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Azamar

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Posts posted by Azamar

  1. 4 minutes ago, Mattrulesok said:

    No? There have been abilities that ignore wards long before this one, this is no indication that we're suddenly getting wards that negate ward negation.

     

    I'm actually really confused why people are so up in arms about this rule other than maybe that it is on Lumineth and there is always severe amounts of panic around anything Lumineth does.

    You’re absolutely correct. Abilities that ignore wards (or the equivalent older wording of the save) have been around since the first warclans book (so about three years at this point). As well as bonesplittaz, we also have OBR, Slaanesh, Fyreslayers, KO and Kruleboys with artefacts, spells or a particular hero that can do the same thing. Not to mention the quicksilver blades available to anyone who has a wizard. 
     

    I’m looking forward to seeing what they do with the rest of the temple units- temple themed armies are pretty terrible at the moment and I’ve heard they’re getting a decent boost. 

    • Like 4
    • Thanks 1
  2. 9 minutes ago, KingBrodd said:

    What is thus cryptic clue!? Warcry Warbands?

    An order for the remaining battletomes perhaps? So OBR, Khorne, soulblight, gitz, ?? (Trophy), seraphon, Ko, Slaanesh, beasts, ?? (Crossed tools- would love that to be new duardin)

     

    Edit: although that would leave flesh eaters out and I don’t know if they fit any of the symbols

  3. My only disappointment (like many others) is with the tree lord ancient. They’re not bad as such, just they don’t really have a niche anymore- the warsong and lady of vines are both better casters with a good chance to get an extra wildwood out early anyway, the warsong is arguably as durable with their ward and both are cheaper- I’m hard pushed to think of any reason to take a tla beyond “I like this model” (which will be reason enough for me at some point). 
     

     

  4. 4 minutes ago, zombiepiratexxx said:

    Slaanesh got more than the Kruleboyz got, not a single change at all. 

    Any changes for other 3.0 battletomes? Sometimes point changes for recent books only appear in the pdf and not the print, so if there’s no other stormcast or orc changes we might still see them later.

    • Like 1
  5. 16 minutes ago, gromleur said:

    Except winterleaf did not apply to named Characters if I remember corectly. So it's also a small improvement.

    It did for all except the underworlds warbands as far as I know? Only time subfaction stuff doesn’t apply is if a named character has a subfaction keyword already so they can’t gain a second.

  6. 6 hours ago, Gemzo said:

    What weapons are people taking with shielded vulkites?  Picks or Axes?

    I'm assembling mine and haven't had a chance to pick up the new tome yet.

    I think probably axes with the new warscroll. With so few attacks I think the 3+ to wound would be preferable to actually force some saves in the first place. 

    • Like 1
  7. 5 hours ago, Jaskier said:

    This was my thinking exactly, it will only affect larger terrain pieces - which we couldn't teleport to before anyway, so it's less a negative and more just something for Sylvaneth players and their opponents to be aware of. 

    Fully agree as well- I like that it gives some counter play with large terrain but won’t affect placement around the wyldwood much (especially the single trees). 
     

    Though if walk the spirit paths for the tree lords remain unchanged (Durthu’s new scroll is on the app already, and as far as I can tell, the teleport is the same as before except overgrown terrain is included) that does not have the same restriction. Might be a good way to clear the path if there’s a single model tagging terrain.

  8. 1 hour ago, Jarminiatures said:

    I'm not sure what other factions have, but if Protection of Hysh remains a CV 8 to get a 5+ Ward WW 9" in our upcoming battletome I'll be raging

    I play both armies but it’s hard to compare like to like here- the lady of the vines’ version is clearly better but tied to a single named model. The lumineth have many ways to get pluses or rerolls to the casting attempt and any wizard can know it, meaning theoretically it’ll be active more consistently for lumineth.

    • Like 3
  9. 26 minutes ago, Svalack said:

    Vulkites with axes went up to 170 the shields down to 160. I didn't even notice it until I read through the points table again.

    Huh. Changes things a bit if that’s the case as it means they’re the same points as 5 hearthguard for double the wounds. With a battlesmith and all out defence I could see the shield vulkites being disproportionately hard to kill, especially if you doubled down on a reinforced unit. The lack of damage output remains an issue for them though so I think for 10 points more you might still be better off with the axes if you’re going to run vulkite berserkers 

  10. 24 minutes ago, Beliman said:

    HGB are really costly now. I think that going full HGB will be a bit over-the-top. But with just 5-10 to protect a fully kitted Runefather (or blenderson) or even the dude with 4+Rally can be a pain in the ass.

    Flamekeeper with Vostarg can be good. There are crazy-ton of things to do if someone kill your vulkites, improving their dmg, rend, attacks, charge, durability (4+save with shields), etc... Not sure if it will do something in competitive play but I think that can surprise a lot of people and take some 3-2

    Sadly no retinue for the battle smith but I’m thinking for me a runefather and Runeson on foot, Runemaster and 2 units of 10 hearthguard (as retinue for the father and son) make a nice core for about 1000 points, especially in a greyfyrd lodge. Might then add a battlesmith and some vulkites to park on an objective with still room for a magmadroth and some other toys in 2000 points. 
     

    Or I’ll just go wild, convert all my old daemonslayers into grimwrath berserkers and have at it. 

    • Like 1
    • Haha 1
  11. So overall impressions now I’ve seen all of the review- really want to be positive but sadly the two main things I wanted to see from this book- a reason to (even at a casual play level) want to take any units but hearthguard berserkers, and one (just one please!) unit with an unbind on the warscroll. The issue remains that anything you could use to buff vulkites you’d have been far better using on hearthguard. Will I still put vulkites in my list? Probably but doesn’t mean I’m not going to be grumpy about doing it. 
     

    On the bright side the hero choices are amazing now- runefathers and runesons on foot feel perfect to run alongside hearthguard thanks to the retinue rules and the runemaster sounds awesome- might have to dedicate an artifact for a spell book on him now the ash cloud rune has changed though. 
     

    overall at a glance it feels like survivability has dropped right down, but the killing power of the on foot heroes has increased and hearthguard still have incredible potential. But if you like a mix of different units there’s some painful changes here.

    • Like 3
  12. Only been able to watch first half of the video but quick early impressions- I’m going to miss the -1 to wound aura from hermdar and the battle shock immunity has been gutted, but it’s good there’s a -1 to wound prayer now and the other lodges look decent. 
     

    Was worried there’s be no bodyguard rules but they’ve turned up on the runefather warscroll- deflect to a unit on a 3+ AND that unit can still make a ward roll, which is nice.

    • Like 1
  13. 11 minutes ago, Lord Krungharr said:

    I predict the Priests will be tuned up and pray better with longer ranges for things, possibly being able to pray twice per turn somehow.  I think the prayers will be how the Auric HGs can do more damage, beyond the standard Curse.  Place your bets!

    Bonus points from me if the runemaster becomes suddenly amazing, and my stubborn insistence to include him in every list finally pays off. 
     

    I’d settle for a hero that can unbind on the warscroll though 

    • Like 1
  14. 8 minutes ago, Clan's Cynic said:

    So Icon of Grimnir went from +1 to save rolls to a 6+ Ward Save.

    Meh.

    Bard of the Lodge isn't bad though. Be pretty awkward when the Flamekeeper claims the deceased's essence and then the Battlesmith immediately makes him get up.

    It’s also always active now (so you don’t miss out if you get hit before you’ve had a turn) and doesn’t prevent retreating based on the preview. 

    with the amount of mortal wounds flying around, an always active ward sounds good to me 

  15. 24 minutes ago, Clan's Cynic said:
    • Flamekeeper - 80pts
    • Auric Hearthguard - 120pts (-5)
    • Hearthguard Berzerkers - 135pts (+10)
    • Dual Handaxe Vulkites - 160
    • Slingshield Vulkites - 170 (+10)

    80 points for the flamekeeper might help him see some use. Ouch on the rest but the hearthguard berserker increase was long overdue. 

    • Like 1
  16. At a quick glance I predict an incoming meltdown/tantrum 

    my view- great shame that the new character isn’t a priest (as far as I can tell). The vulkite scrolls being split means there might be different point costs for them and it’ll be interesting to see how that goes. 
     

    I use 20 shields frequently as a tunnelling force and their damage output getting halved stings a bit. However they never won me any games by killing things, they win by landing somewhere my opponent doesn’t want them and being difficult to shift (40 wounds and immunity to battle shock in hermdar). A basic 4+ save enhances that considerably, and they don’t lose it if they charge either, so overall I’m ok with that. 

    I think vulkites will keep their value as screening troops as well- twin axes will die fast but do more damage as they go down, whilst shields could blunt a charge nicely and stay on their feet.
     

    hearthguard berserkers now have to be wholly within 9 for the ward but kept the 4+ and still look like the best infantry in the game to me.
     

    Auric hearthguard have kinda lost their niche- no two damage shots against monsters and no bodyguard rule. If they stay the same cost as hearthguard berserkers then they’re difficult to justify.

     

    any word on points?

    • Like 3
  17. On the other hand, soak up a charge of something nasty with some vulkites, then next turn chuck in the hearthguard with 3 damage weapons and make them sorry? 

    2 hours ago, Lord Krungharr said:

    Maybe it'll be good for a big unit of Vulkites?  I mean, 20 of them getting extra damage on their attacks, with the Rune of Awakened Steel going off, perhaps vs a Cursed enemy.... could be spicy.

    A cursed enemy is already in big trouble from vulkites if you take them with paired axes- so yes I’m feeling the spice more than the salt here! Although getting all 20 to swing would be nigh impossible. 
     

    Most lists I’ve used in 3rd edition have found room for a runemaster to guard the forge and chuck out curse- this new guy hopefully can perform that role better. 

    • Like 2
  18. 41 minutes ago, Clan's Cynic said:

    If I take a huff of Copium(tm), it might be he has a personal Prayer in addition to his gimmick that makes him more viable.

    *Huffs again* 

    Forget the prayer, just give him the ability to unbind and he’d be an auto include for me.

  19. On 12/12/2021 at 4:38 PM, snaga said:

    Hi just want to know can you have 2 units strike before your opponent in your phase with Hermdar? If you can how do does it work

    Yes you can- using their command ability a unit strikes first. Then once all units with a strike first ability have gone you start alternating normal units starting with one of yours. This means, in your turn and assuming no enemy units have a strike first ability, you’d fight with the unit you used “skull breakers and oath takers” on, them immediately follow with a unit fighting normally. 

    • Like 1
  20. They can stack, but it’s only helpful if there’s rend

    basically a unit can have as many +1 save modifiers as it likes, but the overall bonus can only be +1. So if a unit with a 4+ save had all out defence and was in cover, it would have a 3+ save against an attack with no rend- the extra +1 would be irrelevant.
     

    however the overall +1 limit is worked out after rend (clarified in the faqs) so if that same unit was hit by an attack with -1 rend, its save would still be 3+ thanks to the two modifiers.

    hope that helps!

    • Thanks 1
  21. 1 hour ago, Praecautus said:

    Hello Admirals! I am after advice. My 13 year old nephew is wanting to start a kharadron army. He will want build to 2000 points and is determined to use the big boat.

    What would be a decent and economical build that involves the big boat? That way he can plan purchases and birthday/Christmas presents. If it helps, He mainly plays with his dad, me and my son and we have Khorne mortals, seraphon, slaves and sylvaneth. So we’ll need a decent but not meta chasing list for him. His current sylvaneth army folds like a wet paper towel, so something with some staying power.

    Finally, I have only looked jn the tome for the first time yesterday. Are there any dos and fonts with regards abilities, traits, builds etc?

    Thanks so much in advance

     

    I believe (and competitive players please stop me if I’m wrong) that meta KO builds are more about the skyport and certain artefacts rather than what units you take. For a casual setting I’ve found there aren’t really any units that are so bad you should always avoid.

    A good start might be to get the ironclad, a start collecting set and a box of arkanauts. That’s 1105 depending on how you build the balloon troops. He’ll need to go with Urbaz or Nar (to make the gunhauler or thunderers battleline) if he wanted to play some test games with it, but it’d be a good starting point. 
     

    From there I would expand on what models he like the look of. Getting an endrinmaster with dirigible suit and using that as a general makes having the rest of his battleline easier, but isn’t essential if he goes with a skyport that unlocks battleline choices or just likes arkanauts.

    Hope that’s some helpful thoughts for a starting point

    • Thanks 2
  22. 1 hour ago, Landohammer said:

    @Mirage8112

    To my knowledge, GW historically does not do post-FAQ hot fixes, at least for AOS. If they mess up something in the FAQ, its pretty much always left that way until the next scheduled FAQ or a related publication hits.I

    The whole fights at the start of the combat phase vs fights before your opponent debacle ended up with a rapid clarification (and a whole article on the community page) within about 2 weeks of an faq update. It doesn’t happen often though 

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