Jump to content

Thostos

Members
  • Posts

    275
  • Joined

  • Last visited

Posts posted by Thostos

  1.   Awesome to see all the free updates!

      Wondering about Varanscribe though...anyone know if its due for an update or are they just letting it die.

     Also what about the Underworlds warbands?.

     

  2. Sorry if this has been asked here already but I have a question on the new "Vanishing Phantasm`s" rule.Do the 3 units that are placed into ambush count toward the Core rules reserve limit of no more than half your total units?

    The reason I ask is that the Stormcast Scions of the Storm rules specifies that their reserve units from that ability do count toward the Core reserve limit and this Nighthaunt rule does not.

     

  3.  I was chatting with some AoS/40k Players in my group and it seems many are interested in trying out Warcry,myself I played it since release but not since Covid hit.I do have the 2021 tomb along with all the other books but was checking the GW Web store and it appears that the four main alliance books are no longer available along with all of the main faction card sets.Battlescribe has stats yet no keyword info and Varanscribe is just for points and campaign tracking(that doesnt appear to be working though).
     I could probably get another 6 or so players into the game straight away if the alliance books were available...also I see they are doing event packs again and I would most certainly grab one of those when it comes out later this year but it seems rather odd that as it stands now,from what im seeing on the web store,there really is not a way for a new player to get into the game at all.

     

     

  4. Ive ran the Nagash/VLOZG combo to good effect in 1.0 and 2.0...always a fun combo.Though now I think with the new hero options there are more efficient choices.,

     I have a charity event coming up in the fall and am thinking of running the following--

     Vrykos Dynasty

     Nagash-gen

    Vengorian Lord-gen

     

    Radukar-gen

          yeah all three generals so I guess I would be giving up a secondary or even a grand strat much more easily but whatever.

    30 Skeletons

    10 Skeletons

    10 Skeletons

     I like the Vrykos dynasty as I think it would help my skellie spam more than what Legion of Blood does due to the +1 to wound they would get..of course I would need to have my hero`s spread out for that.But really the skellies are just there for bodies with the real focus on the hero's as I think between Radukar and the Vengori they are much more value than my old choice of VLOZG.The extra wolves from Radukar are huge,they both can dish out the pain.With Nagash and his spell count turning Radukar into a moster should be no problem when needed and this would give me 3 monsters which at least two are pretty much a must have in any list now.Anyhow the nice part about this is I only really need to build and paint the Vengorian Lord and Rudakar.

     

    • Like 1
  5. So...it seems that having monsters in a list is now almost a must with the new edition and all the bonus VPs monsters can bring in.
     Would love to use my Templar but at 420 pts its still lacking a bit in the return on investment part.Was contemplating the Turalon,the model is awesome and it does bring in a wizard with 2 casts and a bit of synergy with shooting units having the 'now juicy" rr hit rolls of 1.Not sure if its worth the 300 pts but being a fast flying monster that will take some concentrated effort to take down with its 3+ save and access to all out defence..and its command ability can increase its run by 2 even making it have outstanding reach for an objective steal or redeploy.Its overall damage output is of cours a bit lacking but there are some artifacts that can boost that as well.

     

  6.  

     

      List im going with to start the new editions matched play games with.Sticking with Zilfin as its been my chosen paint scheme since the armies release.Just need to finish painting 8 of the Thunder`s and the Gunboat.Trying Gotrek instead of a dual IC build I wont have the overall mobility that comes with the extra IC but hope to keep the wild stunty midfield in games pushing the opponents army around,keeping them off their game plan.Plus I think Gotrek is a good counter to Mega`s.

     

     Endrinmaster with Suit/Great Tinkerer/Staff--General

    Admiral

    Gotrek
     

     Arkanaut Co x10

     Arkanaut Co x10

    Endrinriggersx3

    Gunhauler with cannon and Torpedo

    Ironclad with Cannon and Last Word

    All in Battle Regiment for single drop

     

  7. Been waiting for this since the AoS release.They did a superb job with 40k Crusade and now its finally here for AoS.
    Our group starts up in July with Vanguard or Warband armies.

     We tried the old PTG system a couple times over the past few years but it just wasnt balanced between factions that well at all.Started out fun but didnt take long for someones army to get uber strong.

      

  8. 17 hours ago, scrubyandwells said:

    Many of us have dreamed of this day... :)

    Vanguard Auxiliary Chamber (130)
    - Lord Aquilor (170)
    - Knight Azyros (100)
    - Knight Venator (110)
    - Knight Venator (110)
    Vanguard Angelos Conclave (150)
    - Vanguard Hunters (100)
    - Vanguard Hunters (100)
    - Vanguard Hunters (100)
    - Vanguard Palladors (170)
    Vanguard Justicar Conclave (120)
    - Vanguard Longstrikes (170)
    - Vanguard Longstrikes (170)
    - Vanguard Longstrikes (170)
    - Aetherwings (40)
    - Aetherwings (40)
    - Aetherwings (40)

    1990/2000 | 1 drop | 3CP | Anvils

    Been playing this since the start of 2nd edition,,though you have to use Hurricanes instead of Longstrikes and I use a Knight Zephros instead of an extra Venator.I only played 3 games with it in my group but won all 3,,rather easily even.Retired the army at the time though since Moonclan came out and I switched to them.The thing is,,once players know to shoot the Aetherwings off as soon as they can,,the army gets picked off pretty easily..also getting double turned is a deathnell,,you just dont have the wounds to deal with that.However single drop allows you to make your opponent go first so that helps alot,,just start with your onboard stuff hiding on board edges and out of sight if they have shooting.
     I know most prefer the Longstrikes,but im here to say that Hurricanes with 10 shots per model, and rr 1s to hit,wreck most anything you point them at..as long as there is at least one bird alive,you usually can cockblock a charge on them too,,then use the Auquilor to port them to safety when ya can.

     Its a very fragile build and rather nailbiting to play with,but now that it looks like I have around 110 pts to play with,ill probably throw it down in the near future.

     

    • Like 1
  9. The Dreads base isn't quite big enough to hold an entire objective cap zone.so getting swarmed is still a problem.

     Would have been really nice if they gave Seraphon the same rules that the Mawtribes monsters got...

  10. 6 hours ago, Dankboss said:

    I can't wait to see some awful conversions.

    On another note, I think the one big thing that will make the Dread Saurian a genuine take now is the ability to make it fly. That's the biggest deal here. 37 wounds at -1 damage and a spell for +1 save, combined with a solid profile will make this a viable choice. Compare it to say 12 ogre gluttons for 400/ 48 wounds at 5+ and the durability is easily similar if not higher if you're fighting lots of 2+ damage. At 510 I think it's one of the very few massive monsters that has the durability to be worth it. I don't think there's ever been a unit that's had its wounds doubled+ like that before.

    The spell immunity is also quite a big deal, as combined with the Seraphon's grip over magic, it will be a ****** to take out at range, too. I want to see people powerslide that base into the entire enemy army.

     I will certainly be running a list for mine,,though the base is so huge now,im not sure I would be looking to give it much in any way of movement buffs as it will likely have problems finding a good place to land/go.I would more be looking to camp it on an objective(or in cap range of course) were I know a fight will be taking place then buff/heal it.

  11. 5 hours ago, Frowny said:

    I magnetized it to do either option. Took more work than I'd thought.

    That being said, the gyro is way way way better. The steam cannons will obliterate hordes of you get 3 in very close, which is great. The bombing run is a bit finicky to set up but still useful, especially for little heroes. However, the copters already have one set anyway. Bombers need to drop twice to have any chance of edging out the copters, but to drop them you often End up pretty close to the target and take casualties on the next turn anyway.

    For their slightly different prices and wounds, they are about the same survivability. The extra 2inch move on the copters is nice too and makes setting up the bombs easier

     I prefer Bombers all the way,,extra wound per model and once ya get the hang of using the bomb drops,they can deal impressive mortal wound damage and even some decent damage from their guns now and then.Mainly...try and set up bombing runs on the flanks of larger enemy formations that are locked in combat with your large or tanking units,Fly over,bomb then land just out of enemy pile in shenanigans and shoot rinse and repeat if possible,.or if you need to,retreat along with a run, and bomb as you do so,making your way further into your opponents backfield of course.Then spend a turn or two pooping all over his casters or artillery.



     

    • Like 1
  12. 7 hours ago, Baron Wastelands said:

     

    Oops, I didn’t read your question properly. I meant that yes they can disembark after a fly high, as well as after a normal move. But since garrisoning models counts as a normal move for them, and “ungarrisoning” models counts as a normal move as well, I don’t think you can get in and out of a ship in the same turn, even with iron sky assault.

    Yeah,that makes sense...it would be allowing them to make "normal moves" twice in one turn.
     The main advantage of this ability though,,is to port near an objective and be able to actually drop models into the cap range,so still very good I think.

     

  13. 2 hours ago, Bayul said:

    Someone posted this on Facebook today:

    87065697_3539828499421853_43644821405496

    I don't know the abilities yet, but the Evocators seem decent for their cost.

    Again..in comparison to most other warbands,,SCE are way undercosted.
    4 str 5 attacks 2/4 with 20 wounds for 180.Toughness 5 and 6 warband wide....its filthy.

     

  14.  Im 3 games in and undefeated so far:)

     Yes the "Fight for Profit" triple is total money for this warband,,plant your leader near an objective and blast away with whoever you can!,,stock thunderers are good to keep in range,though ive wrecked with the fumigator and the Aethermatic saw is a face remover with all the extra attacks.Stock Arkenauts are good,though I like run one with the skypike,that 2" range can keep him protected from combat at times.Riggers are a must for the warband,,im sticking with the Mizzenmaster even though hes 265 pts..hes fast enough to get out of trouble and at 26 wounds is likely to get a chance to escape if needed.

      Overall I really like this warband,the mobilitie and shooting really makes for some varied gameplay tactics.

     

  15. 1 hour ago, Sttufe said:

    Probably not, it does say specifically on the warscroll that you can't "use any spells or abilities on this model that would allow you to set it up again after the battle has begun". Now this might not include as technically it's not set up, it's inside the ship, but still, I don't see it happening. On the how would that help? He would be the ultimate gunhauler deepstrike, supported by a frigate or two, and he would simply wreak havoc on enemy lines. Honestly, you don't even have to buff him, just drop him and use him as a distraction carnifex or just let him maul the lines, it doesn't matter which, he would just be a great alpha strike. (Oh god the havoc of an endrinmaster and an admiral and gotrek all hitting at the time.)

    Yeah I would assume that if he was onboard a boat(having the marine keyword of course) that boat would not be able to flyhigh.I  personally would love to have him in an Ironclad..float around the board and delete units as ya go lol.

     

  16. 4 hours ago, cofaxest said:

    I can't find any reasons why not. 

    Should work..Fly high is indeed "instead of a normal move"..so if you are allowed to make a "normal move" out of phase then Flying High should work for that phase as well.

     There of course would be issue with taking balloon units along for the ride since it states "one unit"

     

     

     

    • Thanks 1
  17.  Yeah,the army is still just for funzies…

     That being the case and now we know nothing will really change.I think ill be building a force with a ground contingent led by Gotrek and a 20 block of Arkanauts then throw in a Frigate and some gunboats and Thunderers along with the balloon boss and see what I can do with that.

     

  18. 3 hours ago, Groomy said:

    We will take it all in our hands and just divide new warbands into 4 GA and cross reference them with old mercs so that we can use them all, right?

    It will be weird not to take MM SCE mercs into SCE2 warband lol

    Yeah,,thats what my group is going to do until GW makes it official.

     

  19. 38 minutes ago, Groomy said:

    Why not?

    None of the new warbands in this current release have their runemarks on the allies matrix in the monsters and mercenaries book.GW really needs to get it together on Warcry,,its a great game but just doesn't seem to be getting  a lot of support.

     

    • Thanks 1
  20.  So we have the new warbands finally coming out,yet were do I find the allowed mercenaries for them?

    Im trying to get a tournament going in my area and for matched play warbands,they can include one merc,,which is fine for the original warbands that have the chart in the monsters and mercs book,,but were do the new ones fit in?

     

     I suppose I could allow players to choose one based off the AoS armies they come from but would prefer to have an official word on this.

     

  21. 19 minutes ago, Ser_namron said:

    Ive said it before in this thread, but the Gyrocopter is amazing for our army. Ive had so many lists with 70-80 points left over and the options are limited. The copter gives us a MUCH needed horde killer with the steam gun ( models within 8" 3/4-1/1 ). Also has 16" move so it can actually keep up with our army. Makes a great cheap screen unit. Plus, its a flippin' ship boyz, thats flavor town.  Ive been thinking about a unit of 3 to just melt screens turn 1 while i play defensively with the rest of the army using them as a charge screen  for my main ships and shooting that are behind them at 12" range for the weapons. 

    Indeed!..im set on using a unit of 3 bombers.For 200 pts you get 15 wounds behind a 4+,pretty decent shooting at 20" range and the fly over bombing is a serious threat at a  fair chance of 3d3 morts..this of course can be done while running and or retreating.

     

    • Like 1
×
×
  • Create New...