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Azamar

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Posts posted by Azamar

  1. 2 hours ago, AquaRegis said:

    Imo Idoneth and Kharadron were the first truly unique AOS army to be released, that weren't based off a theme from WHFB. 

    Fyreslayers are just dwarf slayers with added fire and 'Rune Gold'. 

    It’s probably splitting hairs but I always saw Kharadron as expanded from the dwarf Gyrocopter concept. They certainly share a lot of design cues from the gyrocopter/ bomber kit. 

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  2. I was excited to see the shieldbearers, but really young Ungrim overshadows everything else here- incredible model. 
     

    My guess for the other special character would have to be Josef Bugman. Thorgrim is possible as he’d be around in the time period but as @Double Misfire said he wouldn’t really stand out from any other dwarf lord at that point.

    I think Burlok Damminson would be too young- old world is set about 75 years before he blew up the engineers guild and I think that was when he was meant to be a young prodigy. It also means he wouldn’t have his mechanical arm yet. 
     

    Kragg the grim and Kazador are outside bets but probably not famous enough. 

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  3. 21 minutes ago, Ejecutor said:

    I don't think we would see more Arch-knights, sadly. Otherwise it would loose its uniqueness from the command corps.

    Arch-knight is also the name of the cavalier’s unit champion (the one in the command corps I basically see as an unmounted champion) so I agree it’s unlikely we’d see a whole unit of them.

  4. 18 minutes ago, Grungnisson said:

    Plus the Magmadroth Special Delivery Service in the AoR. And a chance of doing up to 2 MW. And they're 20 point cheaper than the Vulkites. They're not bad.

    Oh they’re definitely not bad- if they update rules like vicious counter attack to work for them, then they might even be great. At the moment I think they’re fine just quite bland (not counting their AoR abilities- had they baked that into the warscroll they’d be far more interesting)

  5. 24 minutes ago, lele said:

    Yea, i found the warscroll, but what official website is this picture?

    Probably an App Store of some kind? Text matches the update I got on iPhone apps.

    The new fyreslayer unit is, fine I guess? Basically a cheaper unit of axe vulkites with one less model but one more attack each. They switch off monstrous rampages within 3” which gives them a slight niche, but miss out on a few bonuses (such as flamekeeper buffs and vicious counter attack). 
     

    worth getting for the models alone I think, but given the already limited choices fyreslayers have, it’s a shame they don’t have more to set them apart from the other units.
     

    oh, and they have the Lofnir keyword. But as that would only matter in a hermdar army (which is so bad no one would ever use anyway) it’s hardly worth talking about.  

  6. I’m very late noticing this so might be common knowledge to other fyreslayer players, but the core rules faq has been updated and conclusively answered the bodyguard debate above. Basically it works as it says on the runefather/son warscroll, overriding the core rules. 

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  7. 13 minutes ago, Lord Krungharr said:

    Not sure if this is what the discussion is about (foggy with a headache right now)....

    In terms of targeting the HGBs, after my Stank Commander prays to erase their ward save, I think they just wouldn't get their ward save if the prayer is successful.  If my Stank Commander prays to erase the ward of the HGBs successfully, then targets the Runefather, I think he still dumps his wounds onto the HGBs and they would not get their ward save.

    They would not, correct, as the prayer removes the ward even if they’re not the target.

    I think what Doko’s opponents are telling them, is that they don’t get the ward save at all whenever a bodyguard save is deflect a wound onto them.

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  8. 22 minutes ago, Doko said:

    i get your point,but im not a international player,and my club continue saying that this faq cancel our ward even after show the rule 1,6

    i can try the point in the rules post, stating that the faq is only for wounds negated and our retinue are wounds relocated, but is semantic and i dont think they gonna change their opinion.

    its not a big problem because my fyresalyers are getting dust untill next book,and i guess next book gonna clarify this better(in this generals handbook isnt fun fyreslayers and i preffer play my vampires or new citys)

    Fair enough- it seems absolutely bonkers to me that’s it’s even in question- how it works is there in black and white and rule on the warscroll, and 1.6 explains exactly how it should work. I’m sorry your opponents aren’t being reasonable- maybe you shouldn’t let them run and charge or issue the same command twice if they think 1.6 isn’t important? I wouldn’t bother about the negated vs wards as that is just the same thing- whole point is, if that was meant to be an exception to 1.6 it would say outright that it was (like the fight twice errata). 
     

     

  9. Ok- so I’m usually quite happy to back down if the consensus is I’m wrong. But I’m absolutely going to die on this hill in this case and here’s why:

    (with apologies, I have a few screenshots of bits of the pdfs I’m referring to but I can’t work out how to paste them in the text, so they’ll all be at the end)

     

    Firstly let’s make clear what an FAQ (or designers commentary as they now call it) is. It is answers to questions to complement the core rules. It is not a balance change, or meant to rewrite or correct core rules- that’s what the errata’s are for- those only start later in the pdf. 

     

    Secondary, the age of the designers commentary doesn’t matter, the magenta bits are just to help people see what has changed. For some reason when I load the faq page I’m getting old versions of the documents, but it means I can show what the faq looked like prior to the one you just posted. It is identical wording, they just removed the reference to outdated battletomes. The question predates our current battletome, but it wouldn’t matter if it didn’t as the designers commentary is solely there to explain how the *core* rules work.

     

    So as it currently stands, the core rules say you cannot take a ward roll for hearthguard, but the royal retinue ability says that you can. There’s a clash so how is that resolved? The rule in 1.61 the ability over-rides the core rules. So roll those wards. 
    some bodyguard units (like stormcast praetors) don’t mention whether a ward roll can be taken- that’s why the faq is needed. 

     

    Would it matter if this appeared in the core rules errata instead of the designers commentary? Simply, no. Because the errata updates the core rules. The new update would say wards can’t be taken, royal retinue would still say it can and we’d be back round to 1.6. 

     

    The only way this could change is if the royal retinue ability was changed in a fyreslayer errata, or if the core rules errata  changed to say this was an exception to rule 1.6 (there’s precedent as they do this in the errata regarding fighting more than twice in one phase.).

     

     

    To be convinced otherwise then I’ll need to see:

     

    1. *where* it says that core FAQs/designer commentary override core rules (they are clarifications) or why the order they were added in relation to battletomes matters. (Again, this is separate from erratas, which do replace the text of rules from the book they’re for and can change how a rule works)

     

    2. Why, if the rule about wards is an exception to 1.6, does it not say it is an exception? (Compared to the 1.6.5 errata about fighting twice)

    3. how, on a baseline level, this is any different from any other ability that breaks the core rules (such as issuing multiple commands, or running and charging and so on.)

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  10. 1 hour ago, Doko said:

    are you sure about the ward of hbg? in my club and evey online game that i see they say that you cant use the ward of hgb with the bodyguard.

    because the fyreslayer book is older than the faq that state that wounds made by bodyguards rule cant be saved by war and so the faq cancel our book.

    you can tell me where say that our hgb ward can be used even if the faq state that no? i would like know it to show it to the people that argue that faq goes before our rules because it is more new

    Ability rules (1.6) in the side bar. “If the effect of an ability contradicts a core rule, then the effect takes precedence”

    Age of the faq doesn’t matter, as it’s still an faq of the core rules. It would only change if they took the line about ward saves out of the runefather/son warscrolls.

    So in this case the effect specifically  states the unit can still use their ward, which overrides the core rules saying they can’t.

    Edit- I’ve just realised where this confusion is coming from- I looked back and realised the core rules faq you’re referring to specifically mentions sworn protectors in battletome fyreslayers. That’s the warscroll ability from auric hearthguard from the 2nd edition battletome. 
    The ability for runefathers and sons is called royal retinue, for reference. 
    so you can also prove to your opponents that that particular faq question predates the current fyreslayer battletome 

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  11. 1 hour ago, Doko said:

    nop is in fact better the black guards than hgb bodyguard rule.

    hgb rules:

    runefather get a wound and with 4+ the wound is negated and hgb get 1 wound done

     

     

    I’m sorry but this is flat out wrong. It’s a 3+ and the hearthguard *still get their ward* (it’s the only ability in the game that allows this). 

    the successful saves not transferring onto the black guard is nice, but as keeping the hero alive is so critical to these units, I’ll take the 3+ over the 4+ any day thank you. 

    It’s harder to kill a Runeson with hearthguard nearby than it is to kill a sorceress with black guard nearby, and even more difficult to kill a runefather. 
    And made even worse due you opponent once you start throwing rally from a battlesmith around, or heroic recovery on the hero. Plus if, somehow, your opponent managed to kill that runefather whilst hearthguard are still alive, any other hero in your army (and you should have plenty) can keep that 4+ ward active for the survivors. 
     

     

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  12. 3 hours ago, Doko said:

     

     

    hgb buffs:

       -+1 wound prayer

      - a -1 to be wounded

    4+ rally

    +1 damage (or charge in combat phase or fight on death, but realistically you’ll take the damage)

    Sharing combat activation with rune father or son

    Run and charge prayer or to move per game with the new hero

    once per game strike first when charged

    once per game extra rend

    once per game +1 to hit 

    once per game mortals on 6s

    once per game +1 attack (lord of the lodge 

    Thought I’d fix that for you. Those are the buffs available off the top of my head. Deliberately didn’t include enhanced rune effects as they’re unreliable, but devastating when they do go off (specifically awakened steel or fury)

    Discounting the once per game abilities is… well you might as well discount the whole faction. Especially the runes which last at minimum 2 turns. Getting the right ones active at the right time is pretty much the key to playing 3.0 fyreslayers. With buffs they’re pretty good. Get them into combat with the right buffs up and they’re “chef’s kiss”. 
     

    I’m not saying black guard aren’t good- they might be vying for position of best infantry in the game and are probably too cheap right now. But get enough damage in first or kill their accompanying sorceress and they’re in trouble. Hearthguard do better in both those scenarios, thanks to their counter charge, and their fantastic version of the bodyguard rule. 
     

    I’m probably wasting my breath, but my hearthguard always perform well for me. 
     

     

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  13. 54 minutes ago, Cronotekk said:

    My only wins have been from buffed beatstick black dragon with drakescale cloak and shield to be durable while doing decent damage, and then vitriolic spray on a unit followed by 30 Darkshards shooting.

    Then they removed drakescale cloak, made the dragon shield worthless, removed the +1 wound aura command, and reduced its damage. And then they removed vitriolic spray too

     

    And strangely they did give an extra attack to the basic infantry but got rid of their east horde bonus hit buff. I guess 2 3+ 4+ - 1d attacks would’ve been too much lol

    Time to break out the 3d printer for the arbitrarily good units this edition

    Just carrying this over from the rumour thread but keen to talk about this- my current cities army is an aelf exclusive one. I’m gutted to have just lost a great deal of variety (I’ll especially miss the phoenixes and the sisters of the watch) but I’m reasonably happy with how what’s left is looking

    I hadn’t noticed that the dragon’s damage went down, which is disappointing and a strange thing to do on a unit that wasn’t exactly good in the first place. 
     

    I’ll miss vitriolic spray not working for darkshards (or bladewind for that matter) but the high cast and short range always made it a bit unreliable for me. But as the spiritual successor is cast on a friendly unit I think we’ll be seeing it in action more reliably now, plus it’ll bypass the increasingly common spell shrug (especially against khorne or kragnos) 

    I hate to say it, but if you want dark elf units that are “good” then you’ll need to get that printer going. But honestly that was true last edition as well. At least there’s a lot more choice for decent units other than black guard now. I’d rate drakespawn knights and chariots, dark riders and especially executioners all as very good now, and the hydra doesn’t look bad either.

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  14. 1 minute ago, novakai said:

    I think Malerion’s army will get the lumeneath treatment and it be a brand new range. Much like what happen with HE in that situation, the CoS dark aelfs may just simple be replace with his army of spikey shadow aelves.

    DoK may just be merge with them to keep the battletome count lower or stay independent but who knows 

    Yes- of all the cities aelves the darklings fit least with the AOS style, being very monopose and static. I’m surprised they’re the ones that stuck around, and would be really surprised if they get used in Malerion’s force rather than a completely new range. 

     

    35 minutes ago, Cronotekk said:

    My only wins have been from buffed beatstick black dragon with drakescale cloak and shield to be durable while doing decent damage, and then vitriolic spray on a unit followed by 30 Darkshards shooting.

    Then they removed drakescale cloak, made the dragon shield worthless, removed the +1 wound aura command, and reduced its damage. And then they removed vitriolic spray too

     

    And strangely they did give an extra attack to the basic infantry but got rid of their east horde bonus hit buff. I guess 2 3+ 4+ - 1d attacks would’ve been too much lol

    Time to break out the 3d printer for the arbitrarily good units this edition

    I’m going to reply to this in the cities battletome thread, if that’s ok? 

    • Like 2
  15. 22 minutes ago, Cronotekk said:

    As a dark elf player who owns entirely dreadspears, bleakswords, Darkshards, black dragons and some stormcast this update isn’t looking too good lol

    I mean, they haven’t gotten any worse (spears and swords have 2 attacks each now and points didn’t change much) so you’re not really in much worse shape than using them in the old book, except that you’re limited to 400 points of stormcast. 
     

    Using a primarily dark elf list right now is AOS on hard mode though, so if you’ve actually managed to win a game without even using any of their elites then I tip my hat to you! 

  16. 57 minutes ago, JackStreicher said:

    I don’t see a place for Darkshards, Bleak Swords and Dreadspears - unless I‘ve missed a synergie they won’t do anything with their 4 (3+), 4+, no rend dmg 1 combined with medium to bad armour.

    I’d never underestimate dark shards, even without run and shoot a unit of 20 can still force a lot of saves. 

    spears and swords might not have a function beyond being better for blood sacrifice than the black guard. That being said, they’re comparable to steelhelms and slightly better on the offensive than the human equivalent. They also bulk up the number of units for the grand strategy based on the number of banners, and the battle tactic for charging 3 aelf units (probably the easiest battletactic in the tome)

    there’s a spell which can make a unit’s melee attacks completely negate armour, which  might help them, however that’s probably better cast on black guard anyway

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  17. 56 minutes ago, Chikout said:

    As to those to say that Duardin are terrible, you can put them in Misthavn to give them more mobility. Hammerers  have  perhaps the best  melee profile of any infantry unit in the game. Without too much difficulty you can get them to hitting on 2 with 6 auto wounding,  wounding on 3, rend -4 damage 2 with strike first. That only takes two buff pieces. If you’re willing to settle for rend 3 you only need the warden king as a buff piece who they handily give a 4+ ward save to. That’s not bad. 

    I fully agree, and think most lists could make use of a warden king and a unit of hammerers at least, but where does the strike first come from? 
     

     

  18. 26 minutes ago, Chikout said:

    It's a very good looking book not as a rules set but as a product. 70 pages of lore a good painting section with nice examples of each city and a lot of fantastic art. I'm buying this book for sure.

    As for the rules, I don't agree with a lot of the complaints. Most of the Aelf warscrolls have been buffed considerably since the last edition. Executioners got double the number of attacks and do 2 mortals on sixes now. A power pair of a sorceress and black guard are pretty tanky now. The drakespawn knights have a much improved profile and the chariots are solid. 

    The battleline is nothing special but I don't mind that. 

    The dark riders are good fast chaff that gained a useful ability. 

    The hydra is good. 

    A human gunline with Aelf support definitely feels like a viable army now. 

    I’m with you on that one. There’s definitely been some good buffs for aelves and the dispossessed units aren’t bad either (the warden kings old command ability going is countered by the extra rend and attacks or damage they get as standard). 
     

    Really the only downside is most abilities are species locked, which is a shame, although if you took all the buffs you can put on fusiliers and could put them instead on Irondrakes, you’d never bother with fusiliers.

    oh and darkling battleline do have a use. The sorceresses have to stab *someone* before casting!

  19. 1 hour ago, Nezzhil said:

    It was an errata. Some points were incorrect. I recommend check the PDF.

    Do you know where the details of the errata are? It was it just done silently.

    I can see the battlesmith point change has been undone and instead the runesmiter went up 10, but can’t see any other obvious differences?

  20. Easy enough to remember for me as I still have have them (complete with golden demon worthy paint jobs by the 10 year old me)! The space marine and the chaos warrior were from a starter paint set. The dwarf was from a set that seems to be really old, but somehow we managed to pick up in store in the mid 90s anyway- complete with a mix of wood and dark elves, goblins orcs and skaven (not my picture of the box)

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