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FractalRain

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Posts posted by FractalRain

  1. Regarding allies, I am leaning towards trying out some Tzeentch or Chaos wizard for a nice ranged ability.  However, the Darkoath heroes also have nice abilities and many attacks!  Up to 1300 pts (6 Dominated territories) I have typically added a few models and always take 1 Fury - the move 8 and fly can be quite helpful at times. 

  2. Good changes/clarifications.  Lotsa Arrows and Onslaught make a lot more sense now and cover makes more sense.  The changes to Burn and Pillage are really good too, as it was hard for the attacker to have a chance in that victory scenario. 

  3. Mercenaries

    Stormcast Eternals:

    Knight-Heraldor

    Knight-Questor

    Knight-Vexillor

    Lord-Celestant

    Lord-Veritant

    Lord-Castellant

     

    Idoneth Deepkin:

    Isharann Tidecaster

    Isharann Soulscryer

    Isharann Soulrender

     

    Daughter of Khaine:

    Slaughter Queen

    Hag Queen

     

    Nighthaunt:

    Lord-Executioner

    Knight of Shrouds

    Spirit Torment

     

    Legions of Nagash:

    Wight King

    Tomb Banshee

    Cairn Wraith

    Necromancer

     

     Flesh-eater Courts:

    Abhorrant Ghoul King

     

    Gloomspite Gitz:

    Fungoid Cave-Shaman

    Gobbapalooza (probably counts as 5)

     

    Ironjawz:

    Megaboss

    Weirdnob Shaman

    Warchanter

     

    Bonesplitters:

    Savage Big Boss

     

    Khorne:

    Exalted Deathbringer with Impaling Spear

    Exalted Deathbringer with Ruinous Axe

    Skullgrinder

    Aspiring Deathbringer with Goreaxe and Skullhammer

    Slaughterpriest with Hackblade and Wrath-hammer

    Slaughterpriest

     

    Nurgle:

    Lord of Plagues

    Lord of Blights

     

    Tzeentch:

    Gaunt Summoner

    Gaunt Summoner on Disc of Tzeentch

    Ogroid Thaumaturge

    Tzaangor Shaman

    Magister

     

    Slaves to Darkness:

    Chaos Sorcerer Lord

    Chaos Lord

    Darkoath Chieftain

    Darkoath Warqueen

     

    Beasts of Chaos:

    Great Bray-Shaman

     

    Skaven:

    Grey Seer

    Clawlord

    Monsters:

    Chaos Gargant

    Ghorgon

    Cygor

    Skitterstrand Arachnaroks

    War Hydras

    Kharibdysses

    Terrorgheists

    Zombie Dragons

    Chimera

    Chaos Beasts:

     

    Chaos Spawns

    Chaos Warhounds

    Razorgors

     

     

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  4. Well, you can climb and fall at the end of your activation.  You have two actions per activation.  If you happen to climb up a wall, but can't end your move on a 1"x1" surface by the end of your activation, you fall.  If you fall 3" or more, you risk Impact Damage and your opponent can move your model.  Why would you do this?  You might climb and then realize you didn't have enough move to get to a 1"x1" space, or in some cases an opponent is blocking space on a platform and the only way to attack them is to spend 1 action to climb up within striking distance and then a second action to attack.  Then at the end of the activation if you are not on a 1"x1" surface, you fall.

     

  5. I just wanted to chime in on my experience with 2 different Convergence games thus far.  The first was my 1st Convergence for the Cypher Lords.  It gives you a deployment with everyone on the board and you get 1 VP for every model on elevated terrain (which the setup has lots) at the end of a turn for 3 turns.  My opponent ended up being Ironjawz, so it proved to be ridiculously easy for me as I had 10 models and got them all on elevated terrain in round 1.  He was slow and was able to take down a model or two, but with 10 models spread over the terrain to prevent him the ability to climb onto the platform made it very hard for him to stop me.  Perhaps it was just the match-up, but he only had 5 models vs 10, so he had to come at me and try to whittle me down.

    My next experience was doing a 1st Convergence for another Ironjawz player last night (just happened to match-up) and the scenario had a decent spread of terrain and required me to deploy 6 objectives 4" away from each other and the board edge anywhere on the table.  He only won if he held and burned 3 objectives.  We both start with everything on the table.  I had 11 models and he had 6.  I was able to put all the objectives on my half of the board, with 2 elevated and the rest on the ground.  While his abilities gave him some extra movement, he just did not have the movement and models to stop me from holding him up and blocking him.  It seemed like it would be a very difficult scenario for the Ironjawz to win, unless you were more generous with objective deployment, as he never even captured one as I always had more models and by the end of turn 3, I had killed all but his leader and he had taken out my raptoryx and 2 models. 

    So, I definitely think there are some faction Convergences which are going to be incredibly difficult or easy based on match-up or how friendly you intend to play .  it. It also just so happened that the Twist in both the games above had no impact on the game itself, but there are certainly Twists which can affect Convergences quite a bit.

      

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  6. I think anything which adds options for people to enjoy the game is good!  I think most of the concern stems from balance (of those items coming in the book and the perception that the non-Chaos warbands may not be as balanced), having to spend more money so soon, and disappointment for not getting the other 2 Chaos warbands or AoS warbands first.  All are valid feelings/concerns. 

    Personally, I think we need the FAQ out shortly to help answer some outstanding questions and potentially balance the current set of warbands (as needed)!  Would it great to have the other warbands out first?  Sure, but Monsters and Mercenaries is something which can be added at any point, so they don't "have" to be out before this expansion.  It is also something in which people can add stuff from their own collection or encourage them to work towards something as they play games.

    I am personally looking forward to the day when we have rule sets for all AoS warbands.  Not necessarily because I want them in the 8-points, but because then we can use this nice, tight, fast-paced rules set to play skirmish games anywhere in the Realms, with whichever armies we want to tell the story.  

    • Like 3
  7. 11 minutes ago, Vasshpit said:

     

    Hard to do when the whole army is made of BONE, mate! 😂

    Ah, but the realms being what they are allow the possibility of other substances of bone.  Think of petrified skeletons - they have a wide range of colors.  Perhaps the bones were taken/tithed from certain areas in a realm and when left out were transformed into another mineral/color?  Perhaps the creatures the bones are from (stonetusk creature has stone skeleton) have bones made from another substance.  Lots of ways to justify it in AoS.

    • Like 1
  8. Got a question for you fellow Cypher Lord players!  We started our local league and it has been a blast!  I have Dominated a territory and can now add 50 pts to my list and can take a Thrall.  That effectively netted me 75 points to add to my list (I started at 975 pts).  Looking at the options, I can afford a Fury, or a Mindbound (standard).  Looking at the stats, the Fury is 70 pts and has move 8 with fly, but all it's other stats are similar or worse than the Mindbound (move 5 and 75 pts).  I can see situations where having move 8 and fly would be very useful, but others where a double nets us fly anyway and I'd want more attacks and health.  Which would you take and why?  I'll try with each and see how it goes.

     

  9. 2 hours ago, soak314 said:


    Cheers! Yeah I've had a lot of games since release with people very keen to break this system, that along with making up and testing homebrew rules gets you super aware of how to cheese things.

    Extra fun part with this is when you do fall after the climb > attack, your opponent can pick where you land. If there's dangerous terrain within the 2 inches, it'll make for a pretty entertaining back and forth series of events.

    Let me state that you make some great points for allowing the climb-attack being intended to fight platform denial strategies!  However I did want to ask how you handle the "falling" bit.  In most cases, when you climb-attack, you are falling less than 3", so you won't take Impact Damage, but it sounds like you still treat it as "falling" and your opponent moves your model?  Thanks!

  10. 4 minutes ago, CommissarRotke said:

    The Kurnothi leg poses look...strange. Like GW wanted the difference  between them and Beastmen to be overly clear... What's also weird is the hair makes me feel like they are from Aqshy rather than Ghur 🤔

    I'm happy my guess about feral aelves was right but why oh why do they look like aelven fyreslayers

    Yeah, I think they were going for the old Wardancer look, but painting them that color they get a fyreslayer feeling. :)

  11. Also, this paragraph seems to suggest alternating activation to me - underline is my emphasis:  "So here, our opponent (red dice) has 3 singles – 2, 3 and 5 – meaning they win the initiative, as well as triple 4s, while we have a double and a quad. During the battle round, when it’s our turn to activate one of the fighters from our warband, we can choose to spend either that double or quad to unleash an ability. "

  12. 9 minutes ago, Kramer said:

    The changes as far as I could tell from the reviews are:

    Gunhauler 130
    Frigate 200
    Ironclad 380
    Khemist 140
    Brokk 240
    Thunderers 90
    Skywardens 100

    So correct on the frigate and khemist but Thunderers are 90 not 80 (or I misheard the guerilla guy.. which happens ;) )

    Yes, thank you for the correction!  Fat finger error on the Thunderers. :P

     

    • Haha 1
  13. 18 hours ago, 5kaven5lave said:

    I’ll have a go!!

    If anyone in the know has any thoughts on this I’d be very grateful. Will a Khemist, 14 Thunderers and the Endrinriggers be too big a deep strike in the Frigate to work properly? The Navigator is pure Rule of Cool by the way, think he’s a dude. 

    Cheers!!

    Allegiance: Kharadron Overlords

    Skyport: Barak-Zilfin

    Leaders
    Aetheric Navigator (80)
    - General
    Aether-Khemist (160)
    Aether-Khemist (160)

    Battleline
    30 x Arkanaut Company (360)
    10 x Arkanaut Company (120)
    10 x Arkanaut Company (120)

    Units
    12 x Endrinriggers (480)
    15 x Grundstok Thunderers(300)
    5 x Grundstok Thunderers(100)

    War Machines
    Arkanaut Frigate (240)

    Total: 2120 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 123
     

    Just wanted to state that based on the rumored points changes, your list will have more room!  Frigate supposedly down to 200 pts, Thunderers down to 8- pts (for 5), and Khemist back down to 140 pts.  

  14. 16 minutes ago, alghero81 said:

    I have seen Katophranes mentioned multiple times but to me they don’t fit the “old allies” archetype as they actually defiled Nagash and even worse been punished for eternity in the most horrible way... also they would not be under Lake Lethis but in Shadespire

    I think people mention Katophranes, because some of the art is suggestive of TK, like this: Shadespire_Wallpaper1_1920x1080.jpg    Might be a great way to add some TK flair to Deathrattle. 

    • Like 1
  15. 1 minute ago, Kramer said:

    What does the admiral add in this list for you? I have a hard time justifying him currently

    Truthfully, he is cheaper than another Khemist!  You could substitute another hero of your choice, but having at least 2 heroes is good, in case the scenario requires them.  He also adds some small melee ability and  a group-wide ignore Battleshock, if you think you'll need it.  In our store campaign, he has a free artifact which bumps his save to 2+, so I also use him to tie up enemy units threatening objectives! 

  16. 5 hours ago, Entombet said:

    Recently as i recovered from selling my minis some time ago i started to think about starting new one. Would this list on 1000p be any good?.

    Khemist

    10 arkanauts

    10 arkanauts

    10 thunderers (9 in real)

    6 riggers

    Frigate

    980p

    My only hesitation is the frigate.  While the mobility is nice, the frigate is as an expensive lead weight at 1000 pts.  My preferred 1k list is:

    1 Admiral

    1 Khemist

    20 Arkanauts with 6 light sky hooks

    10 Arkanauts with 3 light sky hooks

    5 Thunderers - all rifles or 4 rifles with 1 fumigator (to help reduce incoming attacks)

    6 Endrinriggers

    I typically go Urbaz for the Khemist's ability to buff two units.  Usually both squads of Arkanauts until the Endrinriggers need a buff on their saws.  I will use the Endrinriggers to counter-charge or grab objectives while the main mass moves steadily towards the objectives.  You can also use command points to get the auto-6 for running when you need to grab objectives late game.

  17. Regarding FEC for both queries above - they have some nasty tools now.  That Archregent can use a command point to summon 20 ghouls or 3 crypt ghouls/flayers.  So keep in mind that the player could effectively summon some nasty stuff every turn.  Also, the ghouls get many many attacks, especially when ghasts/spells/chalice are used on them and they are in large numbers - so while they have weak saves, they hit hard.  The FEC also have new Battleshock-manipulating tools with many abilities/units which drop Bravery -so make sure you understand what causes Bravery penalties so you can mitigate the damage or save your command points for auto-passing tests.

  18. 19 hours ago, WatcherintheWater said:

     

    Final thoughts:

      Hide contents

    ·       2 wins and 1 losses. I ended up 7th out of 16.

    ·       The list was really fun to play! I was worried that because of the powerful shooting every game would just be determined by the turn 2 priority roll, or that it might be boring for my opponents to play against, but it didn’t really play out that way.

    ·       Compared to the 2 frigate list, this has much more firepower, and is more durable (it has twice as many models). The list has 24 skyhooks shots, and well over 100 pistol shots, which can really do some work. The Warriors are a great screen, and the big Company survived every single game. However, you do lose some mobility, which makes games where objectives are in the middle of the board tougher. Also, without the ships, I was at 8 drops, so your opponent gets to pick who goes first most of the time, so you need to deploy in a way that is defensive, but keeps the skyhooks within 28” of priority targets for turn 1.

    ·       The Urbaz footnote, to shoot or fight in the hero phase once per game, is great. If you go against an enemy that doesn’t have 3” melee attacks, you can position the big AC unit so that they are safe from getting hit in combat, but within 3” of a charging enemy. Just make sure that you actually want to shoot at whatever charges there, since you won’t’ have a choice.

    ·       I’m not actually seeing that much use from the Earburster. You want to keep your Khemists away from the action, so a lot of times they aren’t in range, and many armies have high bravery, or battleshock immunity options. I’ll probably switch it out for the KO items that gives a dispel.

    ·       These are just guidelines is also sort of weak. I tried to use it twice, and each time rolled the exact same guideline Barak Urbaz gets by default. I’ll probably swap it out for the battleshock roll of 1 footnote next time.

     

     

    Thank you for sharing your list, your pics, and your thoughts!  I like Barak Urbaz for many of the same reasons you listed.  One comment I had about the Earbuster is that the trick is to use it after you have shot a unit.  For example, if you shoot a small squad of AC into a unit of 20 models and kill 8 models, then shoot it with the Khemist with Earbuster and kill 1 more model, then all 9 casualties are counted for that immediate Battleshock test (all casualties for that phase).  Then of course they take another Battleshock test at the end of the turn.  So maximize the damage on the unit, then hit it with Earbuster.  It works really well against those high Bravery armies to get rid of models.

  19. 17 hours ago, novakai said:

    Technically there is a 40k equivalent to Skaven called the Ratling, there are two of them in Blackstone Fortress. But just like Ogryn and Squats, they are just minor humanoid subspecies of the Imperium. 

    Edit: also I believe space skaven made an appearance in “The Beast Arises” series but they got anhiliated by the Ork Empire and the Prime-Orks

     

    Actually, the Skaven equivalent in 40k are the Hrudd - rat creatures which manipulate time/space.  Ratlings are the halflings of 40k.

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