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Azamar

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Everything posted by Azamar

  1. It’s a bit of a shame it isn’t +1 to hit or reroll wounds or something. On the bright side it’s only one of his (unusually large number) of command abilities, and it’s a prime candidate to fire off using the proclaimer mask each round (something you couldn’t do with the matched play ability as it’s only for ones on the warscroll).
  2. Sorry- to be clear I meant that the command ability doesn’t affect him or any others in the garrison, it only gives the rerolls to the ship itself. Unless I’ve missed something in the garrison rules, they’re still separate units. In comparison, the repel boarders command ability definitely does benefit the garrison.
  3. From the wording it looks like it only affects the sky vessel he’s embarked on unfortunately. I’d wondered about the point of that command ability as well, although the universal reroll 1s to hit is a matched play only thing, so I guess it makes a difference it open or narrative games. I still think the admiral is very useful I should add, for the reasons you and others have mentioned. edit: I’ve just spotted that the proclaimer mask hailed only works for abilities on the admirals warscroll, so that gives that particular ability a reason to be there.
  4. An admiral would make sense, or a flavour of endrinmaster to keep them in the air. With that lot, can I also suggest a portable speaker, and an MP3 player with Ride of the Valkyries downloaded.
  5. This was my thought as well- I was surprised to look back to this thread and see all the doom and gloom over the last few pages (not from everyone obviously, but more than I would expect before the book is even in our hands). I have very limited experience with Sylvaneth so far, but I’ve already learned that tree revenants create a threat disproportionate to their apparent strength in combat. The fact that KO can now do this with a considerable chunk of their army- or with their whole army if the fancy takes you- sounds really quite strong to me.
  6. Holy moly the ironclad sounds terrifying now- flat 6 damage on the sky cannon and up to 2 damage and 3+ to wound on the aethercarbines. Mix that with the new aethergold ability and it’s going to annihilate anything that gets close to it, plus better healing all round. 510 points now but worth every one by the sound of it. Mind you, I suspect there’s plenty of things out there that can still flatten it in a single turn even with a 3+ save. slightly disappointed that two battleline if choices are linked to the new hero, but sone options are better than none at all, and at least arkanauts are cheaper as well.
  7. Good. Great even- whilst not a dealbreaker (only thing for me that would be close would no no new battleline choice, and even then who am I kidding, I’ll still be using mine anyway) I was really worried they’d remain as another army with no inbuilt way to get rid of endless spells. As I’m currently painting a sylvaneth army, I’m personally more than happy not to have another terrain piece to worry about.
  8. I’ve spent the last few months working on a new sylvaneth army- mostly brought second hand off a friend at my local club. I’ve just passed the 1000 point mark of painted models with a second unit of kurnoth hunters, so figured now would be a good time to share. Bonus picture of a converted branchwraith (out of a second branchwych) next up, I better get some trees together so I can use them on the tabletop!
  9. I’ve just noticed that there has been a pitched battle profile update for cities of sigmar after all, dropping drakespawn knights to 150 points.
  10. The fyreslayer changes- is it me or does that actually make Hearthguard better? I get the intention was probably to stop people spamming them, but would it not have been better to remove the horde discount altogether (maybe adding one to the vulkites instead)?
  11. Indeed! I would say the leviadon is an absolute steal now for 310 points, for what it does.
  12. Dunno about competitively, but it’s cut another 100 points off my own army
  13. Lords of the lodge just allows you to pick the unit twice in the same combat phase, they don’t immediately get to pile in and attack a second time. With both abilities in place, in your turn you would activate the Hearthguard first (with the Hermdar ability) in the start of the phase. Then, when normal combat order starts, you get first pick so could make the same unit attack and pile in a second time (using lords of the lodge) before your opponent has had a chance to do anything. However in your opponents turn, whilst you could still use the command ability to get in the first swing, once the normal combat starts your opponent gets first pick before the Hearthguard could have their second activation. hope that helps!
  14. In the core rules it says the player whose turn it is tests first.
  15. Locally for me the only player who has Archaon I would trust with this, so I don’t have a personal issue. But for pick up/ competitive games putting a cup over it seems to be the best bet.
  16. @Pigey what about replacing durthu with a tree lord ancient? If you are banking on getting out that second wood at the first opportunity, then an automatic wood seems like a solid idea.
  17. That’s what I do (sometimes 2 units of 10 with axes and a unit of 20 with shields if I’m running a warrior kinband). For Hearthguard the pole axes can cause scary amounts of damage in spikes, but broad axes are more consistent. I actually prefer the broad axes most of the time, although pole axes will generally scare your opponent more- especially if it’s a big unit.
  18. Question from a new sylvaneth player just getting started- how many wyldwoods do you typically need for a 2000 point game? If I pick up a tree lord ancient I presume I need at least 2 of them? I don’t play in a particularly competitive environment so I don’t exactly need to flood the table with them, but it seems like every other ability needs a nearby wood to work
  19. I quite like a unit of 20 with shields- especially in a Hermdar lodge- use a runesmiter to drop them into your opponents territory or around an objective, and you’ve got 40 wounds with a 4+ save and immunity to battleshock for your opponent to worry about. I haven’t tried twin axes in a unit of 20, but I would have thought that 32mm base size would work against them as you’d struggle to get them all into combat. Units of 10 die surprisingly quickly, but when they do get a swing they can dish out a decent amount of damage.
  20. Bit late to post but my splintered fangs are done (barring a bit of work on a few of the bases)
  21. on the app they still have the darkshields ability. However they don’t on their warscroll on the gw website- the app has been known to be wrong before so the shields may be a mistake. I guess the warscroll in the book will confirm it.
  22. Reposting from the Kharadrons thread- a list I’ve been thinking about this morning. I like the idea of using tempest’s eye to make a true combined duardin list- something like (if I’ve got the new points right): warden king (general) Runelord Runelord battle line: 30 ironbreakers 30 hammerers 10 longbeards others: 10 grundstock thunderers kharadron frigate 3 gyrocopters allies: grimwrath berserker 10 hearthguard berserkers How well that would synergise with the tempest eye’s rule’s I don’t know- I may well be better splitting the dispossessed into smaller units, but I like the idea of having a combination of fast objective grabbers (gyrocopters and the Kharadrons), heavy hitters to grind up the field (berserkers and the hammerers) and a meaty block of ironbreakers in Defense (ok they’ve been inexplicably nerfed, but 30 models with a 3+ save/ 6+ invun, and battleshock immunity if I hang the king back, is still tough to shift.
  23. I like the idea of using it to make a true combined duardin list- something like (if I’ve got the new points right): warden king (general) Runelord Runelord battle line: 30 ironbreakers 30 hammerers 10 longbeards others: 10 grundstock thunderers kharadron frigate 3 gyrocopters allies: grimwrath berserker 10 hearthguard berserkers How well that would synergise with the tempest eye’s rule’s I don’t know- I may well be better splitting the dispossessed into smaller units, but I like the idea of having a combination of fast objective grabbers (gyrocopters and the Kharadrons), heavy hitters to grind up the field (berserkers and the hammerers) and a meaty block of ironbreakers in Defense (ok they’ve been inexplicably nerfed, but 30 models with a 3+ save/ 6+ invun, and battleshock immunity if I hang the king back, is still tough to shift.
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