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someone2040

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Everything posted by someone2040

  1. Had my first game the other night, a small game of 1000 points on a 4x4 board. Fairly casual environment, I ran the following list: Freeguild General on Griffon + Armour Meteoric Iron Freeguild General w Stately War Banner + Indomitable 20x Freeguild Guard 2x10 Handgunners 10x Greatswords 3x Demigryph Knights Was playing against a fairly casual Bonesplitterz list in an open war game from the Generals Handbook. Given we were both at 1000 points, we didn't have anything whacky like Endless spells flying around, so it was mainly just playing pure new core rules. In general, I liked the way command points now work. I still really dislike that they're tied to battalions and that you can't purchase extra artefacts with them, but in terms of gameplay I found it really useful. In general, I don't see us needing to use them in the first turn unless we're expecting a charge to occur before our 2nd turn. The impact of this is, by not using a command point turn 1, we now have one in our bank to use later on. What this meant in this game is that my Griff General got to use Rousing Battlecry on himself to give +1 to hit. Makes him that much more reliable when he needs to pull his weight doing damage. Over 2 turns my Griff General managed to kill/battleshock 10 Savage Boar Boy Maniaks. In terms of the Great Companies, it's certainly a lot harder to use than before and you have to be super careful when you're piling in that you don't get dragged too far from your shooters. I didn't conga line mine out too far, I made sure to keep both my 10 man handgunners within range. But later on the Guard piled in a bit too far from one of my Handgunners to engage in combat, and it sadly meant one unit of Handgunners went out of range. I think the Great Companies as a rule probably work a bit more like they're intended, but it's certainly a lot less forgiving now (and hence, worse). Can't say much about the Demigryphs or Greatswords. The Demigryphs got surprised by Hand of Gorked Big Stabbas while the Greatswords didn't make combat until later in the game when it was really mop up duty. Will be interesting how larger games go, as I'm interested to see how the larger games go with larger units. I have a few gut feelings about where the army might go in the future, but will reserve judgement until I've had a few games at larger points levels.
  2. So an interesting thing happened in the FAQ for us. Possibly in relation to a question I sent them in regards to what 'Shooting twice' really means (2x attacks or shoot once and then shoot again). They've changed Crossbowmen now so that they add 1 to the attacks characteristic of the Crossbow if the unit is more than 20 models and not within 3" of the enemy. Note very importantly that the Crossbowmen do not have to have sat still in their previous movement phase to get this bonus. This is a huge change as it means Crossbowmen aren't super static now to get the best out of them. Quite often in my games I had to either move my Crossbowmen first turn so they could get into the killing ground, or sit still in my deployment zone hoping the enemy would charge me to get the free shooting phase. It was super problematic in games where you had to reach out and get to objectives as the Crossbows hampered your ability to do this. Who knows if it's an oversight (some of the stuff in the FAQs are... questionable and inconsistent), but for now I think Crossbowmen are big winners going into the next edition. Especially since now more than ever we need to make sure our units stick close to each other with the change in the Great Companies battle trait. To be honest not sure yet, but I know I'm due for a change up and want to give stuff like Greatswords and Demigryphs a second chance. Previously when I ran Greatswords as a 10 man unit they tended to be relegated to objective duty which could've been done by 20 Guard better. A larger unit is certainly going to be packing more punch and will be forced to be active on the battlefield. That being said, if I start feeling the pain of not having enough units some things I can do is split up the Greatswords into 2 units, and possible split the Freeguild Guard into a 20 and a 10. As for gameplan, sounds about right as a general thing. It'll obviously depend a lot on scenarios, which I haven't really seen the new ones yet. Scenarios will be the real X factor, and likely be the moulding factor towards shaping the list for the future.
  3. There are pros and cons to both. Both have their place, the Crossbows have extra range which shouldn't be overlooked. But IMO Crossbows may make the army too static, and they're just not impressive on the move (and in most scenarios, you're likely going to need an early game move). Handgunners are something I've been thinking about leaning more towards in the new edition. In general I don't feel as bad when I move them (because their large regiment bonus still kicks in). Just don't know if I'll muscle up and paint another 10. Personally I like the Lances, mainly because in a protracted combat the Knights are unlikely to be the ones doing the damage anyway. So why not go for the extra do or die on the charge. When I've use Demi's in the past, certainly the times they've been most impressive to me has been on the charge. As for the new edition, I'm thinking of changing up my army. I've run double company throughout most of GHB2017 (Or well since my army has been playable at 2k points), but I'm just not sure if it's worth the investment. So I'm thinking I might change things up a bit and try out some Greatswords. The core of the army is likely to be the following: General on Griffon General on Griffon Freeguild General 30x Freeguild Guard 30x Crossbows 20x Greatsword 3x Demigryph With the following allies options: Ironweld: 2x Cannon, Gunmaster Collegiate: Battlemage, Luminark (Gives me 60 points spare for a command point). Likely the Ironweld initially as I have that stuff ready to go, while painting up a Luminark is a big time investment. That being said, depending on scenarios that plan could change. Compared to the double company I have less drops, which does mean games like Scorched Earth would be more difficult.
  4. @stekr Sorry it's taken a little while. I was gonna post this in the Free Peoples chat since it might gen some discussion, but our 2.0 thread isn't around yet. My thoughts on Greatswords is that they might be good enough now due to nerfs in other aspects of the army. Part of their problem is they can't be the leader of a Great Company, so you need at least a unit of 20 Freeguild Guard. Given most the damage in the army comes from shooting (Since they're the easiest ones to put the buff on), it basically made sense to take Swordsmen and just put forwards a frontal line to tank the damage. Nowdays it's a bit harder to mega company due to the changes in the Great Company rules. In addition, due to the Mystic Shield nerfs Swordsmen aren't quite as tanky anymore. So Greatswords can come in now as the hybrid unit which is both tanky (and can benefit from Mystic Shield) and outputs damage. I've been underwhelmed with units of 10 in the past, as they have basically been glorified objective holders (Although they did go in and wreck the celestant prime once). I think a larger unit of 20 or 30 could potentially do quite well as a combat unit in our army. There's also the fact that I'm a little bit concerned with the static nature of the army currently, and part of that is due to the emphasis my army (and most freeguild armies) have on the static shooting units. Having a combat unit in the army that can go out and put threat on the enemy could be just what the force needs. They're definitely something I'm going to be looking more into when AoS 2.0 hits.
  5. @murphs I don't think they need to go so far. Most of the warscrolls are fine and interesting enough. The Demigryphs are a little lacklustre, but ultimately they're handicapped by 4+ to hit on all their attacks (and lack of rend on knight weapons). But at the same time, they can't go much better because GW want to push Dracoth Knights. So it's a tough call, at the moment they're that step down. Personally I would like to see either the Knights or Demi'****** on 3's, and the lance gains rend on the charge. The main problem is the faction just has different options to do the same thing - output low quality attacks. For it to be a better faction, they need things that ultimately do other things like high rend or mortal wounds. That's IMO why the Griffon is one of the best pieces, because it offers mobility but also the high rend damage. Because the faction does one thing well, you basically spend 1600 points trying to do that one thing as best as possible which leads to static gunline play. Anyway! I've said my piece on that above. Overall I think the subfaction divide is a good thing for synergies, but a bad thing for army building. It's mean it's quite boring to build armies for some factions. Free Peoples at least have a variety of units in the army, it's just the play style tends to be forced in a single direction.
  6. There are leaks around, the let's chat free peoples topic has a bit of a summary in the last few pages of certain aspects.
  7. So after having slept on it, it sure does sound a bit negative doesn't it! Having thought about it more, I think really the difference is the fact the Empire was split up. In old editions, the 'battle trait' was pretty much the same, you could create detachments (Basically Great Companies). So why do I think that it felt better in old editions? Ultimately I think that comes down to choice. It wasn't just infantry you purchased, you spiced it up with wizards and artillery and cavalry. You sadly can't fit a lot into 400 points of allies considering the current costs of wizards and artillery pieces, and our cavalry choices aren't super competitive currently (And certainly don't pack much of a punch). That being said, I think I may be blinded a bit by what I feel tends to be the strongest lists, and what models I have available to me. At the end of the day, I have been tuning my army slowly towards what I feel is best which has tended towards a static gunline army. And of course, my biggest issue with the play style is it's a static gunline army! This has led to units like Greatswords, Demigryphs, Pistoliers and Outriders falling by the wayside which perhaps has meant I haven't given them a fair enough chance (Although I definitely ran the 2 former for a while, but a second griffon won out on that front). Certainly if I get around to doing more Freeguild models, some of those units are on my list (As I tend to already have enough of everything else) and I'd like to try out different styles to see how they might work.
  8. Been a while since I posted a blog entry, but nows a good time with the conclusion of AoS 1.0 rapidly approaching. For last 9 or so months, I have been rocking my Free Peoples army. AoS so far for me, has been about doing armies that I didn't get around to doing in older editions of Warhammer. First was my Chaos Undivided army, and after being a little frustrated about lack of shooting with that, next on the bucket list was the Free Peoples. I've dabbled with Humans before, back in 7th edition I started a small Empire army as well as a decent sized Dogs of War army, some of the models have even made it into my army today. So I definitely like the idea of your regular old humans standing together to fight against the horrors of the world (Whether for Sigmar or for gold and glory!). In total, to date I've painted up 2060 points of Free Peoples as well as 980 points of allies. So I've got a somewhat rounded collection, which has meant in the 3 tournaments I've played my Free Peoples I've played a different list each time. Each one slightly stronger than the last in my opinion. With my last AoS 1.0 tournament now behind me, and likely those games being the last under AoS 1.0, I thought now would be a good time to talk about the state of Free Peoples under AoS 1.0, as well as perhaps some initial thoughts about the future. In general I think Free Peoples lists tend to boil down into 2 types. The first is the mega company, a list that centres around a singular great company that tends to be maxxed out. This usually runs the Luminark to further protect the investment into those units. This in my opinion, is likely the stronger list as it tends to focus on the 3 best units in the Freeguild and once in the right place, you tend to have 3 units close by that you can use Hold the Line on. However, I have run instead a Double Company list. This list tends to have 2 smaller great companies, although my latest iteration had 1 larger one and 1 smaller one. This IMO allows me to spread out a bit more as I have more drops in my army. I've also bolstered my list with a smattering of allies, including a Hellstorm Rocket Battery, a Battlemage and a Knight Azyros. My Badgacon army, the last AoS 1.0 games played So for the most part, I'll talk to my experiences with the lists I've been running but also extrapolating that to Free Peoples as a whole. In a sort of TLDR, I'll say upfront that I think Free Peoples are at current, a purely Tier 2 list that while having some strong components, just has too many weaknesses and not enough options in particular areas to edge their way into Tier 1 (Not even talking about the S Tier armies that sit at the top of the meta). So let's just talk through some components of the army and why they're strong or not strong, and how it impacts the army as a whole. Freeguild General on Griffon - These guys are super good. I think the best armies have 2 of these in. It's super hard to squeeze in a 3rd one, but if you could, I think you would. They basically fulfil the role of both mobile tank and mobile damage due to being able to take a great weapon as well as a shield. This gives the only rend -2 in the army, and due to lack of mortal wounds available it makes these guys super important. MVP of the Free Peoples? Freeguild Guard - Swordsmen rock. Combined with the current Indomitable, big units of Swordsmen are just super hard to lodge. I haven't had any experience with the others, but at a guess I'd say Halberdiers are probably alright as well. In general the Swordsmen see the most use because the damage in the army is more efficient coming from the other places, so it kinda edges out stuff like Halberdiers and Spearmen. Freeguild General, Handgunners, Crossbowmen - These guys are basically 'the thing' that makes Free Peoples semi competitive. Handgunners and Crossbowmen (assuming they're out of combat) basically double dip with the Freeguild Generals Hold the Line. Not only do you get the +1/+1, but the disadvantage of not moving is actually and advantage as these guys get to add +1 to hit or double tap. Combined with the Great Company rules of an additional shooting phase, the whole army really promotes using these guys to the most effectiveness. But I would also argue, it's one of the armies largest weaknesses as well. The best part of our army is basically the only part of the army that works at a top tier level, and it promotes such a static style of play (Commonly known as the "Free Peoples Gunline"). The issue is that being static is a huge disadvantage in AoS. Especially since we have almost no battalions, we can't dictate the pace of the game by deciding who goes first or second. A common occurence I've had when playing is I outdrop my opponents, but I'm given the first turn. This puts me in a super awkward position, do I move all my shooters up (losing my Crossbowmen double tap bonus) so I can get into a better position? or do I sit back and buff up, but then I'm not able to get myself onto objectives. The 2nd turn priority ends up being one of the biggest priority rolls in the game no matter what you do. In some ways, it's why recently I've been thinking that Crossbows may not actually be the way forwards. Because Crossbows basically have to be immobile to get their 2x shots, while Handgunners are able to move and still take advantage of their large unit size bonus (even if they're in combat as well!). Demigryphs, Outriders and Pistoliers - These guys just don't do their roles efficiently enough at the moment. This doubles up with the fact our best synergy basically says "Stay still and get better!" and these guys are like "I want to run around a lot and make use of my high movement!". It's super sad to see Outriders and Pistoliers not get a price drop for AoS 2.0. Demigryphs I think just have the stigma attached that they used to be super good cavalry in prior editions, and now they rubber lance more often than not. I think at their new price point, if people can get over them and ignore their hitting, they might make useful mobile tanks. The Allegiance Abilities - The allegiance abilities in my opinion, are the biggest Free Peoples blessing and curse. It's a blessing because it's quite a strong ability for our shooting units. Ultimately, a free shooting phase where you know your stuff is going to be in range. However, I think it's the ultimate curse of the army as well. I would much rather that the Great Company rule was a warscroll battalion and we had another battle trait instead. The main reason is, it basically forces you to build your army in a static gunline way. The ability to charge as if it was the charge phase, just doesn't tend to be a very powerful ability in a game where players alternate activation of units in the combat phase. In prior editions, it was super useful to get a flank charge or have a chaff unit take the charge with your heavy hitter coming in swinging. It's just not as useful as an ability in Age of Sigmar in the same way that flank charging isn't necessarily as strong anymore either. So ultimately, the free shooting phase you can get, coupled with the efficiency of our shooting units and the hold the line ability promotes building a great company with a swordsmen frontline backed up by 2 shooting units. This basically promotes building the core of the army around at least a single great company. Which ultimately means a core portion of your army is encouraged to be immobile and a static gunline. And if you're not using the battle trait, there's not really much of a reason to be playing a Free Peoples allegiance over generic Order. Midway through the game... and the army has barely moved Just to finish up the summary of the army. One thing I will specifically say about the double company, and in particular my version is that I tend to have a weaker flank and a stronger flank. Double company encourages you to split your deployment into 2 because you want to keep your great company units nearby each other. What this means is if one flank crumbles, it tends to be hard to reclaim it because the army doesn't have enough mobility in it. The Future Now that AoS 2.0 is coming up, and some things have been leaked, here's some early thoughts on the army. I think sadly the army has only gotten weaker in AoS 2.0. None of the rule changes in particular benefit Free Peoples that much (or no more than any other army in the game). The army received some fairly minor points decreases on Demigryphs and Greatswords. To top it all off, the allegiance abilities are definitely nerfed in trying to prevent tailing back units to gain benefits (Something I certainly agree with, but makes them harder to use for sure). Overall, does the future look bleak? I don't think it really looks any different than before, a middle table army that dreams of glory days of a united Empire. I would love to see (Although, that ship has sailed in GHB2018 at least) a way to combine Collegiate Arcane and Ironweld Arsenal beyond the 400 points of allies while still keeping the Free Peoples allegiance abilities. I think a bit part of the reason why the army 'builds itself' currently is that the army basically boils down to a few different ways to do the same thing (output a bunch of low rend attacks). So of course, you choose the best tool for the job. If there were more options available (Builds a more magic centric human army, build a more artillery focussed army, build a classic board and sword army, build a mobile army with stormcast allies) I think the army would certainly feel a lot fresher and interesting to collect.
  9. Finally finished my 3rd warband. Broke my promise (kinda) to only buy the next Shadespire warband after I finished painting my current one. As it turned out, May 4th had a 10% off ebay sale so I bought 2 more (in the mail) and in my week off from work, decided to get my Ironskulls boys finished (They've been waiting around since February when I painted Basha. No cool conversions or anything, the only modification to them is I added an extra spike to one of Basha's maul. It irked me that there was one completely missing for no reason. Can't wait until my next warbands arrive.
  10. It's possible that they're just not highlighting those kits in the previews because they already exist and this preview is about highlighting all the new stuff upcoming. Another possibility is that those will be the 'Legions of Nagash Nighthaunts' while these will be the 'Nighthaunt Nighthaunts' which can borrow models those models from the Legions of Nagash due to sharing the keyword. I hope not, I think they should be printed for completeness in the Nighthaunt tome even if they're not the 'new' hotness.
  11. Hi all, Something I felt was really lacking in the Generals Handbook allegiances is a lack of spell lores or prayer lores. I think this is a really important part of making spellcasters interesting in the current state of Age of Sigmar. Some casters just don't have interesting spells on their profiles, or ones that are so niche that they basically only count as having Mystic Shield and Arcane Bolt. I think that's an issue, because for some factions (Such as the Darkling Covens), casting is a core part of their identity. Yet in the entire Darkling Covens range, they only have 2 spells because they only have 2 unique casters. To make matters worse, those are your only Heroes in the Darkling Covens itself and even amongst their allies. I guess what I'm trying to illustrate is, the Darkling Covens allegiance would be much more interesting if they had a spell lore as well, making it more enjoyable to create your own coven of Sorceress' when building an army of that allegiance. Darkling Covens are certainly on their way, but today I delve into their Highborn cousins, the Eldritch Council. The Eldritch Council did not get any allegiance abilities under the Generals Handbook 2017, but I decided not to restrict my scope of work to just those with allegiances. They are an interesting faction, because just like the Covens, all their heroes are spellcasters and it's a core part of the factions identity in the Age of Sigmar. When designing this spell lore, I went back to the root of High Elf magic - the Lore of High Magic. In this lore historically, because the High Elves are the more noble and defensive of the Elves it has been a more defensive and utility based lore. Sure there have been iconic spells like Flames of the Phoenix, now part of the Dragon Mage warscroll, but iconic spells like Walk Between Worlds and Drain Magic were defense and utlity orientated. So that's what I mainly stuck to when building this spell lore, there are a lot of defensive and utility orientated spells in the lore, and not much on the aggressive side. In fact, the only aggressive spell in the list I took from an old Warmaster spell, Storm of Stone. Anyway, I hope you all enjoy the Lore of Elemental magic, and if you use it in your games, let me know how it feels! Download Link: LoreOfElementalMagicV1.pdf
  12. Don't get me wrong, I got 60 plastic grots still on sprue and most the war machines. I have a certain fondness for them. But they don't match up to todays sculpts at all. Gangly arms, large hands, mould lines out the wazoo. I hope they're not getting reboxed... because I really think they're one of the factions that either need to be dropped or are in need of a huge overhaul. That being said, they kept around Zombies which are just as old/bad these days... so I can only assume GW isn't too interested in redoing those ancient sculpts.
  13. I think it's tended to be pretty similar to what they were last available to retail at. I truly think it's a shame that a lot of these good models were retired. Especially on the Dark Elf front, all of the ones that are returning for this Made to Order could basically fit into the new factions pretty well (Maybe the Dreadlords on foot have trouble being in a mounted faction, but didn't stop GW using the Dragon Noble on foot on the Order Draconis). Truly a shame that we lost some pretty stellar sculpts while there's a bunch of duds lying around that GW have only kept around because they want that faction to stick in the game (Eventhough I prefer regular Grots, looking at you entire Gitmob range). Still not quite sure what the Warhammer Legends is going to add to the game. If you want to play old characters in old Warhammer armies, use the original compendium scrolls. If you want to use them in your current AoS armies, use the current compendium (Even though they stripped out all the synergies). I just don't get what they're going to be doing to make Dreadlord on Foot any different to the last 2 compendium iterations we've had, apart from missing points of course!
  14. I think it would likely be strange if Slaanesh and Shadow/Light Aelves weren't interlinked though. The narrative has kinda driven that direction in that when Slaanesh escapes, it will surely have consequences for those two factions (and probably to a lesser extent, the Daughters of Khaine). That being said, I do certainly agree that there are a lot of other factions in need of love at the moment. In particular on the Destruction and Death sides. I get the feeling that Death will get some of that attention this year, while Destruction may just have to wait for an opportune moment. That I think in part, is just a big problem of Destruction not really being narratively important. They don't have agendas nor goals nor plots, its basically whatever they can do to find a good scrap. Which isn't appealing to build a narrative around. But who knows, perhaps GW have some storyline thought out where Destruction will be a major player, but certainly it's not something we really know about to date. Which isn't a huge amount anyway since we're in the middle of Malign Portents, really just whatever Nagash' big plan is and the escape of Slaanesh.
  15. I don't think anything has been confirmed in regards to Malerions shadow beings or Teclis+Tyrions angelic aelves. That being said, my gut feeling given we've just seen 2 Aelven races is that we're not likely to see those two ranges this year. Those would be pretty large Idoneth sized releases, and I think that between upcoming death release, 40k, specialist games, and whatever else GW has in store we're unlikely to see more Aelves this year.
  16. So what's interesting to me, is I believe we were told that we haven't seen the entire Idoneth Deepkin range at the Adepticon reveals. Except every picture we've seen so far has basically not shown us anything new. This including the fact that apparently the White Dwarf only mentions 14 warscrolls makes me wonder if they mis-reported this at Adepticon. The other thing is that not a single picture has been shown with Mistweaver Saih or Tenebrael Shard, 2 models that already exist. So I think it's almost confirmed that neither of them will be a part of the Idoneth Deepkin. There would be no reason not to show either of them with the Deepkin if they were going to be a part of this range. Overall, the battletome can't come soon enough! Looking forward to some of the early reviews popping up in the next few weeks, as this is an army I'm definitely considering as my first 'AoS' army (And by that, I mean army with a new range of models).
  17. Yeah, pretty sure it's Stormcast, which is both a shame and interesting I guess at the same time. It's interesting because it means that whatever chamber opens up, it's likely to have some more 'foot sloggers' in it. Which may mean that Stormcast armies in future will be more varied again. It's a shame, because it really does reinforce that there's probably going to be another at least semi-major Stormcast release this year. I don't think they'll just drop a few new models from a new chamber just in Shadespire, and that means that yet again, Stormcast are taking up release schedule time when there are so many more interesting factions to expand in the world. On the flipside, definitely interested to see how the Nighthaunts turn out. I would've liked to see a Flesh-Eater Courts warband, but the Nighthaunts are also a good choice. Especially since it's looking like they may be expanded somewhat in the future with a new Black Coach.
  18. I guess I don't really get where they're going with the whole Warhammer Legends stuff. All of the stuff was available in the original compendium, and then in the new compendium they got rid of a whole bunch of the less unique stuff and said count it as the regular version while they changed the more unique individuals to actually have non-synergistic but still unique rules. So it really just puzzles me that they're making a big deal about this. It's not like you can suddenly build a Compendium 1.0 Dark Elf army again. So why would I take old Morathi? or say Tyrion or whatever? Maybe they took the feedback of "I want to use my Morathi model in my Age of Sigmar armies" as "I'm not happy the Sorceress on Dark Pegasus isn't called Morathi anymore" as opposed to "I can't use the Sorceress on Dark Pegasus in my Darkling Covens army" - similar feedback on other interesting models in the compendium that got de-synergized. Dunno, just really puzzled by it. I don't really see the excitement behind it, but am interested to see what it actually means. The only thing I'm potentially excited for is the return of Dogs of War? Menghils Manflayers make an appearance in that Made to Order shot, so could be we get rules for them? I guess I'm a bit downer on stuff we already have rules for (in the compendium or otherwise), but interested to see if we get some of the even more interesting older stuff. As for the Deepkin. I have mixed feelings on them at the moment, and eagerly await more information and better images. There are some stuff people are stoked on - Dude with Octopus - Which to me, I kinda need to know the 'why' behind the model to really get into him. The eel heads feel a bit derpy, but otherwise there are some very impressive models in the range. But there are some absolutely amazing models in the range as well. I think everyone's in love with the guy with the water cape, and so am I! The other stuff is all cool but very teaserish at this stage. Lots of speculation about the death magic ball (returned purple sun?) and the other tidbits we got. It's cool to basically have it confirmed that Death has more stuff along the way. Looks like we've got an interesting few months coming up.
  19. Some very quick feedback: Marshal's Shield on the Demigryph Marshal is inconsistent with the other Marshal's shields. Still disagree with Host Knights and Knights Unproven having Bravery 7. It's inconsistent with Demigryph Host Knights, and in general there should be a hierarchy between non elite and more elite units/heroes. Really think Steady Aim would've been better kept on the Peasant Archers than Massed Archery. You've basically got 2 rules representing the same thing, firing lots of arrow (Arrowstorm and Massed Archery). It feels strange to have 2 abilities representing the same kind of thing. I don't think there are any other units in the game that have 2 abilities that proc on having large unit sizes. The defensive stakes seems like a pure buff from old. I really dislike the whole dragging Stakes around, as it doesn't make logical sense in a battle. One idea I do kinda like is that they count as terrain and you get one set of stakes for free for each unit of Peasant Bowmen (and must be deployed at same time as Bowmen and within 3" of the unit. But anyway, I think it's far too good to just have them for free. Still feel the Mounted Yeomen are just doing too much without any real justification. I mean, I think they're definitely better than Marauder Horsemen who are 10 points more. It also feels weird that they can become tankier than Knights by having more than 10 models in the unit.
  20. It's a bit of a shame if it's true that the Blasted Hallowheart has an additional sprue compared to the released ruins. Especially sine the product description doesn't make a mention of getting an exclusive piece in there. Personally I don't have much of a need for the game board, I already have a Realm of Battle that is fairly easy to set up. And the ruins are definitely something I'm interested in once I get back on my terrain train.
  21. If they're a mid-late April release it'll be May for sure (Which is what it's looking like at this point). The White Dwarfs only ever seem to have the new releases for the first week or two of the month, as well as telling you about what's "Out Now".
  22. Personally I agree to an extent, retreating is not a very Bretonnian thing to do and is supposed to be a clear weakness of Lance based Knights (In fact, in my version of Bretonnian allegiance you lose the 'Protection' bonuses if you retreat from combat). If you want Knights that are better in a protracted combat that should be a list choice and you lean on Questing Knights or Demigryph Knights instead. That being said, I think it's definitely worth trying out for a while. With playtesting feedback, the developers can find out if it's something you always use your favour tokens on or not. It's possible you could be using favour tokens on more important things during the game, but you get one amazing retreat + charge off during the game. And that might be alright, or it might not.
  23. I think I'm pretty disappointed with Magores Reavers. Nothing stands out on them. Heck, the leader doesn't even stand out (I think it's the guy with the more daemonic looking axe). Two of them are just Axe and Gorefist, no love for a different weapon kit out? Dunno, they don't really stand out to me at all. I think at least the Farstriders have somewhat dynamic poses even if they're super similar to the actual Vanguard Hunters set anyway. I think they're definitely the least interesting sets of Shadespire to say the least (From a model perspective of course).
  24. It's been both for a while, but it's been dependant on your webstore (The Australian one has definitely had both kits reboxed for some time now).
  25. They've been repacked for a while now. Even before the Free Cities boxes came out I believe.
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