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Cerlin

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Posts posted by Cerlin

  1. I got to ask, since I am thinking of expanding into wanderers after my high elves, why dont more people use durthu of other treelord as an ally? With a sister of thorns buff, you get the melee and tanking that the army lacks. Backed up by some heroes and rangers, it would be a solid melee line.

    Maybe I am lucky that I already have a Durthu and Ancient so it seems logical to me.

  2. On 7/30/2018 at 12:08 PM, Lightbox said:

    Ooh that sounds interesting. I might have to add a unit of pistoliers into my warlords army this month. Either that or some greatswords.

     

    How do people feel about freeguild archers? They seem kinda expensive at 100 points ? unfortunately look like they get outclassed by handguns and crossbows.

    The last 2 editions, archers were purely better on the mobility front. Even before the pre game move, they could move full and still be effective. 

    I bought 20 for the ability to zone, which works great against deep strikers and sylvaneth. They paid for themselves. Over time, they have also become my go to filler Order battleline. They are cheap enough, decent objective holders, and good map control. They also punish your opponent for giving you first turn.

    Their rerolling 1s or 2s to hit should also not be underestimated, especially against rend resistant or high save armies. I have watched them destroy Nighthaunt, Zombies, and Clan Rats equally well.

    I will have to give the new crossbows a go, but I assume they play like my Quarrellers. 

     

    • Thanks 1
  3. 2 hours ago, carloff said:

    You roll 2 dices but must choose only one with the highest number.

    Yes but that means 12 + d6 run + 2d6 charge  which is minimum 14 but increased to 30 if you roll well. It is not impossible to close the 24" gap and charge turn one.

  4. I have 5 pistoliers and outriders and I have used them a good amount. Sometimes they are quite bad, but sometimes they win the game for me.

    Pistoliers do a couple things well; shooting lots with rend, doing the same attacks in combat, then being able to run reliably fast while charging with shooting. It took me a long time to figure out how to use the reckless riders ability. I now figured out it is meant to skirt a bigger unit and shoot it then charge the rear.  Bonus points for hitting a 5 wound hero in the back that your opponent thought was safe. The most extreme is a turn one 24 inch move, shoot, charge into a brachwrath that got my opponent to concede.

    Outriders are harder for me. Being they are harder to buff handgunners. They can work similar to pistoliers as stated above, but are worse in melee. I have had best luck with them in the Freeguild Regiment running with demigryph and pistoliers giving each other plus one to hit. Its one heck of a flanking force. 

    I am currently deciding if I want to get 5 more pistols and try a ten man squad.

    • Like 1
  5. 9 hours ago, someone2040 said:

    I'm not going to argue with you any further on this topic as all it's going to do is go back and forth.

    Personally I'm not really sure why they went up 20 points. It feels quite arbitrary, and many TO's rule that you need to state your specialization on your list (In the same manner as chaos marks and equipment). 

    Arguably some of the spells he has access to have gotten better (the damage spells) due to the nerf to Arcane Bolt, but certainly I still feel that the buffing spells are a better call. Maybe there's a case for Fireball.

    The only thing that the Battlemage has going for it IMO is that his spells in general are lower casting value as well as some unbinding synergy with the Luminark. Otherwise the Incantor has a much more interesting spell, auto-unbind once per battle, spirit flask bombs as well as having a far superior statline.

    I am with you there, there is no more to be gained. This can use a rewrite and FAQ clarification.

  6. 3 hours ago, BarrowLord said:

    Question for anyone that might know.  Do Freeguild models from the GW webstore come with round bases or do I need to purchase those separately?

    Hopefully this isn't off topic.  Thanks for the help!

    Sadly the whole list is that way. I do not think anything is on rounds.

    Either a lot of rebasing or squares. I kept squares myself.

    • Thanks 1
  7. 23 hours ago, someone2040 said:

    NormalMoves.png.474029e0f92bb3f9c1998b5d416ec8c9.png

    All 3 types of movement in the game are considered 'moves'. A regular movement is called a Normal Move.

    As the rules are written, because it specifies moves it restricts all 3 types of movement (and potentially any other movement you could do, not that Free Peoples have access to anything like it) regardless of the fact that listing charge a second time is redundant.

     

    For the record, ideally the rule would be errated to be clearer as the wording is definitely questionable in intent. Certainly I agree that the fact they list charges as well does call into question as to what they actually intended for this rule.

     

    But what I'm not arguing about is intent (and certainly I won't pretend to know the designers intent). I'm just arguing, that the rule as it's written is clear in what you can and can't do in your turn - you aren't able to move, and therefore that means normal move, charge move, pile-in move or any other type of move.

    Even according to your example, I only see how the new rules limit 2 of thr 3 movement types. It does not expressly limit combat movement, so how then is it limited?

    The rule you quote states that the 3 kinds of normal moves are differentiated and only 2 of the 3 are Expressly limited. How can you argue the pile in rule is equally limited when not stated as such?

    If all movement types were banned, the rule could just say that, which would include charges, but for me it does not seem to do so.

    If the rule banned all normal moves OR move, charge, and pile in moves it would say so.

    20180722_210600.jpg

  8. On 7/20/2018 at 5:12 AM, pforson said:

    Hello fellow Dwarfs,

    I played Dwarfs in WFB and use them in KoW as well, but I was thinking of basing some on to rounds for AoS. I played a little AoS during the first GH, but used Skaven, so I'm aware of the basic rules, but I'm not up to speed with all the new changes/updates.

    The models I would like to rebase are the following:
    30 Ironbreakers
    10 Irondrakes
    20 Hammerers
    Runelord
    King

    (possibly 20 Longbeards with 2H-Axes, although I'd rather keep those for another game if not completely necessary).
    I also have an unpainted Steam Tank new in box that I could use as an Ally.

    From what I've read in this thread, it would appear that I have a reasonable starting point, although it sounds like I need to buy/paint another 10 Irondrakes.

    The AoS players here rarely play 2000 points, preferring 1000, 1250 or 1500. I believe the tournaments they run are usually 1250 points with 2 battleline units. They play relatively competitively, mainly using the newer factions with battletomes, but aren't hyper competitive. I believe they play on 4x4 tables rather than 6x4 (which might help the Dwarfs, regarding movement).

    My questions:
    Can I make a dispossessed army that can at least hold it's own against the likes of SC, NH, Sylvaneth, Khorne, Seraphon etc at 1250 points?
    Can I do it with the models listed?
    Are dispossessed generally fun to play and to play against? (I enjoy close games with difficult decisions for both players, the winner is unimportant)
    Should I consider painting up a Gyrocopter, Orgun Gun or Cannon as allies?
    Any general suggestions regarding Dispossessed at lower point levels?

    How about this list @1250 (actually 1260, but I'm sure it would be fine):
    Runelord
    King
    30 Ironbreakers
    20 Hammerers
    20 Irondrakes

    Thanks
    Pete

    Also the steam tank you have is a good way to push the army to 1500 points. It gives your army a big center piece to focus on while dwarfs get to the killing.

  9. 20 hours ago, someone2040 said:

    It's not a nerf because it's been this way for at least the last year (It was in the GHB2017 FAQ).

    As it's written, Hold the Line prevents movement during your turn. 

    If you want it changed, what I would suggest is emailing the FAQ team playing dumb asking about it. If they realise it's counter-intuitive and doesn't make a whole lot of sense then they're more likely to errata it (or at least change it if we ever get a battletome).

    Im am still very unsure how you prove your reading. Have any link or screen shot?

    The rules could easily say "any movement on your turn" and instead say "move and charge" which are 2 kinds of movement but not exhaustive.

  10. The dispossessed list always seemed like a good army to bring a bit of everything in. Thunderers and quarellers have some advantages over irondrakes, specifically wounds and board coverage.

    Warriors are some cheap wounds, and great for the cost. Ive mostly ran 20 as a speed bump and they constantly impress me.

  11. 22 hours ago, Jamopower said:

    Does the Hold the line prevent the units from piling in? I somehow remember that it used to be so that "pile in move" and "move"  were different things, but apparently it's not like that any more as the rules specify "move" to be any kind of move and "normal move" to be the one you do on your movement phase. Don't get me wrong, it's much clearer this way, but it does make the command ability a bit worse. 

    In the last edition it was a definitive no. You can pile in, drummer counter charge, and great company charge.

    IT says "they cannot move or charge during YOUR turn." And counter charges and great co charges are in opponents phase. 

    Since pile in is not mentioned, it was played as being accepted.

  12. 17 hours ago, CaptainNippon said:

    Heyho, does any of you own demigryhs and gryph chargers? I'm planning on unsing the latter to convert Demigryph Knights, but I'm not sure how they compare size-wise. The Gryph Chargers look to be slightly bigger, but I'd like to make sure before commiting to a purchase.

     

    Thanks a lot!

    I have both, and the gryph chargers are bigger, say 30% more because of stylized stances. The riders are also bigger. As long as you find lances, halberds, and shields for them, they should work.

    I converted mine to have outrider heads, and they look quite good. Scale fits and everything.

    • Like 1
  13. Id buy battletomes for armies I did not have to build into them. And read lore.

    People also forget that you can play straight points with new players. You do not have to say "oh no battleline with your shiney new KO? No game for you"

    Besides, arkonauts are probably the least sexy part of the kit narrative and aesthetics wise.

    • Like 3
  14. 1 hour ago, SaJeel said:

    All speculation****

    So i'd imagine that the Malign Portents is goingto have a major release for each faction indicated by the heroes, For death it will be Night Haunt with the Herlad of Shroud paving the way for them along with a sweet black coach, Chaos will get full DarkOath release, after Nurgle in Feb of course. Order I'm not sure, it might be Aleves, but i could see them pushing them out as the conclusion to the Event, before them, i could see us getting some updates to Freeguild with a new freeguild hero as per the rumor engine, Destruction i have no clue 

    God I sure hope so.

    More free guild baby.

    Id buy chaos barbarians too.

  15. It seems a little steep. But for a standalone game I can play with my non tabletop game friends? Its worth it.

    If the skaven sculpts are as good as the undead ones, those will both be insta buys for me as well.

    I really hope at least one guy from each box becomes a named hero in the main game.

  16. 32 minutes ago, Barbossal said:

    I feel like this is a pretty solid snub as a Seraphon player since they are saying basically all of the different factions will get cool new powerful abilities!.... Except Seraphon.

    I understand Lorewise that they are on a different plane, but this is the chance to make an exception to that restrictive Stormcast-Only allegiance that Seraphon are stuck with. :(

    Seraphon just got one of the best set of new abilities and two battalions. 

    How can you make an argument for being neglected again?

    • Like 4
  17. 19 minutes ago, Tidings said:

    I would really rather see Aelves, Death or really anything other than more Chaos and SCE. 

    There is a reason that the Kharadon were my first new AoS faction.  None of the others appealled too me. 

    Hopefully expand some old factions or make some new ones that I actually feel like buying.

    • Like 1
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