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Everything posted by SwampHeart

  1. Before providing any feedback, what city are you looking at running? Our Cities are almost different armies so its probably relevant to know which you're interested in.
  2. Why is this happening? Changehost is one drop, you're going to know exactly where the flamers are, their exact threat range and you get to compensate for all of that before deploying anything meaningful.
  3. Best army bar people building lists that exploit it effectively. Again null deploy or just stuff like untamed beasts in chaos armies.
  4. Terrible solution if you're going to buy an army to deal with them. You're relegating yourself to a 50% win rate at best, better to buy an army with actual tools to deal with them.
  5. Play null deploy - Changehost has almost no counter play to it what so ever. I've played against the two lists that won Heat 1 with Living City and had 0 issues.
  6. Honest question here - why do you think its reasonable to expect this? I love competitive play, I travel to events, run locals, the whole nine. However GW has never advertised the game as particularly well balanced, they don't make any real claims as to it being overly suitable for tight games. They obviously encourage tournament play by running their own events, putting in matched play, etc., but they've never really stood up and said 'this is our design intent'. I ask the question because I think this is the crux of a lot of folks' relationship with GW. Their how and why lacks alignment with GW's how and why which means that the end result is always going to be far less than perfect.
  7. 6" pile ins which are ubiquitous in HoS & DoK and a major issue when you're going for the double S&S line. One of the many reasons I divested from large buffed hand gunners to MSU 3x 10x. Don't disagree with your main point regarding the rest of the list tech - all pretty well spot on. Just wanted to point out that there are top tier armies out there that can effectively absorb handgunners without ever having to deal with their damaging elements.
  8. I'll PM you a few (so we're not taking up all of CoS General) but yeah I'm fortunate to have a really solid little team who wants to play as many games as I do.
  9. Usually at least 12 (assuming 12 against a variety of lists). Sometimes something gets dropped a lot faster but usually the goal is to try to get in double digits before making any major changes.
  10. To provide anecdotal evidence that's all my entire team does, we relentlessly test/practice all the time. Proxy games, open hands, the whole thing. I'm sure the bulk of the tournament field doesn't but I'd be willing to bet the top 10% do.
  11. I'm taking that as a very different conclusion. There aren't really any examples of actual gunlines because those players have tested the lists and decided not to take them to tournaments for a reason.
  12. 6 rounds, he won 5 of them. He beat Khorne x2, FEC, Mawtribes x2 and lost to Mawtribes once. There's also another Anvilguard player (Andrew Bigwood) who went 4-2 with a similar list (beat Petrifex Elite on stream during round 4).
  13. Hallowheart's best finish was 1st at BnG and since then has hovered in the top 10 a few times. It is also incredibly vulnerable to null deploys. Regarding the viability, feel free to give it a go. I tried it and had limited success with old Skyhook spam Company in TE but I found that I lagged out at the end of games and generally found this to be a shared experience with others I discussed the concept with. Hallowheart and Gunlines in general are amazing king maker armies at GTs - they'll do exceptionally well for most of the field but ultimately what they serve is as a check on who can make the podium, the armies with the tools to beat them will podium and keep the pure gunline/magic gun lines in the 4-1 also ran territory. Also if you look at the lists that did well at LVO/CanCon this weekend, the Hallowhearts that succeeded were defintely blended lists that leaned on shooting but brought some significant elements of movement and or combat.
  14. Most people I've talked with who've tested it (and this is my experience as well) find that pure gun line falls apart. It looks good on paper until you play something like IDK or LC that null deploys or you just play Warclans and you can't do enough damage before 5 'Ardboyz wipes out 30 Handgunners at a time. Its a turns 1-2 monster but just lags hard after those turns to armies that hold up
  15. That's a top 5% finish in a field of 220, its not 'only' 8. Its a top 10 at the largest AoS event in the world.
  16. Yes, per the FAQ arriving from reserves doesn't count as having moved - only that you cannot move further in that phase. Sisters who arrive via hidden path get their +1 attack bonus.
  17. https://downunderpairings.com/Tournament.php?TournamentID=776&Panel1=Leaderboard
  18. Shhh! That's counter intuitive to the narrative that GW intentionally overpowers armies to make sales and then nerfs them. No one wants to hear all that.
  19. You cannot, she isn't on the table at the start of the battle round. I've tried Drycha and she doesn't get the job done for me most of the time. M9, no fly, 10 wounds, just doesn't hold the same weight at the Dreadlord. The Dreadlord has more flexibility and is eligible for the Fight First on the Charge spear from Living City which means you get to choose the first two combats on the turn you ambush.
  20. I enjoyed the read (probably helps that I agree with basically all of it, you can check my list above and find basically the same outcome). If I may I'd suggest looking at possibly adding KO allies - the new Fly High ability is from the warscroll rather than the book which can add a huge chunk of late game maneuvering to your army as well.
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