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Thalandor

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Everything posted by Thalandor

  1. I've tried an Eldritch Council Hallowheart. The problem is, that you got no way of making the first charge as you have no movement increasing abilities and no good screening units except for the frostheart. Everything else will get destroyed by any fast melee army out there.
  2. I've got a rule question regarding the army allegiance of Freecity armies. Cancon 2019 saw several Freecity armies, some of them did pretty good. I noticed that some of them ran Order Allegiance, some of them used a subfaction (i.e. Scourge Privateers in an Anvilguard list) and other players were using a armylist(Swifthawk Agents) which would have been 100% eligible for a freecity allegiance (for example Tempest Eye) but didn't opt for it . I was under the impression, that you were forced to use the Order Allegiance in conjunction with a freecity, but in the example above the Black Ark Corsairs were clearly ruled as battleline due to the army having Scourge Privateer allegiance. Could someone please clear this up for me?
  3. I'm not sure. I'm quite fond of Eternal Guards as they are super cheap and battleline. I need one unit to hold the centre and delay any attempts to push into my deployment zone, and a second unit to protect the Realm Wanderer units (most of the time SotW and Waywatcher). Maybe drop both EG units from the battalion and take one unit of 20 in addition to the battalion and place them in the centre of the map? Drop the Wayfinder and exchange Sisters of the Thorn with a second unit of Wild Riders. That opens up 340 points which can be put into 1x 10 Wyldwood Rangers and 10 Sisters of the Watch. Put the unit of WWR behind the EG for a countercharge to relieve pressure on the centre. However, that leaves all Realm Wanderers exposed for a devastating countercharge by the opponent. You have to gamble on your shooting phase to completely remove your opponent's ability to react.
  4. Hello fellow Wanderers, I've recently played a 2000 point tournament using a Waystone Pathfinder Battalion stemming from the realm of Aqshy. This is the list I used: Nomad Prince, General, Mystwalker, Ignax' Scales Spellweaver Waywatcher Waywatcher Waywatcher 20 Eternal Guard 20 Eternal Guard 30 Glade Guard 10 Sisters of the Watch 5 Wild Riders 5 Sisters of the Thorn Waystone Pathfinders Wayfinder, Essence of Vulcatrix Match 1 against KO was heavily in my favor due to the Battleplan (Places of Power). I picked out both of his artifact bearers and won the game round 2. However, even then, he slowly wore me down and would have tabled me sooner or later. Match 2 against LoN where my opponent made a massive blunder during deploymend: She deployed Nagash first and in range of all of my shooting. I then deployed everything in the centre, with just 2 units holding the flanks and killed him and his two morghast bodyguards with 1 ranged phase and 1 hero phase using protective volley (that was the only important protective volley in the entire tournament). Again I struggled to keep up with the pressure of the remaining army in the late game, even though she only had like 1000 points left against my 2000 points. Match 3 against Tzeentch can be watched on youtube on the Channel Stoney Place, language is german: The match was heavily stacked against me due to the realm rules of Ulgu/shadow realm (18'' range of shooting against infinite range of Umbral Spellportal). I never managed to target his wizards due to the shooting restriction, he screened his backyard and prevented me from setting up ranged units on the border edge. I didn't get a single double turn, thus my opponent was able to close any gaps in his screening units with more summoned units. Lessons I learned from the games: The Alpha Strike is strong enough to single out key units/heroes, even with 2 spots filled by Eternal Guards. Wanderers have little staying power and once all the once-per-game abilities are used and casualties are stacking up, I struggled to deal any real damage. 1 Wayfinder with Hail of Doom Arrow and Essence of Vulcatrix has absurd damage potential, but it is difficult to find the one right moment to use it. Most players dont know much about Wanderers and overestimate or underestimate a lot of our units. Sisters of the Thorn are useless against armies who don't rely on melee combat, in general, they have a hard time making their point costs worthwhile, even with two big Shield of Thorns targets. Protectiv Volley doesn't work at all when the hard hitting ranged units are set up in reserve and the NP himself sits somewhere else. Stag riders are the best option, maybe even the only option, to cap objectives that are more than 11,9'' away from the border edge.
  5. you have a coin, then you gain a coin, now you have two coins. if you gain another coin, then you'll have three coins. anyway, the other day I played a 1000 point game against seraphon trying out a new approach. I entrusted my shooting phase to the combined power of 4 waywatchers, because let's face it, they are the only overachieving ranged unit we have. a nomad prince simply doesnt do enough to justify spending a command point and leader role to reroll hit rolls of 1. same goes for the spellweaver, her signature spell never did much for me. instead I opted to take a unit of SotT to have a 10 wound wizard . these units cost 700 points, leaving me with only 300 points left and no battlelines yet. I chose 2x 10 Eternal Guard. The idea was to put one unit in each of my deployment corners, to teleport and shield of thorn whicheaver unit was in a position to achieve something in the opponent's backyard. It didn't work out, because both units were not in a position to countercharge the obvious mid push (where my waywatchers were located). with 160 points left, I entrusted a unit of 5 Liberators to hold my centre. It was an experimental list, so I just wanted to experiment more and compare Liberators to Eternal Guard. Not benefiting from Invisible Hunter hurts, but they are better at running and then taking a charge. In the future, I might put them on flanking duty and park my EG in the centre. the last points were spent on an extra command point. The outcome was not surprising to both of us. My shooting phase (waywatcher in the centre, being able to shoot at everything) was brutal. My centre collapsed because of the bad EG position, but all of my Waywatchers survived, because he was forced to split up his attacks. The next shooting phase took care of everything that could threaten my WWs. This match gave me hope to continue with my Wanderer. At the very least Im going to play some more match and experiment some more with small changes from game to game. Malign Sorcery has some interesting magic items. But thats for a later post.
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