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Origin

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Posts posted by Origin

  1. 3 hours ago, MattyP said:

     It has been said that the curseling can't use vessel of chaos ability to unbind/ cast endless spells in matched play, even though it is in the FAQ that he can.....I'm confused on this 

    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... 

  2. 8 hours ago, fued said:

    was an awesome game, i deployed incredably poorly and you took full advantage of it, i learnt a lot :)

    you are the only player i didn't table, so you were doing something right haha

    Hey buddy! Yeah the castle up hurt you a bit.

    You still finished above me overall however, must have been doing something right... 

  3. 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.

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  4. @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

    • Like 2
  5. @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.

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  6. I have a gig 2 dayer coming up shortly, 2K, 1 realm relic. Pretty standard. Can't decide between these two lists...

    Allegiance: Wanderers
    Mortal Realm: Ulgu

    Leaders
    Nomad Prince (80)
    Spellweaver (100)
    - Heartwood Staff
    Waywatcher (120)
    - General
    - Trait: Eagle-eyed 
    Waywatcher (120)
    Waywatcher (120)
    Anointed Of Asuryan On Frostheart Phoenix (280)
    - Artefact: Miasmatic Blade 
    - Allies

    Battleline
    30 x Glade Guard (360)
    20 x Sisters of the Watch (360)
    20 x Eternal Guard (140)
    10 x Eternal Guard (70)

    Units
    5 x Sisters of the Thorn (220)

    Total: 1970 / 2000
    Extra Command Points: 0
    Allies: 280 / 400
    Wounds: 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: Wanderers

    Leaders
    Nomad Prince (80)
    - Artefact: Forget-me-knot 
    Spellweaver (100)
    - Heartwood Staff
    Waywatcher (120)
    - General
    - Trait: Eagle-eyed 
    Waywatcher (120)
    - Artefact: Starcaster Longbow 
    Waywatcher (120)

    Battleline
    30 x Glade Guard (360)
    20 x Sisters of the Watch (360)
    10 x Sisters of the Watch (180)
    10 x Eternal Guard (70)

    Units
    5 x Wild Riders (120)
    5 x Wild Riders (120)

    Battalions
    Waystone Pathfinders (200)

    Total: 1950 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 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.

  7. @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. 

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  8. @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.

  9. Hey Guys,

    Looking for a little feed back on this list. I have only just started with Tzeentch and any advice would be appreciated. 

    Tzaangor coven seems like a really good buy at 110 points, Balewind, Cogs and Portal feel like a must but I could have a whole other caster for that price. And maybe steal the endless spells from my opponent with Glean Magic. 

    And on a side note, the Fatemaster. Coming from outside Tzeentch he seems crazy good for 120 points, yet he does not seem to feature in many lists and indeed i cannot seem to find space for him. Mainly because he doesn't cast, has anyone found a space for him?

    Allegiance: Tzeentch
    Mortal Realm: Chamon

    Leaders
    Curseling, Eye of Tzeentch (160)
    - General
    - Trait: Magical Supremacy 
    - Artefact: Alchemical Chain 
    - Lore of Fate: Bolt of Tzeentch
    Gaunt Summoner (180)
    - Artefact: Souldraught 
    - Lore of Fate: Treacherous Bond
    Ogroid Thaumaturge (180)
    - Lore of Fate: Infusion Arcanum
    Tzaangor Shaman (180)
    - Lore of Change: Unchecked Mutation

    Battleline
    10 x Kairic Acolytes (80)
    - 7x Cursed Blade & Arcanite Shield
    - 3x Cursed Glaives
    30 x Tzaangors (480)
    - 6x Pair of Savage Blade
    - 12x Savage Greatblade
    - 12x Savage Blade & Arcanite Shield
    10 x Kairic Acolytes (80)
    - 7x Cursed Blade & Arcanite Shield
    - 3x Cursed Glaives

    Units
    3 x Tzaangor Enlightened on Disc (160)
    3 x Tzaangor Skyfires (220)

    Battalions
    Tzaangor Coven (110)

    Endless Spells
    Balewind Vortex (40)
    Chronomantic Cogs (60)
    Umbral Spellportal (60)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 128
     

  10. @Aezeal Yeah it's pretty disappointing. Both of my pre GHB18 builds, waystone and not, got more expensive and substantially worse. And a 20 point discount on SoTW doesn't make up for it.

    I still think they can play well but I really don't understand why they got hit with the nerf bat. 

  11. I have been reconsidering the Freeguild Regiment. With the points drops in the greatswords, demigryph and the battalion (more so if you consider the 50 point bonus CP) it is far more approachable. But the kicker for me is in the change to the great company rules, being wholly within favours small units. 

    The battalion bonus basically swaps out the the +1 to hit for large numbers and it is a bonus that you will rarely lose. So a unit of 10 handgunners in the battalion can still get 2s to hit and wound, and they can have it down to the last man. 

    I'd be looking at the following skeleton to work from. 

    Allegiance: Free Peoples

    Leaders
    Freeguild General (100)
    - Stately War Banner

    Battleline
    3 x Demigryph Knights (140)
    - Cavalry Halberd
    10 x Freeguild Greatswords (140)
    20 x Freeguild Guard (160)
    - Swords and Shields
    20 x Freeguild Guard (160)
    - Swords and Shields
    10 x Freeguild Guard (80)
    - Halberds and Shields
    10 x Freeguild Handgunners (100)
    10 x Freeguild Handgunners (100)
    10 x Freeguild Handgunners (100)

    Units
    5 x Freeguild Outriders (130)
    5 x Freeguild Pistoliers (130)

    Battalions
    Freeguild Regiment (210)

    Total: 1550 / 2000
    Allies: 0 / 400
    Wounds: 127

    The 20 man guard units allow for 2 great companies, formed from the sword and board, halberds and handgunners. And you use each company as a single 40 man unit, much like the Darling Covens do. I would consider swapping one unit of gunners for some archers and folding the greatswords into a company. The archers help to prevent 1st turn free summons etc. 

    You still have enough room for a decent allies selection, griffon general is a no brainer (shame there is not enough room for 2), maybe some cannons, maybe some wizards. We need Mortal Wound output and spell defense, maybe a Hurricanum? It's a lot of points but it fills a few holes. 

    Since my wanderers got shat on I've been looking to pick the humans back up again. And I think the battalion has merit in AoS 2.0

    • Thanks 2
  12. 11 hours ago, Frozenbeast said:

    ... Enemy armies will not have just one strong unit, so when the strongest goes we will still have to face other, full strenght, units. I m just a bit puzzled on how to pull out consistent reliable dmg. 

    This is why I run 60—90 glade guard. Just nuke the 2-3 key enemy units. 

    Even with the discounts, I still do not see SotW or WWR as being viable choices. Despite the points increase and movement nerf GG and waywatchers are still our best option.

    Now if SotW had rend it would be a different story... 

  13. The FAQ is great, but I have been playing that way for a while now. When the whole army moves as one it is brilliant. But being restricted to one unit is really limiting. Especially when you want everyone camped around multiple AoEs from your CP spend. 

  14. @Frozenbeast Unfortunately I have seen the new abilities and there a few minor changes to abilities and artifacts but our Realm Wanderer ability is now limited to 1 unit per turn and the unit must be wholly within 6" of the board edge. It is a really sad change. 

    I would post a picture but the admins would hit me with a stick I think... 

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