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Paul Buckler

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Posts posted by Paul Buckler

  1. So headed to WHW last weekend for there singles event.  I took this list.

    Army Faction: Fyreslayers
        - Army Subfaction: Vostarg
        - Grand Strategy: Hold the Line
        - Triumphs: Inspired

    LEADER

    Auric Runefather on Magmadroth (360)**
        - General
        - Command Traits: Blood of the Berzerker
        - Artefacts: Axe of Grimnir
        - Mount Traits: Coal-heart Ancient

    Battlesmith (150)**

    Auric Runesmiter (135)***
        - Runic Iron

    Auric Flamekeeper (90)*

    Auric Runemaster (125)****
        - Artefacts: Arcane Tome
        - Spells: Ghost-mist
        - Prayers: Heal

    BATTLELINE

    1 x Hearthguard Berzerkers (320)*
        - Flamestrike Poleaxe

    1 x Hearthguard Berzerkers (320)*
        - Flamestrike Poleaxe

    Vulkite Berzerkers with Bladed Slingshields (160)**
        - Fyresteel War-pick and Bladed Slingshield

    Vulkite Berzerkers with Fyresteel Handaxes (170)***

    Vulkite Berzerkers with Fyresteel Handaxes (170)****

    CORE BATTALIONS:

    *Hunters of the Heartlands

    **Warlord

    ***Vanguard

    ****Vanguard

    TOTAL POINTS: (2000/2000)

     

    Day 1 went 3-0  All good tight games, SBGL, Mirror Slayers and OBR.

    Day 2 0-2, Morthi and her friends, and Soublblight. 

    Apart from the Morathi game, I was in every single matchup.  Last game was a charge roll and a  priority away from a decent chance of a win.

    Ended 13th of 58, super happy with that for first run out, and easily could have been top 10.

    Shooting is the weakness of the army,  really told in game 4. 

    Droth father is so killy, he won me 2 games from raw damage output.

    Vulites are amazing, the 2 axes in vostag on the charge.  Game one one shotted VLOZD with -1 rend and extra damage from keeper.

    Battlesmith - Rally was huge, won me a game, and the ward just helps as well.

    Smiter, not 100% convinced by him, in this list .The large charge after deployment really hurts, no easy buffs for that.  More  defensive tool to hide droth from shooting.

    Flamekeeper - want 2!  Countercharge with +1 damage, or straight charge at +2 seems so good.

    HGB, were ok, I am actually considering a drop for maybe 2 Stormdrake guard, damage is a bit less, and far less survivable, but they are so quick and get me bonus monster points as well for tactics.

    (Straight swap smiter out for Keeper and 10 HGB for 2 Dragons)

     

    Overall the book was great fun to play, opponents all had no issues all were very happy to see the new book being played.  I feel it has so many more options than before and atm much of it has really not seen table time.  Pretty sure there are a ton of builds that will filter out over the next few months.

     

     

     

     

     

     

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  2. 9 hours ago, Cullen rothery said:

    The entire unit has the wizard keyword and is only a wizard when it contains so many models, in that regard it should effect the whole unit as the unit is the caster, at least that's how I'm reading it

    Only the Steedmaster gets the WIZARD keyword (p120 Newest LRL book).  Even if the unit was a wizard 19.4 says you pick 1 model to be the caster, and then flaming weapons 27.5.3 says the caster's melee weapon.  So doesn't work on the unit I am afraid to say.

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  3. Start of turn, Player going first gets 1 CP player going second gets 2.

    Start of player going first hero phase if general is on the board you get 1 CP, So player 1 has 2 player 2 has 3.

    (assuming none spent)

    Start of player going second hero phase you get 1 cp if general is on teh board, So player 1 3 CP player 2 4CP

     

    You gain the general extra CP in BOTH player turns

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  4. From experience in a fair few games now (Maybe 100+), it seems more powerful on paper than it actually is on the table, its very good, but not game winning by itself.

    Notes from my games

     

    1 It costs a CP, and amongst all the new things you want to do, this is a real choice.

    2 A cheap unit will nullify it (Lists will prob start to include more of these.) Alpha strike armies in 2nd brought in more chaff screens, unleash hell prob has a similar effect on lists.

    3 Swarm the charges - chuck 3 hard hitters in, only 1 can get shot, so triple stonehorn, any SoB army, maxwcrusher and double goregruntas etc.

    4 Gemenids - perfect counter

    5 Ignore the shooty unit/screen.  Multiple objectives and their locations mean you can prob play the game away from the bunker, with the added advantage you may remove that objective anyways turn 3.

     

    Give it 6 months and see where we are, but I don't think it will be anything near the game breaker some folks are saying right now.

     

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  5. My experience so far after around 100 Games.

     

    There are a LOT of things to do now, lots of subtle changes that really influence the game.  It seems like you have a lot of CP to use, but in reality you have to make some hard choices on what to spend them on.

    Most influential CA - Redeploy

    The GHB missions have a wide variety, and to get a list to work in them all takes some practice.

    Endless spells are really worth looking at now, treat them almost like a bonus unit that has an ability or damage rather than a spell.

    Forces on the up, I would say these 3

    SoB

    S2D

    Soulblight

     

    Re: Unleash Hell, its a strong ability but no where near the game breaker that some have said.  You get used to it and often add a unit in your army to counter it.  Gemenids just stop it the majority of the time, if you are really worried.  Taking 1 CP out of your allotment to account for it really hurts.  Also for non mortal damage things like mystic shield and finest hour really mitigate.  For LRL rem that the unit casts are pretty random, so concentrate on stopping that where possible if it really troubles you.  Removing objective round 3 means you really take a risk castling up with an archer bunker setup.

     

    This is honestly the best edition I have played and am looking fwd to seeing what thousands of brains dream up using the new rules/army composition.

     

     

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  6. So just to give overview, its about buffing waves of skinks with mortal wounds and +1 to hit, then moving or teleporting and picking your targets.

    Summoning is just the occasional unit of 10 skinks for objectives or chaff.

    Salamanders target the really tough stuff.

    Then 50/50 the unit buffed can shoot any chargers and run away before they fight.

    Lots of bodies on the board for objectives.

    Hero missions are teh tough ones, but the shooting shot remove any standing on them easily enough, and then you clean up late game and score

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  7. Potentially yes, also passing to keep in turn order.

    EG

    I go first, stand still, opponent goes and moves up but cant complete charges.  I win priority, give them the turn so they get 1 go at charging me, leaving me the potential of 2 back at them.

    More likely

    Opponent goes first, I take turn 2 win priority and pass so they have no chance of a doubel turn at me.  I may even do this all game if I keep winning prioirty, until turn 5, as it just takes the double out of the game.

     

    This is a good tactic with shooting armies to prevent combat armies getting 2 turns of charges etc.

     

     

     

  8. 5 minutes ago, Overread said:

    Out of interest how many people let their opponent have two turns when the rolls allow for it and when playing a competitive game. Ergo when you are playing to win the game rather than any other social elements, do you allow your opponents to take a doubleturn and if so is it ever at any other time than the first turn when they might already have burned one whole turn being quite ineffective (ergo just moving into position). 

    Because we tend to always talk in terms of either neutral situations (it allows an underdog to win in a theoretical game we aren't involved with) or we talk about how we prepare for our opponent taking a doubleturn. The subtle message there being that we would not "give" them a doubleturn; since if the player has the initiative roll then its their choice (a known element) and all the preparations appear designed to be as if the opponent chooses to take a double. 

     

     

     

    Happens a lot, passing the turn to prevent the double at you, or possibly for scenario scoring reasons is very common.  I would say maybe 10-20% of my games I do this., and see it happen regularily on tables next to me.

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