feedback ever get acted on? Seems like most of the time that's a no. They make models and the rules are an afterthought, so there will always be people white knighting and people moaning.
  20. I've seen people mix shadow warrior bodies with handgunner and skitarii weapons and it looked ok.
  21. Anyone else old enough to remember the Dark Elves 6th edition nightmare when Druchii.net basically pestered GW until they fixed the army book? Boy do I feel old listening to these young 'uns. You just have to accept that the GW giveth and the GW taketh away again. Time is a flat circle.
  22. Plastic crack - the only Brexit success so far. Of course it's possible that there's a secret paragraph in the Australia trade deal where we are swapping Dominion sets for Tim Tams.
  23. I think the new edition may have quite the impact on shooting - there's the new generic mist spell, the requirement for more terrain, unit cohesion changes, the change to the bridge endless spell etc. I wouldn't be surprised if we see most shooting units having to relocate a bit more to get range or get away from enemies. Irondrakes cost a lot but they do have some of the best armour for ranged units, and even if they only shoot once instead of twice (if they move), they're still able to do some damage. With enemy units potentially running in smaller sizes, it's possible that Irondrakes can be run smaller as well, which means more tasty torpedo shots from the champs. I've already decided to break my 30 block down into 3 x 10 for a few games to try it.
  24. Smaller table size and objective placement will help them - at some point the enemy has to come into range. Well, unless you're spamming Lumineth Sentinels.
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