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Androidjones

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Posts posted by Androidjones

  1. 3 hours ago, Pariah7echo said:

    They can still take them as coalition allies so its not the end of the world. They just cant use coaltion + ally to get around the 1 in 4 rule. That does make me wonder though does Morathi count as two units or one for coalitions?

    Two. 

  2. 6 hours ago, EntMan said:

    I came here to ask about this. I noticed on the new app that Verdant Blessing is not in (or as it was just above...) Sylvaneth spell lore and instead Warsong Revenant has it on their warscroll as does Treelord Ancient (as well as still having Silent Communion). And also Alarielle from what you say.

    For the sake of my Living City I'm hoping this isn't a mistake. The fact it's appearing on a number of warscrolls (and discppeared from the spell lore section) makes me inclined towards a delibrate thing and not a mistake. But the implications would be huge.

    Edit: In fact it looks like on the new app all Sylvaneth Wizards apart from Karthaen/Skaeth's Wild Hunt get verdant blessing on their Warscroll.

    So, Branchwraith - 95 points for a Dryad Factory (VB then Roused to Wrath) - seems a bargin!

    They did the same thing with the invigorating aura spell in soulblight. I’m guessing the devs didn’t realize the implication of putting these on the warscroll. 

  3. On 7/21/2021 at 1:25 AM, Neil Arthur Hotep said:

    I have been looking into Tempest's Eye lists, although I am mainly concentrating on Soulblight right now. I still think TE is a good city for a lot builds. The Irondrakes gunline for example.

    I am not 100% on how the Irondrakes combo works, but I know in the past it involved teleporting a bunch of Irondrakes and a Runelord up the table with Soulscream Bridge, so that they can shoot and still get their bonus that turn. There is no reason to do this anymore, since Cities Endless Spells are no longer empowered and you can get +1 to hit very easily in other ways. In Tempest's eye, Irondrakes get +3" movement turn 1. They also get +1 to run rolls and +1 to run on their warscroll. The Ghur mage can now give them +2 more to run reliably. Even on an average run roll of 3, they will move 4"(base)+3"(TE allegiance)+3"(average run roll)+4"(run bonuses)=14" turn 1. And the TE command ability Rapid Redeploy means they still get to shoot. I think Tempest's eye is super good at getting those great infantry units Cities has access to into position.

    You can use the same combo for Greatswords. Give the Ghur mage the arcane tome to turn him into a 2 cast wizard and he can even give them +1 attack from Aura of Glory, as well. And Greatswords with an extra attack just kind of destroy anything they touch. You could even call this a budget combo at 300 for 20 Greatswords and 115 for the mage.

    I have noticed, though, that points are a bit tighter this time around. I used to run three Steam Tanks as a casual list, which was about a third of my budget and usually still allowed me to run whatever I wanted for the rest of my army. Now, I find myself actually having to make decisions, haha.

    The bonus that irondrakes get from not moving is an additional missile attack, not +1 to hit. 

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