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Aezeal

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Posts posted by Aezeal

  1. 1 hour ago, Twh30 said:

    Any thoughts and opiiins on this list cheers. 

    Any thoughts on this list ? More of a fluff list idea thinking that the stormcasts while cleaning stumbled across allerialle who takes them under her control, to use them to rid her of her enemies.

    IMG_0948.PNG

     

    Haven't played stormcast and haven't even played against the ballista or lord ordinator or knight incantor yet so hard to command on this list

  2. 6 hours ago, adreal said:

    @Aezeal so the plan for the lord arcanium was to cast the pendulum first turn, right after we turned up, the t.o. said that mailign sorcery wont be used (which is fine, less i have to buy), so reqlly i just used his ride the winds ability to make sure my opponent knew i could take his objective. But due to the tournie ruleing, ill drop him for more glade guard.

     

    The wayfinder battalion is really good for a alpha strike, which is how i like to play, so ill probably keep using it, but i would say, it gives us a handy shooting trick that can mess up a meta, but wont put us anywhere near top tier.

     

    Wanderers are a fun army, with some cool tricks, but if its your only army, locally you will get countered hard (after a couple of games)

    I meant the waystrider hero, sorry.

  3. I'm going to try sylvaneth first but I guess I might try a pathfinder army after that, My only fear is that an opponent who know what he's doing will just spread his army out very far so there is nowhere usefull to teleport too.

    It's a shame we can't use the batallion ability in the turn we enter the table though.

     

    Adreal: I was wondering how you rated the wayfinder and the arcanum (the rest of the army is mandatory so no need to ask about them). Will you use the wayfinder next time or just fit another waywatcher in? And the lord arcanum what did it bring that you liked, or will there be yet another waywatcher and maybe some more troops or endless spells? I can see another mage being usefull but and with endless spells another spellweaver might not be completely useless.. though maybe another mage might be a better idea (to bad branchwraiths need wyld woods for summoning else they'd be an autoinclude (well they'd be auto include in every possible army then I'd guess).

  4. 2 hours ago, Frozenbeast said:

     

    Also your opponent did not deploy very well right? I mean for your sisters and the GG to be in range it means he deployed basically on the 24" line without keeping in consideration that artillery normally shoot further away then some archers. 

    Still, good job man. How did the new rules seem to you? Did you find it harder to play? 

    Maybe he realm wanderered next to them? Though it seems odd he didn't mass charge him then in his own turn.

  5. 13 hours ago, Ching Wing said:

    Right now I’m thinking of running

    TLA 

    alarielle 

    bwych 

    2 bwraith 

    30 dryads 

    2x5 rev 

    1x3 Hunter sycthes 

    household

    gnarlroot 

    But I think I want to trade out second bwraith and dropping to 20 dryads for a loremaster though, just to give alarielle just an extra punch. And I’m not sold on having two bwraith even if it’s one extra cast. 

    What do y’all think?

     

    If you look at my list.. you'll see I'm all in favor of dropping the 2nd wraith.

  6. 33 minutes ago, Darkundo said:

    Even if this means to allow the opponents to charge us on his first turn? 

    Well that would depend (on the battleplan, units involved etc etc)... if it prevents him from taking turn 1 VP's then it can be worth it. Or if it's a unit of dryads that gets in cover and can stand a beating, or a TLA with oaken armor and gnarled warrior...

    • Like 1
  7. 7 hours ago, JackStreicher said:

    Speaking of the Black Dragon: Has anyone had any luck finding a good alternate model? I haven‘t found one I like so far :/

    Carmine dragon is a good alternate for EVERY dragon since it's just an AWESOME dragon model. ..

  8. 6 hours ago, TheKingInYellow said:

    Oh, I thought that if they weren't in the current GHB that you couldn't use them in Matched Play.  That's helpful then.

    The warscrolls are pretty terrible though. Waywatchers are the only exception. The hero... have no command abilities.... lots of other stuff is overpriced. The hounds are expensive dryads with less abilities but a min unit size of 1 that can possibly be slightly useable. The lords on eagle and stag have lots of wounds for their value and decent movement ofc and are certainly worth it and  I guess that the sisters of twilight might be somewhat useable ... but for all these models the problem is there isn't a real army to use them so while some models could be useable.... it would only be the case if they could be included as an ally choice in any army.

  9. 6 hours ago, Ching Wing said:

    You can still run him but you still definitely gotta take alarielle as well haha which would mean giving up battalions for points . If you want the battalions then no durthu I think.

    alarielle is beast mode tho so you won’t regret having her :)

    I honestly wouldn’t take so many endless spells they can back fire on you as well as get dispelled pretty easily since dispel range got buffed so much. 

    I might consider taking one of the three you have there and taking that unit of 20 dryads to 30 that would put you at 1980 you can buy a 20 point endless if you want with that and have more bodies on the field.

    I see your points.. but I have actually thought about it before going this way and came to other conclusions. I'd be happy to discuss this.

    The first important point is that I can cast 9 spells each turn. 2017 I played gnarlroot too, but without a wraith ofc and then I noticed  that I OFTEN couldn't even cast myh 7 spells since stuff would be out fo range.. no targets for healing etc etc. Also I noticed that not having a damage spell on every caster can be annoying if he's just in range of a nice target that need 1-2 MW to be removed.  Especially since shield and bolt are completely nerved it's nice to have enough spells to fill the magic phase with. I think that without the endless spells it might even be difficult to make gnarlroot worth it (which is part of the reason I stopped using it last year).

    On casting all spells can ofcourse be dispelled but not all armies will have 9 dispells. The endless spells aren't necessarily the best spells I can cast (looking at summoning dryads, Alarielles damage spell and in some instances the reaping, summoning a forest or the native spell of the wych which can  be great spells for our army) so if they dispell them I can cast other stuff. 

    Once the endless spells are in play the pendulum will move one way and can be avoided (and if it seems to be going nowhere it could be dispelled and recast even) The geminids do damage and can stack -1 to hit which can be some what synergetic if needed. If an opponent dispells an endless spell in play then he has a cast less which is not a bad thing.

    • Like 1
  10. Allegiance: Sylvaneth - Mortal Realm: Ghyran

    LEADERS

    Alarielle the Everqueen (600) - Deepwood Spell : Regrowth

    Treelord Ancient (300) - Artefact : The Oaken Armour - Deepwood Spell : Regrowth

    Branchwych (80) - Artefact : The Silverwood Circlet - Deepwood Spell : The Reaping

    Branchwraith (80) - Artefact : Ranu's Lamentiri - Deepwood Spell : Verdant Blessing

    UNITS

    5 x Tree-Revenants (80)

    20 x Dryads (200)

    3 x Kurnoth Hunters (200) -Scythes/Swords 

    10 x Dryads (100)

    BATTALIONS

    Household (100)

    Gnarlroot Wargrove (130)

    ENDLESS SPELLS

    Balewind Vortex (40)

    Geminids of Uhl-Gysh (40)

    Aethervoid Pendulum (40)

    TOTAL: 1990/2000 EXTRA COMMAND POINTS: 2 WOUNDS: 88 LEADERS: 4/6 BATTLELINES: 3 (3+) BEHEMOTHS: 2/4 ARTILLERY: 0/4 ARTEFACTS: 3/3 ALLIES: 0/400

    So I think I'll take this my next game. Endless spells and artefacts are up for debate... anyone see any improvements in that department?

  11. 14 hours ago, Atreyu said:

    Had my second 1000P game yesterday against Nighthaunt and got tabled. I have no idea what i can do against Lady Olynder, all the mortal wounds in general...

     

    I'd say... MW her back with gnarlroot? I also say she's... pretty low on points for her abilities... 

  12. 1 hour ago, Nico said:

    It’s ambiguous as to whether you exclusively measure from the Kurnoths or whether you can opt to measure from them at the point of measuring (and still measure from general or any other Kurnoths as you like) - which covers a bigger area. I prefer the latter.

    I prefer the latter too but.....It says instead right? That means either from hero or  -A-  (literally wording in faq so not from several at the same time) unit of hunters. Which is why it is a lot more restrictive.

    • Like 1
  13. 21 minutes ago, Gwill_of_the_Woods said:

    @Aezeal, I completely agree wit your last few posts.

    We simply don't have enough hitting power to capture objectives, but I was able to defend mine lie a boss.

    I played my first game of AoS 2.0, I used the Waystone pathfinder list.

    • Waystone pathfinder battalion
    • Waywatcher - General/ masterful hunter
    • Nomad Prince - Starcaster longbow
    • Spell Weaver - viridescent shawl
    • 2x Waywatchers
    • 2x10 Glade Guard
    • 1x20 Eternal Guard
    • 1x5 Sisters of the Thorn
    • 1x10 Wild Riders (defintely not what they were in 8th)
    • 1x10 Sisters of the Watch
    • 1x3 Kurnoth Hunters(w/greatswords) 
    • 1x Quicksilver swords (Endless spell) ...this was amazing!!!

    I really liked the list, but unfortunately I didn't really have the opportunity to use th bonus shooting due to the board set-up etc.

    Definitely wouldn't take 10 Wild riders again, but overall enjoyed.

    Addendum: also I really REALLY felt the difference not having our usual realm wanderer allegaince ability.

    I honestly didn't think it was broken before, it just allowed us to actually flee somewhere. Maybe the hidden paths trait was too exploitable, but that's something that they could have amended specifically.

     

    I'll bet your MVP where the Hunters..... 

    • Haha 1
  14. 19 minutes ago, Graftonianman said:

    The biggest change to wanderers in AOS 2 is the allegiance ability applying to 1 unit only. This makes Wanderers good if you take the battalion. They are not a “tier 1” army, but are totally outclassed only by a couple builds; they provide a skilled player with an enjoyable game every time.

    Holding the waywatchers as reserves forces the opponent to make a choice: spread out over the board to limit reserve deployment or not. Either way, you can focus on only one part of the enemy’s army for most of the game.

    Cavalry are super fast and can roadblock key enemy units. I just had 5 wild riders hold up a steam tank for 3 turns! And eternal gaurd with locked shields in cover are really hard to kill. Stash 10 on objectives and the opponent will have to invest a lot to claim those objectives. 

    Meanwhile, a defensively buffed unit of wildwood rangers can eat through just about anything. They are an elite melee unit that teleports. But save your command points for a big block’s battleshock or a unlucky charge roll. 

    Wanderers don’t have mortal wound output nor something big but an allied Drycha fits this roll. Bubble wrap her with some EG and set her loose!

    When criticizing point costs, don’t forget the big picture.

    The big picture is that we can defend out own objectives but cannot really take objectives the opponent holds very well. Yes the cavalry is fast.. but your story about the steamtank is anecdotal... most big stuff would chew them up in a single turn (and big stuff in this regard is almost anything that is bigger than a unit of 20 goblins)

  15. 21 minutes ago, Origin said:

    @Aezeal Yeah it's pretty disappointing. Both of my pre GHB18 builds, waystone and not, got more expensive and substantially worse. And a 20 point discount on SoTW doesn't make up for it.

    I still think they can play well but I really don't understand why they got hit with the nerf bat. 

    I acutally think WW is not overpriced, and EG is nicely priced now.. but WWR, WR, SoTT, SotW and probably even GG are still 10 points too expensive. (yes everyone is always happy with the GG.. but for just a single volley of rend 3.... everyone - see above - talks about deleting units with them... but that isn't REALLY what happens… unless you target a very small unit :D). I don't have my books with me but I'm betting waystone is overpriced too... especially considering the annoying requirements it has. And we just LACK stuff... like something big (I'll admit we have good ally options) and elite melee... now I COULD look pass that.. I mean I want this army to be shooty.. and I've played them with only shooting models several times :D   But then we should really be the TOP in shooting to make up for the things we don't have... and basicly we aren't even top in shooting (not bad... just not top) except for the fact that we are almost FORCED to take tons of shooters so we make up what we lack in quality in quantity.

  16. Hey I hadn't noticed the new Hunters change on envoys of the everqueen: no more armywide reroll 1's? now it's measuring from the Hunters INSTEAD of from the hero.... And what are you allowed to do if you have 2 hunter units and a (one of our 2) AoE ability?

  17. On ‎7‎/‎7‎/‎2018 at 12:50 AM, Origin said:

    This is why I run 60—90 glade guard. Just nuke the 2-3 key enemy units. 

    Even with the discounts, I still do not see SotW or WWR as being viable choices. Despite the points increase and movement nerf GG and waywatchers are still our best option.

    Now if SotW had rend it would be a different story... 

    I agree... and I'll just say it... I just don't think wanderers are even slightly competitive. The point reductions are not enough for us... I mean my sylvaneth got more points reductions and they already where more competitive and didn't suffer from getting the army abilities gutted. Last year I started with Sylvaneth and when I had a few games I tried wanderers... I'm not even sure I'd switch to wanderers this year... it's just a bit to masochistic.. I like winning.. but I generally think I don't mind loosing that much... but I lost all games with them and only against other terrible armies I got even close to being equal.

    • Like 1
  18. Hey just asking in here since I might just have missed it (I've been looking in the malign sorcery book a bit uncooridinatly) and making a whole topic about it just to hear I've not read stuff well enough isn't all that: How does moving endless spells work. Some have rather large bases and a limited amount of movement. What happens if you can't clear a unit? (I see that usually you could wheel a bit just to pass over it minimally so you'd have to stop in front of them). But how does it work with the pendulum that cannot wheel.. if there is no room he just has to stand infront of his target? (also the pendulum seems rather easy to avoid once cast ... certainly for the caster but also for the enemy in the 2nd turn - luckily gnarlroot wiill allow us to dispell it and then recast :D)

  19. 45 minutes ago, scrubyandwells said:

    Yeah I'd highly recommend at least x3 Swords. Just fair warning: Once you play with x3, you're going to want at least x3 more. :)

    Currently I'd make them 6 scythes, 3 swords and 3 bows too. Swords have their uses and in heavy magic lists (endless spells) you can deal with heavy armor by inflicting MW.

    • Thanks 1
  20. 2 hours ago, Graftonianman said:

    You’re getting into gameplay tactics. Of course they are a target. So are GG before their nuclear strike. That’s not an excuse to avoid bringing them. “...it’s how you use it!” :)

    GG are MUCH less of a target, especially if you think their only value is in that single attack.. it's still only 30 dice... this are 61 dice at better hit and wound rolls that will hit in the enemies combat phase too.  But maybe the WWR are acceptable as all purpose killers at their current price point.. we'll have to see.. their armor save just makes the rather vulnerable considering the target they have on their back. But they will certainly be worth their points when put against  monsters.

  21. 3 hours ago, Graftonianman said:

    Wild wood rangers are under appreciated. They have a 2” reach on a small base!Used correctly, they do lots of damage because it is really easy to get all models in combat. A unit of 30 means a realistically achieved 61 attacks. I always take a block of 30. They lose effectiveness in smaller amounts; 10 is pointless. 

    Balance is critical in any AOS army and WWR are a great combat unit. They are compatible with wanderer tricks, so they are more versatile than allies. Alternatively, you could take an allied combat unit, but this potentially limits your game tactics. However, Thralls with a scyrer works really well.

     

    And someone mentioned shooting out of combat for the nomad battalion volley thing. I disagree that it lets you ignore the combat restriction. That’s how I interpret it and play my games like that. I always err to the opponents advantage on vague rules. 

    No self respecting opponent will let them reach their lines intact. There is literally no reason for them to target anything else if you have such a unit on the table.

  22. 6 hours ago, Frozenbeast said:

    Well, me too. The thing is that, considering the point reduction to wwr and SotW I see the army shifted a lot more toward CC and without the GG as they are not consistent (if ee take in consideration thatwe cannot  keep them safe anymore thanks to the changes to Realm Wanderers. 

    Do you really think they are still too expensive for a 2" 2a 3+ 3+ - 1 with high bravery? 

    Leaving the WR behing the rest of my army. Physically behind not behind as in to be able to deploy the with the battalion ability. SCE can be kept "in the storm" and deep stiked 9" away from enemy units. So because I did not want this to happen behind my lines (and the deployment for this battle plan is basically siagonal), I deployed my WR basicalli in the corner, so bwhind all my other units, to avoid this to happen. 

    Is it clearer? ?

    Yes they are too expensive for those stats... they are better but still a niche unit that needs to be put against monsters. General damage output should come from somewhere else I'd say.

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