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Aelfric

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Everything posted by Aelfric

  1. Good call, Waywatcher is now General - with Masterful Hunter - +1 to hit, I think, to help snipe heroes. The EG's role is to hold objectives. The SotW and WWR are hopefully going to gang-up on the greatest threat supported by a Waywatcher and Nomad Prince and eliminate it or them turn one. The cav can be held back for later or thrown in at the beginning once I know what I'm facing and in which scenario. The Spellweaver can stay out of melee, probably with an EG unit, is -2 to missile fire and can now unbind from 30" away. Also I can take first or second turn. 1st turn so they can't put up defences or 2nd turn to gamble for the double turn. I'm pretty sure I'll be the only one-drop list. Unfortunately, we don't have great damage output to begin with, so If I can take out one flank at the beginning, I'll have less coming back at me and hopefully can hold onto objectives long enough to score points. We can't survive a stand-up fight, so I'm going for the ambush.
  2. There's a small 1500 point tournament next week at my local shop and I've been dithering between Wanderers and mixed order. However, I have put together a Wanderers list and would welcome some feedback. Nomad Prince - General - Myst Walker - Forget-me-Knot Spellweaver - Viridescent Shawl Waywatcher Waywatcher Waystrider 10 Eternal Guard 10 Eternal Guard 10 Wildwood Rangers 10 Sisters of the Watch 5 Sisters of the Thorn 5 Wild Riders Waystone Pathfinders Battalion This comes to exactly 1500 points. The aim is really to hope for a good alpha strike to deplete the enemy enough to weather the rest of the battle - the "Who Dares Wins" approach. 2 command points in the first turn to re-roll charges and the Forget-me-knot to take out big heroes ( like Morathi ). What do you think? (Found a use for the Waystrider at last )
  3. I think that the battalion is the way to go now it's cheaper and you get a command point and extra item. The Realm Wanderer ability has been fun, but it is of very little tactical use now, so will probably be dropping the "Stalker" trait and try out either Masterful hunter on a Waywatcher or Singer of Spells on a Spellweaver. The points drops are nice, although most have been cancelled out by the increases. 3 Waywatchers and a Spellweaver are now an extra 80 points. Waystrider is 80 points and still not worth taking over a Nomad Prince. I've got 10 SotW on the go at the mo to add to the 10 I already have painted, but when they're done I'm going to concentrate on painting Idoneth for a while. Don't mean to sound so despondent - I am going to keep playing them.
  4. As a non-Slaanesh player, I'm hoping they are inspired by sloth
  5. It doesn't sound like it's going to be a free for all. Slaanesh heroes have to accrue points based on wounds lost first and we don't know how many points will need to be spent to summon particular units, and they only have five rounds to do it in. At the moment I am prepared to believe that GW have considered the pitfalls and created a workable system that will be game-changing but not game-breaking. So far, the rules changes announced appear to have opened up new, exciting gaming possibilities without being too drastic overall. I am looking forward to having the book in my hands.
  6. Given that there are now various factions taking souls that Nagash believes are his, it is possible that this great magic isn't to raise the dead but to anchor living souls to Shyish to ensure that when someone dies, or the soul is severed from the body, that the soul will be drawn to Shyish, over-riding other commands. It is beginning in Shyish itself, which is logical, but will probably begin to affect the other realms at some stage if nothing is done to prevent it. I can see another global campaign on its way.
  7. I believe the light lures the soul towards him so that he can capture it with his lasso staff.
  8. Well the soul's feelings towards Teclis were ambivalent, so it may be running out of extraction points. Still, Morathi escaped on her own and, if it is the soul of a lost God, maybe it can too now it has a measure of self-awareness..
  9. Perhaps the soul that Malerion returned to Slaanesh in the latest MP story was that of an Aelven God?
  10. Having played some Warhammer roleplaying back in the day as well as wargaming, I always felt that the grim dark nature came from the insidious and secretive nature of chaos against the Empire. As a human society, I think it was easier to relate to the menace and darkness just below the surface. In AOS, Chaos is out in the open and a visible menace, no longer hidden, and, although humans are around, they are no longer the focus of and central to the narrative - this role being filled by the Stormcast, who are more removed from humanity and thus less easy to relate to. Unless things change quite substantially, I cannot see us returning to the Old World dark any time soon. I am looking forward to the new AOS role-playing system though.
  11. Having thought about it, I have come to the conclusion that it is not overpowered. It happens in the Anvilgard hero phase, so setting up a blocking strategy is entirely dependant on getting the double turn or hoping to keep the enemy penned in for two rounds of combat. It also is compulsory, so a clever enemy could use it to their advantage; for example as they are not restricted in the direction they need to go they can arrange their charges to maybe gain extra movement - say towards or onto an objective. If your opponent knows it's a possibility, they can plan to mitigate it. They could tie your units up by sacrificing one of theirs - it's not OP but another optional tactic that requires thought and finesse.
  12. Eternal Guard with Fortress of Boughs up can't move and will therefore die to the last Aelf.
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