Jump to content

Freejack02

Members
  • Posts

    679
  • Joined

  • Last visited

Everything posted by Freejack02

  1. Your example is the most incredibly offensive unit in the game - nothing realistically survives fully buffed block of witch aelves. 40 wounds of 3+ rerollable should be plenty tanky enough to serve it's purpose, especially as it can lose ~11 models before the killing power starts really starts dipping down. I think the easiest way to mitigate the slow speed of Sequitors is to either use Gavriel/Cogs or just park a Heraldor behind them for run+charge.
  2. I think this (or something very similar) is going to become one of our primary lists going forward - it seems quite efficient and is nearly identical to what I am going to field (swap a 5 Seq for 5 Jud). Glad to hear it's doing well for you!
  3. The point is that, for his 140 cost, you would get more damage out of a 3rd ballista (and save 40 points in the process).
  4. I had not made that connection, but it does work perfectly fine - the ability doesn't specify a limit other than "each time this unit attacks". Unless there's some very odd wording on the Anvils ability, that is.
  5. For Dreadwood, I think 6 is a no-brainer.
  6. It's a pretty tough comparison to make honestly - lots of variables. Kurnoths do less damage, but have significantly more wounds. Kurnoths have no ranged attack, and are tougher to get all into combat. Durthu damage falls off a lot after taking a few wounds, or without an optimal setup. At full health, assuming the +1/+1 artefact and fighting near a wyldwood, Durthu looks to do on average 24.83 damage (wow), and 16.51 if he's not within 3" of a wood - both numbers counting his ranged attack as well. Kurnoths do 16.67 assuming they can all get on target. Now Durthu's talon can kill a model outright, and he can also take wounds for other heroes. Kurnoths can cap points more effectively and don't fall off as hard after taking some damage. All things considered, I'd probably go with the Kurnoths unless you really need a hero/artefact.
  7. A question (which I should already know) about timing on dmg/healing with a Castellant lantern buff. Say I have a Stardrake with warding lantern on, and he's got 5 damage incoming from an enemy unit in the combat phase; but also 4 heals incoming. 1. Am I allowed to allocate the wounds/heals in any order I wish? 2. Must I apply all wounds, or all heals at once? Or can I alternate at my discretion? If it were instead a Liberator unit, could I alternate wound/heal/wound/heal etc meaning I would only lose a single wound on one model? 3. Has anything about these interactions changed in 2.0? Thanks, I've never really worked out the specifics of Warding Lantern.
  8. The regular Zephyros does not explode attacks on 6, nor do they deal 2 damage against Heroes. I honestly can't see a good use for them.
  9. Yeah, you nailed it - I personally don't like the lack of a "stack" or "chain" as you mentioned. Spamming multiple CPs for that ability just... feels wrong. I would prefer they switch it to "You can use this command ability when a friendly HAMMERS OF SIGMAR REDEEMER unit is destroyed. If you do so, you may spend X CPs then roll a dice for each CP spent. If the result of any dice roll is 5 or 6, a new unit identical to the one that was destroyed is added to your army. Set up the new unit anywhere on the battlefield, more than 9" from any enemy models." I know it's a bit of a nerf, but it just feels right to me as opposed to stacking them up and just rolling til you get it (and adding multiple copied units is right out). Edit: Wait, I think I would prefer something else - have the base ability trigger on a 6+, but allow the player to spend CPs to give +1 per to the roll. That way, if the player wants to pump 5 CPs into it, they can get back any unit guaranteed. Could chance it and get lucky, could stack CP and go for the guaranteed rebirth when you absolutely need it. Costly but effective - that is what I would like to see.
  10. Swords are strictly superior baseline, but I will add that if you start buffing the # of attacks, hammers pull ahead after +2 (and equal at +1). Not sure what the restriction on spamming CPs are, but it could make a small difference if you're dumping everything into one big combat phase. 4 hammers at 3/3 = 1.78 dmg 5 swords at 3/4 = 1.67 dmg
  11. I have constantly wished for my Tempestor's to have the 12" breath version, but I never wanted Fulminators to be changed... not sure how I feel about the trade-off. Although, that makes the Heraldor > Fulminator retreat-charge a more viable tactic, whereas before you lost too much damage in shooting to be a real benefit. Now it's just a loss of ~1 mortal on average.
  12. Any word or hint on whether Scions of the Storm is going to stay in it's current form? Will it get better, or be scrapped completely in favor of something else?
  13. Wow, Comet is very tempting even at 100. Pair that with a few Heraldors via scions (assuming it doesn't change), and you can alpha strike nuke a large area of the board with mortal wounds before the enemy can even react. I'm interested to see what the Dias rules are, mobile command platform sounds like an auto-include for some foot heroes. Castellant would have no problems keeping up with lantern targets; LC could reach out further with his hammer cloak; Relictors could heal/debuff more effectively...
  14. I was curious about this! It turns out that math is a bit off - the LO overtakes another Ballista after 4 (not accounting for the 40 point LO premium). Comparing 4 Ballistas with LO to just 5 Ballistas, when taking into account only the passive +1 to hit, the1x shots will do roughly the same damage (7.76 vs 7.80) while the 4x shots will do considerably more (18.68 vs 15.55). I did not take into account the Command Ability, as that would require a lot more point weighing and measuring what exactly a CP every turn is going to be worth in 2.0 (50? More than 50? Less? Flexibility dependent?). If you look at only the 4x shot comparisons, the LO becomes a roughly equal buy after only 2 Ballistas. Also keep in mind that the LO passive +1 to hit works regardless of whether he is a general or not. 140 for just a hit buff on your Ballistas might seem a bit high, but remember people were taking a 300 point Celestial Hurricanum while spamming shooters for essentially the same purpose (I know, the CH is much more useful at range and shooting is less useful overall now). If you plan on spamming war machines, including an LO even as a non-general is a solid bet. I believe his CA is much better suited for large war machines, like the KO Ironclad.
  15. I'm away from my book, but afaik the Wyldwoods will still try to kill anything not-Sylvaneth regardless of whether it is allied or not. Is there a specific Ironbark exception that fixes this?
  16. I'm very surprised that the mods didn't wait until the release of 2.0 before locking/moving this thread - we're still going to have 10 pages of speculation before the ruleset officially drops...
  17. I would say "faction", as it's only the Wanderers... and I think that was more to throw people with old models a bone. Stormcast are just there because you can't say no to the poster boys.
  18. That really is a wonderful scheme! Nice work!
×
×
  • Create New...