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Requizen

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Everything posted by Requizen

  1. Well the bodies are all the same, so you can build them all without arms and call it a day. At least one Banner and Drum per 10 as well, regardless of weapon type.
  2. Anvilstrike is our Blue deck. "Can I have my big monster?" No "Can I have my little buffing Hero?" No "Can I make a charge move?" No
  3. Hammerhall CA is better than Anvils for Evos, since it happens in the Combat phase. But shooting is pretty good
  4. Ethereal ignores modifications to armor rolls in either direction, so Nighthaunt never get +1 from Cover.
  5. There are some facebook posts with Cities info, don't have em in front of me. It also adds 3" to Artillery range, so half distance is now 21" (24" with movement), more than enough to cover a huge portion of the board.
  6. I'm considering getting Cities of Sigmar and just renaming it "Stormcast And Friends" So Greywater Fastness allows you to take an extra Artillery piece and give all artillery extra range. 5 Ballistas + Ordinator + Hurricanum is expensive but extremely hilarious and should pepper most things off the board with little to no issue. Can't wait to see the rest of the book
  7. Mighty Destroyers is still in, so with a command point and a couple Endless Spells, you can ding your unit but gain a good amount of movement. A Gore-Grunta unit moving 12+Xd6" or Mawkrusha moving 14+Xd6" is a fine trade off for taking ping damage from some of the lesser endless spells like Burning Skull or Gnashing Jaws.
  8. Additionally, Rogue Idol seems to have gained Orruk, Bonesplitterz, and Ironjawz keywords, making it a very lucrative piece to take now!
  9. Ugh can't watch at work, need someone to compile the info
  10. There's plenty of counter factions though? Hard shooting with interception (Anvilstrike, certain Free Peoples builds) are counters to things like Khorne or Ironjawz that have no choice but to run straight into melee. Deep Strike Alpha armies are counters to armies that are squishy and positional dependent, such as many IDK builds. Etc. This is healthy for a game with lots of moving parts and options. If you are playing Nurgle and your only plan is "survive with Disgustingly Resilient", then you will be hard countered by this. But if you design your Nurgle list in such a way that you have redundant options that don't rely on DR - such as Plague Monk blobs, or blasting out lots of -hit options - it will only counter part of your strategy. Also lol this doesn't "counter" Nighthaunt. There's literally 1 unit with Rend in Bonesplitterz, Big Stabbas. (Not counting Heroes, who are only ok at killing). Shootas will reduce Nighthaunt Etheral saves by... nothing.
  11. We've seen one part of the rule. The general style for selecting a specific Subfaction in newer books is: Gains an army wide ability, gains a specific Artifact and Command Trait, gains a specific (and usually powerful) Command Ability. Don't freak out until we've seen the whole thing. And the ability is extremely meta dependent. It completely craps on Fyreslayers, Nurgle, DoK, some Artifacts and Spells, certain Skaven builds, and dings Death a fair amount. Not to mention other Bonesplitterz. If your meta has peoeple running 20 Hearthguard Berzerkers with their 4++ and bodyguard save, well, you just scared the pants off them. Or an AGKoTG expecting to have Unholy Vitality and a Death save to keep them healthy (extra because Bonesplitterz have more anti-monster options). It's a good ability, but situational. Let's see what else Drakkfoot get.
  12. It's worth noting that there's not much Rend in Bonesplitterz (currently) other than Big Stabbas. The things that Drakkfoot will keep in check is currently Fyreslayers and Skaven Verminlords. Nurgle is scared of them, but they aren't huge in the meta currently, and this only lessens their presence... if Drakkfoot Bonesplitterz become a serious thing. It also has a bit of a sobering effect on Death, though they still have plenty of return options. It definitely gives AGKoTGs pause since they can't use Unholy Vitality, and Splitterz are already good at killing monsters, as well.
  13. Heroes also have Rend, for what that's worth. I can see some units getting Rend-1, like Maniaks at the minimum.
  14. I overall agree, except for perhaps Supremacy. Being a large model count and fast warband (as well as the one Ungor able to teleport to an edge-hex-Objective), it seems obvious for them (alongside their faction 3 objective Surge), but with minimal faction pushes and no way to multimove nor rez, I can see Supremacy being quite unreliable once the opponent starts planning around it. I think it's a reasonable pick, but I'll personally be playing around with it to see if it's worth. Reavers were a high-skill warband, I would argue. While their surface level strats were easy, to actually play them to a win you needed to build around it a bit. One could argue that Thorns were also fairly high skill, but they also had really powerful tricks that weren't too hard to pull off. I would agree, though, that Despoilers are by far the least intuitive warband from a starter set.
  15. Gorkamorka, I didn't think about that. Her ability is "negate any wounds past 3 per turn". So... just shoot her LOL.
  16. Missed that, then. That seems pretty inconsistent.
  17. They always said they would still be playable. The intent is that models never rotate. I doubt they get printed with new Universals, as the card count for Beastgrave is about the same as the previous sets. I imagine they get a separate release with just their Faction cards, or their Faction cards become available separately, as you can already buy the models by themselves.
  18. There were some cards from season 1 that were duplicated in Season 2. Basic cards like Hold Objective 1, Confusion, Great Strength, etc. These were only in the Core Set, however, all Universals that came with Warbands were unique. Season 1 Universals are rotating out of Championship play, which is the "official" competitive mode. There are still modes of play for using Season 1 cards, but they will not be as popular, likely. However, Season 1 Warbands will still be playable, so if you want to play as Skaven, Skeletons, Fyreslayers, etc, you can purchase those and still use the fighters and their Faction-specific cards. This is personal preference, however, as there are (as of writing this) no Warbands that are OP, and you should play to your preference more than anything.
  19. Special edition characters won't be getting points. There are no points for Errant-Questor, which is Warhammer World Exclusive either. Similarly in 40k, anniversary and special edition Space Marines don't get points (or their points are moved to Legacy).
  20. 2 years is a pretty long amount of time. I'm already tired of Shadespire cards and want something fresh. Obviously they want to make money. Nobody sane thinks any company is going to altruistically make their game sell at a loss or support something that doesn't make money. So yeah, the rotation gets them paid. But, it also is healthy for the meta, so it's a win/win in my book.
  21. I think any are fine, as Corvus Cabal doesn't really have many weaknesses that need to be shored up. Ranged would be nice, buffs would be nice, but unlike some Warbands, we're not severely lacking anything in particular.
  22. https://www.warhammer-community.com/2019/09/18/warband-focus-skaeths-wild-huntgw-homepage-post-2/ Their fighter cards are surprisingly powerful, not what I was expecting at all.
  23. Wondering that myself. 6 models of course encourages at least some sort of objective play, as does Despoilers, which is extremely powerful. However, they don't have multi-move capabilities like Ghosts, Gitz, or Guard, and only one multi push ploy, so they can't swarm as effectively. For combat, Draknar is very solid, even uninspired. Fellhoof is alright, and Murghoth is reasonable once inspired, but overall they are a pretty damage low faction. However, with some ranged poke and good speed, they might end up being a faction that racks up glory and then runs a lot of damage/weapon upgrades to move in for the kill. They do remind me a bit of Eyes, but with more fighters overall and different tricks. I think they're closer to Godsworn Hunt, but I need some games under my belt.
  24. Sadly, the Prime can't handle protracted combat with anything
  25. https://www.warhammer-community.com/2019/09/17/warband-focus-grashraks-despoilersgw-homepage-post-2/ Beasts of Chaos in Underworlds! Or, Brayherd, at least. I'm very excited for this warband, I tend to prefer warbands with good tricks and flexibility, and here we seem to have that in spades. The Faction cards in particular are extremely solid, which I think makes up for the overall mediocre stats. What are your thoughts? Will you be playing these guys or the Kurnothi?
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