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  1. @MattyP That's a fair interpretation, probably worth an email to GW. I can see your point, he never really knows the spell but I feel the intent is not in our favour.
  2. The Designer Commentaries for the Malign Portent book states that you cannot cast endless spells you have not paid points for. So in open play or narrative play you can use Vessel of Chaos all you like. Not so much in matched play. However on the off chance that both you and you opponent have bought the same endless spell...
  3. I played a Kunnin' Ruk player recently who tried to use cascading 6's. I told him he didn't want to do that while pointing at the trip waywatchers staring him down...
  4. @overtninja I'd look at using the Living City Allegiance over the Wanderers Allegiance. You still get a teleport of sorts, and you can include more Slyvaneth units. It could make for a cool army. Might consider doing it myself actually....
  5. @DionTheWanderer Page 239 of the core book, second paragraph. Buried in the warscroll discription regarding unit abilities. And I have only used fast shots the extra dice equates to extra damage in my mind.
  6. Hey buddy! Yeah the castle up hurt you a bit. You still finished above me overall however, must have been doing something right...
  7. Tourney Report! I recently attended the Sydney GT with my Wanderers. 70 players, 5 rounds over 2 days. Had a blast, I'll go into each game in a bit of detail below but my bite sized take home summary is: - 10+ drops sucks. Never had the chance for first turn - Having 1 CP is a pain in the ******. - Teleporting a single unit a turn completely redefines our army - Waywatchers are better than sliced bread - Shooting doesn't score objectives - I never remember to take photos Sydney GT was held in Sylvannia (Southern Sydney) during the MOAB Convention. The venue was great, food was efficient and filling in not tasty and the people were awesome. I had 5 good games with almost no issues. I managed to finish in 25th place with 1 Major and 2 Minor wins with 2 Major losses. I'm pretty happy with the result, I know Wanderers are well behind the curve so a lot would have had to go right for them to do well. My List Prince - Shawl Spellweaver 3 x Waywatchers (1 was general with Eagle Eye) Frostheart Pheonix 30 GG 20 SotW 20 EG 10 EG 5 SotT 1970 points Game 1 - Bloody and Glory vs Chaos Dwarves Played against Richard from Lords of Liverpool. He was rocking trip Magma cannons with a Daemon Smith, 40 warriors and a whole stack of Bull-ogor-centaurs in a battalion. I was ithcing to get some 2+ to wound here with my SotW and they didn't disappoint. Richard castled his Cannons in one corner, holding an objective with his dwarfs screening looking to drive down to my objective, held opposite by 20 EG. He then set his centaurs up to charge me off the board. I answered with as much of my army out of range of those cannons aiming to roll his flank and shoot him back to his cannon held objective and win 3-1 for the minor. And that is exactly what happened. The GG had an epic alpha with teleport up the flank, the Frosty played roadblock/wound sponge and the SotW and WW just ground everything off the board from else off the board from there. I felt the pinch here in not having anything capable of clearing an objective in the combat phase. Minor win to the Wanderers, a good start. Game 2 - Places of Arcane Power vs Stormcast Faced Jordan, the only player to buy me a beer, legend, little did i know it was a pity beer. Jordan was rocking 2 Fulminators, 10 Sequitors, warding lantern, Knight-incantor, Lord-Arcanum, 2 units of Judicators and some Protectors and Decimators in a hammer strike battalion. I knew this scenario was rough for me, only having 20 wounds with a poor save worth of wizards and relic wielding Prince, making scoring difficult. It didn't help that I played like a total spud. I deployed my SotT and Frosty too aggressively which left them open too a 1st turn charge from the Protectors, and from there the two units just ground each other to dust. But frosty was not where needed to be, EG cannot hold up against Fulminators and Decimators for long and I very quickly had my shooting elements in combat. I was promptly tabled... Sad panda Major loss for the Wanderers Game 3 - Starstrike vs Kunnin' Ruk Played against Jett, a nice young dude with a love for rolling a lot of dice. I had never played against kunning ruk before, I never knew orcs could shoot better than we do. Jett had a stack of characters, a unit of bows, a unit of clubs, 10 orcs on pigs and some chaff cav of some sort. He got first turn, buffed the orcs on pigs and 1st turn charged. For some daft reason I decided to screen with my SotW here, delusions of overwatch and the EG charging up the field to hold objectives I think. The SotW got their overwatch and then died. Luckily I was not so much of a spud to deploy in a way to allow the pigs to do more damage than the 20 wounds worth of Sisters. They had the dice to do it. The Frosty flew up and locked down the archers. From there it elementary, could I kill enough to get him off his and the middle objective. I killed a lot of green dudes but not quite enough. The Waywatchers were epic here, regularly achieving 8 wounds with 6 shots. Legends. But not enough for a win Major loss for the Wanderers Game 4 - Relocation Orb, aka, Capture Bob vs Tomb Kings I faced Ranjith and his chariot heavy Tomb Kings lead by Settra. I just going to say this once, Settra with the ethereal amulet is a ******. That being said this was a great game, probably my best for the event. So much fun. Ranjith had Settra, a necrotech, a priest, a herald, 2 small blocks of skeles some ushabti and a unit of 9 Chariots! 9! Such a champion, long live the glorious charge of bone chariots. They didn't live long. He got first turn charge the front unit of 10 EG, clipped the 20 man unit of EG and then didn't kill the 10. Pile ins lost some of his charge attacks and the EG were in cover. They held with half the unit remaining. Mental. I then shoot the unit off the board in a turn. He could not believe it 45 wounds of chariots gone in a turn. Anyway, this was a super close game with lots of orb bouncing and screen unit screening. It went to his side and then mine and in the end he managed to FLY a unit of skeles over my lines to cap the orb where I then needed to half shoot the unit dead and charge onto the objective with GG, they needed 6", they had 5"... No CP to re-roll. That cost me the major win. Minor Win to the Wanderers Game 5 - Focal Points vs Bretonnians Yep, first Tomb Kings and now Bretonnians. What was going on? Nostalgia Sunday. This was all decided on turn 1. Paul was rocking 4 units of knights, King on Hippogryph, Duke on Pegasus with sword of judgement, Enchantress and a damsel with some unwashed peasants on horses. Paul got first turn, Cast cogs put all his buffs up unopposed and prepared to charge into the thin line of EG protecting my archers. He had +2 to move and charge, rolling 3D6 pick the highest with re-rolls to charge. One unit made it... They were 9-10" charges but still, poor ******. I then shot half his knights off the board. The Frosty made use of cogs moving 18" turn one, rolling box cars for his charge (14" baby!) and then ending up behind his grail knights chewing through his enchantress. EG held the line and locked down the remaining knights while the archers made pin cushions of the poor old knights. I was free from turn 3 to cap objectives unopposed. Major win for the Wanderers I'm happy with how I went overall. Outside of some serious spud moves Game 2 and a few questionable antics from a certain Kunnin' Ruk the event was pretty solid. Had a blast. I really felt the pain with never having the option for 1st turn. I really could have used an extra CP so I spent a bit of time during my games thinking about our Battalion, and despite the above issues there was no game where I felt the first turn deployment would have been helpful, in fact it would have been a hindrance. I would have lost board control and most likely pulled myself out of position to maximise that alpha strike. One unit teleporting a turn sucks. And it does not suck a little bit, it sucks a lot. Prior to AoS2 I was confident that with solid play and lucky match ups I could finish top 10 in a major event. There is zero chance of that now. We have become a static gun-line army and there are better gun-lines out there. Shooting does not cap objectives, if a wanderers army cannot shoot the opponent off the board in 2 turns you lose. Really, you could run 3 waywatchers, 30 GG and SotT in a mixed order list and you'd have all the strength of a Wanderers army with a bunch of other stuff that can do everything else better than we can. So it is with regret that I will put them up on the shelf for a while, hoping that a sneaky battletome drops to breathe new life into my beloved Wanderers.
  8. @Thenord I like the list mate, It has pretty much all solid choices. 2 Spellweavers are cool particularly if you:re playing with realm spells. The only change I would make is to drop a unit of Wildriders, and the quicksilver swords, for 2 units of 10 Eternal Guard and bring the Sisters of the Watch into a single unit of 20. The EG do a great job of camping objectives for cheap. SotW are way to expensive to camp for my tastes, and with their 18" they need to pushed up to be effective, but they are better not moving, thus are the prime candidate for our single teleport. The frosty is an epic ally choice, he fills so many holes in our roster. Consider giving him the relic option, doppelganger cloak, any -1 to hit etc. Good luck
  9. @Gwendar I'm all for dropping the battalion, the nomad prince is more survivable now than he was is AoS1. Give him the shawl and bubble wrap him and he is pretty hard to shift. Or even give him Mystwalker considering Stalker basically useless. But for me the changes to realm wanderers from all units to one is the hammer blow. A canny opponent can box you out range from anything significant on your turn 1 drop. With the change to one unit per turn I feel that the focus on a unit big unit of sisters is the way to go. Bounce those girls around for max dakka, everything else can move or just park up. All in all AoS2 hit us with the nerf bat.
  10. @Bohemond they're wyldwood ranger heads. They take a bit of persuasion to line up but they look a lot better. I did the same with mine, also added some shadow warrior helmets and dark eldar heads. The de heads give them a slight more feral look.
  11. I have a gig 2 dayer coming up shortly, 2K, 1 realm relic. Pretty standard. Can't decide between these two lists... Allegiance: WanderersMortal Realm: UlguLeadersNomad Prince (80)Spellweaver (100)- Heartwood StaffWaywatcher (120)- General- Trait: Eagle-eyed Waywatcher (120)Waywatcher (120)Anointed Of Asuryan On Frostheart Phoenix (280)- Artefact: Miasmatic Blade - AlliesBattleline30 x Glade Guard (360)20 x Sisters of the Watch (360)20 x Eternal Guard (140)10 x Eternal Guard (70)Units5 x Sisters of the Thorn (220)Total: 1970 / 2000Extra Command Points: 0Allies: 280 / 400Wounds: 127 The frosty adds so much to the list. Fast, super tanky and hits pretty hard. The Miasmatic blade gives him -1 to hit... Perfect roadblock. Even with the price hike they are still pure awesome. I quite the like the fact that EG are now discounted in small units, 10 for 70 are solid objective campers. Trip waywatchers, the GGand SotW thump out a good amount of dakka and with the fire concentrated from 2 units I dont feel like i'm hampered too badly by the one unit teleport per turn nerf. OR.... Allegiance: WanderersLeadersNomad Prince (80)- Artefact: Forget-me-knot Spellweaver (100)- Heartwood StaffWaywatcher (120)- General- Trait: Eagle-eyed Waywatcher (120)- Artefact: Starcaster Longbow Waywatcher (120)Battleline30 x Glade Guard (360)20 x Sisters of the Watch (360)10 x Sisters of the Watch (180)10 x Eternal Guard (70)Units5 x Wild Riders (120)5 x Wild Riders (120)BattalionsWaystone Pathfinders (200)Total: 1950 / 2000Extra Command Points: 2Allies: 0 / 400Wounds: 115 All the benefits of the 1 drop alpha and battalion etc. I don't feel the need for SotT with out a suitable target unit. I'm leaning towards list 1, mostly because I feel that list two can be countered too easily by a canny opponent. And the lack of a roadblock/combat unit is really unnerving.
  12. @adreal do you find that you just get boxed out of your first turn alpha by a good enemy deployment? I'm struggling with the battalion now more than ever, now we're limited to one unit per turn the one drop battalion is more appealing but it is even riskier without the option to redeploy should a decent opponent limit your first turn options.
  13. @Gwendar I reckon you have the right of it but does this mean that the attacks are done all at once when the unit is activated in the shooting phase? Or can you choose to attack once with the unit, and then select another unit to fire and then fire again later in the phase? Similar abilities in the combat phase offer two pile in moves, so maybe we have to run each round of shooting to completion before running the second attack? In my mind the split sequence is a disadvantage in most circumstances, unless you are locked in combat and cannot jump away, you manage to kill off the offending unit with your first round of shooting and then get to select another target there after.
  14. @Olincay by any chance was your game vs ogors the batrep on the Doom and Darkness channel?
  15. @adreal nice work mate. Text book alpha. Your opponent might want to measure it a bit more out the future. I would suggest to him he fits in some freeguild archers. They help
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