Jump to content

Aelfric

Members
  • Posts

    1,393
  • Joined

  • Last visited

  • Days Won

    5

Posts posted by Aelfric

  1. On 4/6/2021 at 11:25 PM, LuminethMage said:

    I did that with 5. I don’t know how competitive they are but the Twins are fun. Double caster and from BR 3 they can do nice damage. I also experienced the teleport, in T4. Healed them up to full, and can be super powerful I think in late game, when you can reposition a 20+ damage potential unit to - most often - where you need it, because there is a lot of space. 

    They are fun to play. 

    Having tried the Twins with 5 Bladelords, do you think there is value in increasing them to a unit of 10.  I feel that with 10, you can have more tactical choices than holding an objective, that it could allow you to take on larger parts of your opponent's forces.  It would be good to hear from somebody who has some practical experience of using them. 

    Was 5 a bit limiting or is 10 a bit overkill and the points better invested elsewhere?

  2. 6 hours ago, Kirby said:

    This could work but:

    A turn, or two perhaps, to get in to position and then you charge the unit shielding your main target.  Unfortunately, you roll a one at the end of combat and have to teleport the twins out.  All your careful manoeuvring has been in vain. It would take at least another turn to get back in the twins back in the thick of it and the twins have abandoned their guardians. 

    Also, the twins only have 1" range, so they cant do any damage if they choose to wait outside combat while chaff is cleared.

    This, 8 wounds, and 3+ save with the ability to cast for 5++ save, leads me to think bladelord bodyguards may be better suited to Callathar, Loreseeker, Calligrave protection.  The Loreseeker and Calligrave both have better range that could cause damage while hiding behind their guardians. 

    There is always the possibility that they will teleport out after combat, but that is not necessarily a weakness.  If you have eliminated your foe during the combat, then they can reappear in the same space.  If it happens in your opponent's combat phase, then you could return to that spot in your turn.  This is also probably happening during mid to late game, so there will likely be other places where they could be beneficial if they can't return there.

    I also think there is an element of mind-games here.  Your opponent will know that they may teleport away to somewhere else;  if they have an unguarded or lightly guarded objective elsewhere it may give them pause before attacking, and it's only right and proper after all to remind them of this ability just in case they've forgotten in the heat of battle.  It will also require a fairly large commitment to take out the Twins and 10 Bladelords on a 5++.  Thats an extra 20 wounds for the Twins, a third of which will be mitigated by the DPR  and the combined output of the two units is not shabby either, especially from turn 3 onwards.  

    No strategem is without risk, but then isn't that part of the enjoyment - to make plans and savour the satisfation of seeing it work or the anguish of seeing those carefully laid plans going awry.  At least in this instance you have the opportunity of turning the forced teleport to your advantage, so all is not necessarily lost.

    • Like 1
  3. 1 hour ago, zilberfrid said:

    Now I do think there is longevity in Cities, with non-Cursed City witchhunters being teased, but stripping bits off the roster is a bit worrying

    I think there's a good chance that Wanderers may be allowed in a Kurnothi army on a 1 in 4 basis - it would be the simplest way to do it.  It would encourage those who already own them to start another army and give more people a reason to buy them if they don't.  We get more choices and GW get more money.  It would be a win- win (-win?).

    • Like 1
  4. 59 minutes ago, Koradrel of Chrace said:

    Do they give a good reason as to why Tyrion's second in command is specifically in Ymetrica?  I get that Ymetrica is kind if the default region for the Lumineth, but why would you tie such a character to a region that seems almost counter to how the unit functions.  This is a really baffling design decision to me.

    I think all the named characters are keyworded Ymetrica to prevent them benefitting from the other Great Nation abilities.  Ymetrica only benefits Alarith so they get no benefit there either. Basically they live or die on their warscroll and any synergy with other units.  Perhaps play-testing showed they were just too powerful when combined with sub-faction rules.

  5. 24 minutes ago, woolf said:

    seems to me it comes down to if you want an extra cmd point as part of the list. you pay 60pts more for the named version which is basically the cmd point (on 2+ tbf) and the crappy lance attack (which is maybe ok to pay 10pts for...)

     

    edit: looked at the rule now and seems he generates 1 cmd point /turn I thought it was once /battle... so maybe that makes the named version worth it...

    The downsides are can't take an artifact or command trait and keyworded to Ymetrica.  Personally , I would take the generic Lord Regent for these reasons and the lower points cost.  

    • Like 2
    • Thanks 1
  6. I'm considering running 10 Bladelords with the Twins.  They have the Scinari keyword, are a 2 cast wizard with a 3+ save and decent melee, so can be fairly aggressive with them.  The two units together should be fairly capable on the front line and if you give them Lambent light, they can help your Sentinels at the same time.  Alternatively, give them Protection of Hysh and use Mystic Shield on the Bladelords to make both units tankier.

    What do people think?

    • Like 3
    • LOVE IT! 1
  7. 1 hour ago, Siegfried VII said:

    If they don't fix Bladelords and give them sunmetal weapons or at least drop them to 100 pts we are stuck with Wardens whether  we like it or not.

    So points adjustments may be the answer - Bladelords down to 100, Wardens up to 140 and it starts to become a realistic choice.  Assuming 3.0 is coming, this battletome will have been written with that in mind, so that may also alter the dynamics, though what changes would make Bladelords better I have no idea.  Maybe we'll go back to unbinding at 18" instead of 30" or bravery will go 40K style.  We can only wait and see.  

    Something may appear in the FAQ, like the sunmetal ability.  It wouldn't be the first time a whole ability was missing from a warscroll.

  8. 9 hours ago, Siegfried VII said:

    I had the same thought and did some mathhammer and the result was dissapointing..

    15 Bladelords with perfect strike score 11.48 damage on a 4+ save unit. That is 360pts

    30 Wardens without power of hysh on score 17.36 damage on a 4+ save unit.

    30 Wardens with power of hysh on score 24.61 damage on a 4+ save unit. Again 360pts

    The difference is so great it hurts my weary heart.. 😛 

    I mean if Wardens have power of hysh (which they should) they do double (!) the damage.. :( 

    All that is true, unfortunately.  However, given the prevelance of negatives to hit and 3+ saves or better,  there are still situations where they would do well.  No doubt the Wardens' ability to cause MW will still place them ahead though, since MWs ignore both minus to hit and saves.  They do have the 4+ against spells, which I suppose is something.

    Well, at least their Guardian ability has some uses and they will be a battleline unit, which helps in some scenarios. 

    Another bonus, of course, is they don't have 4" pikes.

    Perhaps, what they really are is a small scalpel, of 5 - 10, to be air-dropped in to deal with specific threats, rather than facing all-comers and holding objectives like wardens.

    I know I'm reaching, but I want them to work in some capacity.

    • Like 1
  9. 25 minutes ago, whispersofblood said:

    I just think Bladelords are a unit without a role to fill. 

    Perhaps, if 3.0 does happen, their role may become more evident.  They'd be good against Skeleton and Zombie hordes, certainly, and they are not far off.  I've been wondering if doubling down on them may work with 15 using their 2" reach perfect strike accompanied by a hero for bonuses.  It is consistant reliable damage you can plan for.

  10. 24 minutes ago, Austin said:

    You have a bunch of the wind and ribbon parts that you need to scope out before and find good places to apply pressure without bending other things.

    Speaking of the ribbons, do you think it is possible to leave off some of them and still retain stability?  When I look at the picture I feel like they get in the way of seeing the actual Fox Spirit and I find that slightly frustrating.

    • Like 1
  11. 3 hours ago, Austin said:

    I just finished assembling Sevireth, and all I can say is- put on your big kid pants before that one.

    Thanks for the warning. I haven't bought him yet as I have vouchers for my FLGS waiting from Christmas and want to wait til they're open again - April 12th is looking likely, so not long.  

    Have you assembled it completely, or in sections for painting?

    • Like 1
  12. You have to fight and therefore pile in - but how far you pile in is up to you.  So you could just pile in 0.1 mm if you wanted to avoid getting closer to the enemy.

  13. 13 minutes ago, chosen_of_khaine said:

    Something hilarious that I noticed reading Broken Realms: Teclis is that in the Cities of Sigmar rules for  Settler's Gain, some of the artifacts they can take are lesser versions of Lumineth artifacts:

    Phoenix Stone => Heart Stone
    Silver Wand => Silver-Plated Wand
    Blade of Leaping Gold => Blade of Leaping Bronze

    Pretty on-brand for the Lumineth to give the human settlers second rate artifacts!

    Edit: Also, all the spells in the Lore of Lumination are lesser versions of the Lore of Hysh:

    Solar Flare => Drain Magic
    Protection of Hysh => Shield of Light
    Lambent Light => Illuminate

    Hilarious!

    There again, they are better at standard Endless Spells - outside of Hysh of course.  Unfortunately, all my CoS models are Aelves, so I shall probably give this a pass.  I have enough on my hands painting Lumineth; no time to spend on humans :) .

    • Like 1
  14. 1 hour ago, Neverchosen said:

    I have argued many times over that Cities of Sigmar sets a really interesting precedent for Chaos with 1/4 allies. 

    Given the new Cities introduced within Broken Realms so far, you may get your wish with Broken Realms: Belakor.  He's obviously been up to something nefarious; subverting one of Sigmar's cities could be part of his grand plan.

    • LOVE IT! 1
  15. 17 minutes ago, l1censetochill said:

    Yep, it's called the Bladelord Host - 1 Vanari or Scinari hero and 2-3 units of Bladelords. Costs 100 pts, allows units in the battalion to re-roll 1s to hit if they get charged. You probably haven't heard much about it because it seems like most folks aren't particularly impressed by it (nor am I), but if you're set on using multiple units of Bladelords there might be an argument for it.

    A CP costs 50 points and I reckon an artifact is probably worth about the same, so if you want more of these and are taking the units anyway, a small rule and lower drops are bonuses really.  (Alternatively, you could take a ballista).

    • Like 1
  16. 28 minutes ago, Kadeton said:

    Not having a go at you in particular, but the willingness of a seemingly large portion of the playerbase to accept that "counts as xxxx" literally means "does not count as xxxx" is utterly baffling to me.

    If "counts as slain" is identical to "slain", then why use the "counts as"?  GW could easily just say when a model flees from battleshock it is slain.  The point is they don't.  There is a difference between counts as a thing and the thing itself.  Whatever the thing is that is referred to hasn't actually happened; it counts as the thing in order to allow the criteria for another rule to be satisfied.  I don't accept that "counts as" literally means " does not count as" because those are not the two states I am comparing.  I am comparing counts as a thing with the actual thing.

  17. 49 minutes ago, yukishiro1 said:

    Right...and the prerequisite to piling is is having charged (or being within 3"). Here, they count as having charged. This means they meet the prerequisite.  I don't see any way to say "count as having charged" unlocks that part of the Hurakan rule, but doesn't also unlock that part of the pile-in rule generally. 

    They didn't actually charge, but they count as having done it, which unlocks anything limited to charging units. 

    I mean if I'm wrong I'm happy enough to be wrong - it seems like an incredibly abusive interaction - but I'm not seeing any way around it based on how the battalion effect is worded. 

     

    Well, one of us must be wrong, but goodness knows which.  I wish and hope that edition 3.0 has a lexicon of rules terms and their concise definition.  Perhaps that would  clear up these types of issues.  All I can say is that I will be applying my interpretation when fielding rooriders and I hope that any LRL player you face will do likewise.  If we're lucky, we may get an answer in the FAQ (hopefully the right one :) ).

  18. Just now, yukishiro1 said:

    Why would "count as having made a charge move" not mean you, well, count as having made a charge move? Wording seems pretty clear to me. What does "count as having made a charge move" mean if it doesn't mean treat you as if you charged? 

    Well, when a model flees to battleshock it counts as slain, but it isn't actually slain.  The term "Counts as" is, as far as I'm aware, used to allow conditions to be met for the purposes of using other abilities or rules with certain prerequisite requirements, but not the actual thing it is counting as.  I'm prepared to be proved wrong, though.

  19. 15 minutes ago, adboyslim said:

    Thanks! But I’m a bit disappointed then.

    it means you have to succesful cast it (before charging), pray to not be dispelled. And in oponnent phase you can be conjured. Then as you are locked you canot cast it again...

    It seems ideal for a Lore Seeker after teleporting onto an objective - you dont want them to charge anyway.  At the very least they'll have to use a spell slot to get rid of it ( unless it's Tzeentch with an LoC).

    • Like 2
  20. 25 minutes ago, yukishiro1 said:

    Yeah, according to that wording, they count as charging, period, which means every eligible unit can activate and move 6" in any direction in both yours and your opponents' combat phase, even if it isn't in combat. This looks like another case of either incredibly bad design (less likely, I have difficulty believing even GW could have actually intended this, even for a faction like LRL) or really sloppy proofreading (more likely). 

    The little explanatory blurb also makes it sound like they didn't intend it, that it was just meant to boost the range on the pile-in when you're already in combat anyway, not make you eligible to do it even if you aren't in combat.

    The core rules say you can only pick a unit to fight if it is within 3" of an enemy unit or made a charge move that turn.   Pile in only occurs when a unit is picked to fight.  Although the Windrunners count as having charged, this will not allow them to pile in unless they have actually made a charge move.  Therefore, it will only come into play if they are within 3" of an enemy unit and haven't charged.  

  21. 1 hour ago, kozokus said:

    Sure. But warscroll doesnt say you can move.

    as @Ganigumo says, if you are using the model's warscroll and the endless Spell rules, then if there is a contradiction the model's warscroll, which has a move characteristic, over-rules the core rules for endless Spells.

×
×
  • Create New...