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Kaylethia

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Posts posted by Kaylethia

  1. 49 minutes ago, Hoseman said:

    Plus the thing of only one unit can teleport per turn is a big nerf to me as I liked to teleport kurnoth + arch revenant.

    I fon't have my battletome at hand, but I remember it being one unit + treelord variants.

    • Like 1
  2. 11 minutes ago, Arzalyn said:

    Only if you use 3 of them. They don't get the wyldwood rules if they have less than 3 tree models close to each other.

    From the scroll:  If you 
    set them up more than 3" from each 
    other, they form 3 small Awakened 
    Wyldwoods that are separate faction 
    terrain features.

  3. 3 minutes ago, Landohammer said:

    I am finding myself agreeing with a lot of your posts since you posted this. (you were right about small units of Spites in 3rd afterall) so please don't take this as if I am picking on you, but I find this comment a bit uniformed in terms of playing against terrorgeist. 

    They have 35 inch threat range BEFORE pile ins (which they can do multiple times) with an average threat range of 27-30 inches depending on sub. They also heal and had a -1 hit aura vs shooting. Most opponents will deploy them on the line. They can kill anything in our army in a single charge. 

    I am really trying to play out your advice in my head but I just don't see how you would avoid 3+ units with that kind of threat range without hiding Alarielle in a corner. Picking wounds off them just doesn't seem like an option.  IMHO the correct move is to alpha strike them with a hammer and kill them in a single combat. 

    I wanted to add that I tied my opponent 20-20 despite losing her turn 1. If I had used her 740 points on literally any other unit I would have likely won.

    I want to find a use for Alarielle but after 2 recent games it just reaffirms my opinion that she is bad. :(

     

     

    I'd try to screen Alarielle with either revenant variation. If possible, deny them the space to plop TG next to Alarielle either with screens or terrain.

    If tailoring my list against a player with Terrorgeists, your plan sounds good, in a more general list, screening and collapsing on the TG sounds better in my head.

  4. 21 minutes ago, Aturox said:

    If i am able to reroll my spells with vykros dynasty in Soulblight Gravelords can i reroll if i roll a double 1 or is the effect still valid?

    All effects like that activate after rerolls. If your reroll is no longer a double 1, a miscast doesn't happen.

  5. 1 hour ago, Dracan said:

    image.png.ac650ad75308d039f6a148d81b5fc5b4.png

    Looks like it is what they intended? 

    But something else i just thought of, if i have wither stave or any other ability like archaons that forces the opponent to reroll successful hits of 6, now if the unit attacking has an ability that does MW on 6 it means he chooses to ignore my force reroll?

    must say i dont like that idea..

    The new Core rules had a bit about how if multiple effects trigger at the same time, the player who's turn it is, applies theirs, then the other players. If two abilities counter each other, the latest to be applied applies.

     

    In your example, however, your ability to force rerolls happens earlier in the sequence, due to MW on natural sixes abilities triggering AFTER rerolls have been made. If your opponent has an ability that lets them reroll any hit rolls, they could apply that one instead, but only in your turn.

    A bit of assumed developer intent: if you had full rerolls, you could reroll everything, but trigger your MW's twice, if it worked the way you're assuming, since you rolled sixes twice.

  6. 1 hour ago, Mirage8112 said:

    I really want to know if unique characters can take spells.

    I'm still going to agrue that yes, uniques can get spells. Unlike artefacts, mount traits, etc, a spell lore enhanchement isn't given to a unit or model, but instead grants a spell from an available spell lore to every wizard in your army. As per the Spell Lore sidebar in the core rules.

    I can see how it would be different if the enhancement would give A spell to A wizard.

    I first read it as every wizard getting a spell from a single spell lore, and I was pondering lists that would get a second spell lore enhancement, and how I would use the rest of the generic spell lore. Flying Durthu was sounding pretty cool.

  7. 10 minutes ago, azdimy said:

    I think it s pretty clear. Do you really believe you could bring a unit of 3 to 9 without any reinforcement point?

    How is "Take a unit from 10 - 20 is 1 reinforcement. " clear indication of unit minimum sizes being used for this?

    If they had said take *insert unit with minimum size 10 here* from ten to twenty, sure. 

  8. Disclaimer for those who haven't seen the beginnings of this in the Palette Cleanser topic:
    This is not my work, and I'm posting these pictures with permission.

    The author started A Tale of Some Warlords campaign that has 21 players, building and painting 22 armies. This one is Sons of Behemat, converted and painted to the theme of King Arthur, posted for your enjoyment.

    Here's the concept art: 
    3D64BA9A-DACF-4B1F-AF5E-9680D2F46C81.jpeg.13b376a6b4715806a495053c4f16e820.jpeg0EC17786-17FB-4CB5-83B5-4D2A52C85AF7.jpeg.d799176e0280dace36585b1ebeb1def1.jpeg

     

    With that out of the way, here's Söör Lääntsalott in his almost finished glory:

    IMG_20210610_094317.jpg.a1096687ad3523e5f9eda80836518c6c.jpg

    He likes blowing up squigs (not unlike balloons), long walks on the beach, and squeezing one last doot out of his heralds.

    • Like 6
  9. 1 hour ago, Neverchosen said:

    If I am reading this right I will have to convert my unit of 20 Chaos warriors with Sword and shield into 2 units of ten? Or a unit of 5 and one of 15? 

    Because taking 20 would = 4 reinforcements which is more than they could take as a battle line unit 🤔🤯

     Just when I thought I was done with the army... 😢 

    I see it as 'up to ten is free', so I think it would be one reinforcement in your example. 

    Remains to be seen whether it'll be 1 reinforcement to add models equal to your minimum unit size, or if reinforcement starts counting at 10 models and allows you to add ten more.

    • Thanks 1
  10. Forgot to add, the graph is against a 4+ save without rerolls.

    On the other hand, the single dice reroll pushes the graph a bit more toward the top end, more so if you have the leader with a glaive, and the new command ability that gives +1 to hit pushes it even further.

    • Like 2
  11. 1 hour ago, Abstract_duck said:

    Fair, though I feel like their output is still too little to kill off an unwounded hero if they are unbuffed, though. at that point you might be using 160 points to kill off a 80 point unit over a few rounds since you're looking at about 6 per turn if you get all of them in range against a unit with a 5+ save - granted, the banner helps. But yeah, it depends on your goals. I'd love to hear if they are actually quite decent hunters, though. 

    Unbuffed, using only their 1-damage profile on all models and without using Martial Memories, their statistical output looks like this: 10 T-revs with blades

  12. 3 hours ago, Abstract_duck said:

    having 10 instead of 5 tree rev's in one unit isn't really going to help that much.

    10 is better for combat activations and unwounded heroes while giving up a bit of output compared to 2x5, as two leaders have good odds with their single dice rerolls if you give them the 2 damage weapons. 2x5 has better odds of making the charge.

    • Like 2
  13. Just now, Tizianolol said:

    Guys have you understood how new coherency work? U cant put a single unit in a line?

    Up to five models. Above that, and you need to stagger the models, either how it was described a few posts earlier, or rank-and-file style.

    • Like 1
  14. I used dryads, as I had them on my hobby table.

    Conga lines are getting compressed, but otherwise we're going to be fine.

    @Mirage8112 Are you thinking about using the Arch-Rev just to give hunters rerolls, or using the CA wherever it looks like you might need an extra push?

    IMG_20210607_214047_1.jpg

  15. 9 minutes ago, Havelocke said:

    You're right, actually. I was thinking you needed a full two ranks, for some reason. I must need more coffee.

    Maybe I need some. This is fine until you get into a fight, as coherency is checked at the end of a turn and once set up.

    I'll have to put some models on the table, but even on 32mm bases, you should be able to offset the second rank and keep the models far enough apart, that both ranks can fight, and losing models isn't an issue.

  16. Many people will run their bigger units in blobs, so two ranks and spreading out to surround them can be a valid tactic. And you don't always need to be attacking with every model. I'm thinking that a >----------< kind of formation is going to be the new screening formation.

    Just my first thoughts. 

  17. 2 minutes ago, Freejack02 said:

    People will continue to point out what isn't looking too strong, and you'll keep saying that you personally have incredible success and everyone else must be looking at things incorrectly or making too many mistakes while playing. 

    Anecdotal, but ever since 1.0, my main opponent (pre-CoS Disposessed player, CoS after it released) has been singing the praises of Thunderers for years, mathhammer and all. Great player, and to borrow a turn of phrase from MtG, could probably win with a ham sandwich. Constantly got told that Thunderers suck, Irondrakes is where it's at, despite math and batreps showing otherwise. 

    A second anecdote: I love Tree-Revenants. I will incorporate them into many lists I make, because of their flexibility and shenanigans that force the opponent to make choices like leaving a unit to safeguard artillery or a support hero, camping something on a backline objective, etc. while also enabling me to play a more mobile game than our usual amount of teleports. 

    Now, disregard my opinions and anecdotes if you will, I am an easily distracted player who seldom ekes out a win, and usually gets to take his pieces off the board as units are deleted. But that's on me, not the army.

    • Like 3
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  18. On the other hand, even if they do get demolished, this wording leaves the keywords intact. Our woods will still buff dryads, Durthu and mr. Doot, and still allow for teleports. When defensible and demolished get clarified, we'll see if they still provide cover as well.

    This was a thing in first edition with generic Destruction allegiance, where they could turn off scenery rules.

    • Like 2
  19. 3 minutes ago, Public Universal Duardin said:

    Absolutely gorgeous - really give those fairy-tale/storybook vibes! I absolutely adore King Arthur-mega carrying Rapunzel on his back, haha. Are the notes in Estonian? Asking as I could partly understand them, so it's most likely a Baltic Finnic language.

    Yup, Estonian.

    Probably my favorite detail is the fact that Arthur has Excalibur stuck in his club.

    • LOVE IT! 1
  20. 5 hours ago, ppetford said:

    The info coming out of GW hasn't said categorically that these won't be usable, unless I've missed something?

    My reading of their wording leans more toward them adding generic battallions that anyone can take, rather than a removal of everything else.

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