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Cerve

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  1. I'm interested into 6 Seekers+6 Lancers, and the Horn artifact. Both the hoppers have 2 melee weapons, it means +2 attacks for each once per game. Could be an interesting alpha strike/beta strike. Lancers because of fight first, then Seekers following up. If you can play 3 Sylvaneths, Drycha is another unit with 2 melee weapons. I like Gossamid Archers too for melting away. In Living City you would even try 10 of them, their sniping potential is pretty good imho, and melting away of 12" sounds nasty
  2. I like the Lady, but I'm disapointed about other choices. Having a bug carrying an archer in that way it's just...silly? I'm an old oak, something riding an hawk would have been better imho. Or even a fairy, some flying ladies. Same with the riding bugs. I'm excited for the rules tho, finally! A new book. I still hope to find the city wanderers choices into this book with our beloved trees. #feelings
  3. Oh sorry, my mistake! I got that you can keep (let's say) 3 SW in Shadows and 3 on Hidden Path (considering 6 units). My bad
  4. Mmm...I'm not sure about that. Hidden Path says that you can deploy 1 unit for any unit deployed into the BATTLEFIELD. And if you deploy Shadow Warriors into the shadow, you're not deploying them into the Battlefield.
  5. Mmm...you know that I don't know? I always assumed I can...it's a mistake? I'm in doubt now
  6. Because you set him on flank, he comes, shoot at something just for trigger the Command Ability, he moves, and then charge. The crossobow is mandatory for triggering this (the spite it's only 8" and you must set up more than 9" from the opponent). Anyway I still prefer Drycha on him. Both will die after the first charge, and betweent shooting and melee Drycha just put way more damage than the Lord. I tried both but Drycha is oustanding with her 36 dice(and a bunch of MWs as well).
  7. Yep, precisely. 3 Sisters and Drycha. Of course you can choose between games, maybe sometimes you need a castle so you will keep more Sisters on the ground. But I'll admit, 2-3 Sisters+Drycha are a good pack for outflanking maneuvres. TLA, you can try the Dryads factory. Another stuff that I need to try too
  8. Yes, I was thinking about that. I can't really find a good artifact for this list, maybe the Horn is really the best after all.
  9. I come from 40k where I used to play it competitively, but AoS it's a different game and I need to find some inner balance to the list. Anyway the last one I played vs Ossiarch was a bit unbalanced into shooting and it was this: Nomad Prince General (Druid, Ghyranstrike from Ghyran, Ironoak Skin) Battlemage Hysh (Adjutant, Lifesurge) Drycha (Cage of Thorns) 5x10 SotW 9 Kurnoth Hunters (Scythes) +1 CP, Total; 1980 The damage output is great, but I'm keeping learning about timing. My last game was a loss because I came in game too late (he beats me on VPs).
  10. Just other 2 cents that I can bring in the discussion is why I prefer Sisters above all other choices in Living City (and here only). The best way to play LC that I found is about scattering threats all over the edges. Or, better, keeping this opportunity. There's some few matched where castling up it is better, but most of the time I play a mind game with my opponent by scattering (usually) 4 units in multiple edges. That mean: 1) no buffers with Sisters on the edge; 2) no screens for them on the edge; 3) no multiple Sisters units within 13-15"+ themselves, and 4) never use more than 10 Sisters per unit. Do I need to disrupt the advancing of the opponent? I just throw 10 within 18" from him, dropping 21 shoots and then...I'm there. He needs to kill them with shoot (drawing away his fire from my core), magic (forcing him in casts that he won't do), and (the best) forcing him to come back and charge them. Now multiply this for any outflanking unit and you have an idea. Thanks to the range you can focus the same target some times from 2 different edges. The best you will find out with LC is to force your opponent to split himself. Sisters are expendable, for 160 points they bring to you a lot if you play them in this way. Expecially against full melee army (Ironjawz, FeC etc) you can literally play with your opponent. You can castle if you need to. Try multiple of 10 sisters shielding themselves, make them all shoot once after an enemy charge and try to lose only the first screen of the castle. You can outflank and killing out some warmachines, or sniping some mages, minor heroes. You can focus a single target, shooting from different positions (I found 3x10 Sisters and Drycha an amazing amount of attacks/MWs to ourflanking with. And of course, make charge Drycha with 1CP). And don't forget about moving 10 Sisters after the shoot just for screening if you need to! It helps too a lot them to give some good position for the next turn double shots without moving. Basically, I love LC because the keyword here is "Adaptability". And SotW are the best choice for me with no buffs at all, because a lot of time I will send them alone as a merely (powerful) distraction that cannot be left alive because their shooting is a pain in the ---. Plus, I saw a lot of maths, but I'm not sure someone remembered another super good rule of them: they shoot once free if someone enter within 3" from them, with a charge. So most of the times you're going to shoot almost THREE times with them, not just two. And that means: 1) you're shooting when they charge you; and 2) you're shooting when you're behind an enemy charge target (I used it a lot behind 9 Kurnos Hunters..). I'm not saying that SotW are the best alwayas and ever. I'm just argue about how I play LC, the best way for me, It is not like bringing a super charge or a castle from an edge of your choice. No, it's like making guerrilla: spread between more edges at the same time, drawing enemy attentions away from the core of the game/your army. And with this in mind, Sisters are the best for me. Because they shoot even """in melee""", and because their threat is really good with no buffs and by themselves. If I would go with Irondrakes, I think I would prefer something TempestEye, and I would try to build a castle with them.
  11. Pretty nice write! thanks it helps alot
  12. In fact I found quite the opposite. Against light targets Sisters shine and thar MW it's just a double wound on 6s (which is pretty good for maths). But if I need, I can focus theme on hard targets precisely for those MW. While I find rend-1 something less specific. I mean, against ts2+/3+ it's not enough and against ts6+/- it's nearly redundant. Sisters gives me that edge against 2+/3+ that Rend-1 can't afford, and they just adds double wounds on 6s on light targets.
  13. Thanks for sharing! But I don't use TE anyway, I can't consider something that needs to stay still for shooting without the LC trait/abilities. I wouldn't play Sisters nor Irondrakes with TE. Outflanking it's just a perfect design for these two units in my opinion. Good to see that sheet anyway. I'm in love with Witcher universe so mixing Aelves and Dwarves makes me feel Scoiataelish I will bring some dwarves with me in the future.
  14. Well, you need to be a good player too Usually, I use Systers for killing screens already so it's not an issue for me. The thing is not that a good player will screen you; it is that a good player NEED to screen all his army, constantly. It is not an issue, it's an edge. The strongest thing about LC is this. You force the opponent to screen everything in his list. Because you can pop up, multiple times, wherever you want. He's not free to spread until you pop out, and he needs to spread then because you're going to appear wherever he won't. That's the best thing about LC. He can't just act freely, because if he expose just one side you're going to hit there. And you're going to hit something for sure: 24" (6"+18" range for Sisters) from any edge, any turn, it's enough. If you're pushing in the middle, there's no way that you oppo will be at 25" from ALL the edges, ALL the game. No way. It chockes him pretty badly. Of course you need to balance what you're bringing in table and what you're take in reserves, but that's the puzzle of this city (and why it is so good to play with). I like to play a solid anvil as 9 Kurnoth Hunters with Scythes and else for the ground. I tried the Black Dragon too (from edges, charging the same turn) but I don't like too much...I think I'll try Drycha tomorrow, I find her more reliable. The fact is that you can choose everything before the game and in game: you can choose who will be in reserves and who don't, when you'll pull out them etc. Sometimes you will prefer keeping SotW in game, some others you'll find them better outflanking. This city is extremely adaptable. About Sisters/Irondrakes, I prefer Sisters for the better range and (most of it) mortal wounds (which are added to normal wounds). Plus, having a Nomad Prince in list, it brings me the opportunity for an heavy shooting alpha/beta strike with multiple SotW units if I need. But it is how I builded the list. Irondrakes are good too.
  15. That's true, but I don't rely on them. I mean, I like her as distractions. They pop and shoot at weaker positions, clearing objectives and most of all forcing my opponent to come back facing them. What push me to belive that LF is secretly the best city overall it's because the mix between alpha/betastrike (basically, your units are always going to do some damage before dying) and the map control. You force your opponent to split all around the board (because you have to manage those sisters, or they are going to shoot you down every turn). It is the perfect guerrila style. Yes it has an high skillcap, but if you manage it it is the best city imho.
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