Jump to content

someone2040

Members
  • Posts

    1,096
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by someone2040

  1. On 9/17/2018 at 12:53 AM, Mr. White said:

    hmmm...i'd prefer the model image in the upper left to be unpainted like Shadespire as I often do my own color scheme.

    Tbh, I'm completely the opposite. I've always thought it's very amateur to show unpainted miniatures on the cards. You've got this lovely artwork on there, and then bam, unpainted plastic.

    Unpainted plastic matches your colour scheme just as much as a painted miniature, so for me, I'd much rather see a painted miniature on the card that matches the artwork.

    • Like 2
  2. Initial thoughts:

    Bestigors - To me, Best-Gor is a much better appropriation of the name than Besti-gor, but close enough! I have to say that I don't really feel the Despoilers rule in terms of fluff. Like the little fluff thing and being better against units of 10 or more models doesn't really line up. Maybe they think when there are plenty of men around they're tearing down civilization? Dunno. Bestial Charge is a good buff to them, especially coming on from Ambush for that money backline charge.
    Will be interesting to see how many points they land at, gut feeling is that they'll be back up to 140 with the buffs.

     

    Gargant receiving buffs, awesome! Extra attacks on his kits and headbutts is really sweet!

     

    Ghorgon swallow whole is pretty cool, interesting that it's equal to or greater. Which means 1 wound infantry aint safe, and a much better chance at killing off enemy 5 wound characters. Optimistic, but cautious about other changes he might have received (I'm sure his Bloodgreed will change as well).

    Bullgor bloodgreed changing is something that I think is pretty evident. GW are moving away from re-rolls or extra attack abilities in the game, instead preferring extra hits/wounds or mortal wounds. It's something that speeds up the pace of the game as you don't have to redo the attack sequence. So not fussed here.

     

    Dragon Ogors... really GW... still no damage 2? That's pretty disappointing. My guess is that GW don't want them to feel too similar to Bullgors and hence are staying away from the damage 2, but really.... they're Ogors.... with a Draconic body... maybe in their old age they've lost some muscle?
    Oh well, guess it's just something that's going to stay sadly. Hitting on 3's is pretty good though as long as their points stay down.

    In regards to the Shaggoth, I think people may be reading too much into the spell when talking about using him as an ally. Nowhere does it mention that this is his base warscroll spell. In fact, Rhu says:

    Shaggoths have even been given a spell lore of their own in the new book – I’ve found Sundering Blades works fantastically with basically anything you apply it to

    Which to me implies he chose to take that spell, not that it's the default. That being said, we have to remember that the Shaggoth becoming a Wizard means he'll definitely be getting a points increase. So even if it is the default spell, he'll come with a cost as an ally.

     

    Centigors, cool finally Brayherd and with a nifty ability. Look forward to seeing what they can do.

    Tzaangor should've always had a separate foot matched play profile anyway, just GW finally getting it right.

    Interesting peaks into the Bray SHamans spell lore.

     

    And that's it, last few a little rushed but I gotta go!

  3. Shaggoth being a mage is cool. Really looking like Dragon Ogors could be strong. I mean, everyone knows how good the old Destruction allegiance ability was and not only will Thunderscorn units be getting that, they'll be potentially be reaping other benefits as well.

    Think the Thunderscorn I've been picking up are definitely going to get some love on the painting table in the near future. Just hope they made the Dragon Ogors damage 2!

     

    I initially was a little bit unsure about the Warherd ability. Didn't really seem like it did much for your average Bullgor unit (Which it doesn't). But that being said, I've come to realise it's going to be pretty awesome on the bigger models that have wounds to heal back. Will be interesting to see if the Ghorgon keeps the Strength from Flesh special rule as well, potentially could heal back quite a bit.

     

    The Herdstone is super cool although it's a shame it lost the arcane buff to wizards. Looking forward to getting one.

     

    Greatfrays sound pretty cool. Wish there were a few more to be honest. Hopefully they're well balanced against each other, as it'll only be more prominent if there's 1 choice that stands above the others. Sadly the Dark Walkers mandatory artefact seems pretty lacklustre overall, but if Legion of Night goes to prove, having ambushing large monsters can definitely be a strong tactic.

     

    Have to say that the initial impression of 'marked' Beasts of Chaos doesn't do much for me. I don't really care much about marking Beastmen (Even if my 8th ed army was certainly a Khorne flavoured force), but being restricted to battalions just feels a bit odd. Not really fussed, but it's a big deal to some people and I'm hoping they've got it right. 

    Also not sure why they didn't add in Ungors, Razorgors or Gargants. Maybe too weak, too mutated, but Gargants? Bring back marked Gargants I think (unless of course it's just a default option).

     

    Overall, definitely sounding like it's going to be an interesting book, and looking like will be my first Battletome army for Age of Sigmar!

    • Like 1
  4. 9 hours ago, Mandzak-Miniatures said:

    Anyone else think it’s weird that they didn’t make a hero option for one on demigryph? The hero on horse is obsolete now that knights are gone.

    they could easily say the captain made from the kits bits could represent a hq choice..

    So for the first part, well, there's no Hero on Demigryph model. This has been a thing since 8th edition when they introduced Demigryph Knights that you couldn't put a leader onto a Demigryph. As a rule of thumb for GW, no models, no rules. That being said, I do hope GW takes the idea on board whenever we get a tome, because it'd be a simple conversion.

    As for the latter, the Hero on Horse isn't obsolete either. First off, the model exists in the plastic kit. So there was no way they'd be retiring it without retiring that kit. Secondly, there are still horses in the faction with the Outriders and Pistoliers. The horse mounted knightly orders may be gone, but the horses still remain.

    So I think he's still a valid option for us to have. There are certainly stranger options available in other factions IMO.

  5. 12 hours ago, The_Yellow_Sign said:

    Thanks for the detailed list and explanation! Unfortunately the tournament is 1250 points so this would put me just barely over. What would you suggest dropping to get under 1250? I assume one of the generals, and then maybe getting an endless spell or two for the leftover 90 points?

    My recommendation would be to drop the Battlemage and pick up a Knight-Azyros if you aren't going to be playing Places of Arcane Power or Relocation Orb. You lose the ability to unbind, but instead you get a pretty neat re-roll 1's to hit within 10" of the Azyros. Makes him a very interesting choice to not only buff your Crossbows, but buff your melee damage dealers as well.

    I wouldn't be dropping any of the Crossbows, in general the shooters are best in 30's or 10's. 20's it's just far too easy to drop a model and lose your larger unit bonus.

    Another thing you could consider but you lose some of the coolness, is dropping the 10x Greatswords. If you downgraded them to say 10x Handgunners or Archers, you've got 30 points to play with. That means you can play around with a cheap endless spell, or potentially upgrade the Battlemage to a Knight-Incantor.

    • Like 1
  6. 6 hours ago, Domowoj said:

    While razorgors did benefit from the old game mechanics, I don't think it defined them. They had a good statline. It's easy enough to make them work in Age of Sigmar. Either give them an impact hit, a damage boost, or a points reduction. As they are now, no one ever includes them. GW could have made them compendium easily enough, but they didn't. They did squat the Razorgor Chariot however, so I'm not sure how that bodes.

    The Razorgor Chariot doesn't mean anything since no model ever existed for them (other than conversions). For whatever reason (most people think the lawsuits from yesteryear), GW is very big on making sure that they don't enable options in any of their games if they don't make a model for it. This has come to the point where they're very extreme about it, and even if something is a simple weapon swap they don't allow it (More of an issue in 40k).

    So the Chariot doesn't mean anything, because it was always a conversion.

     

    I think they'll most likely stick around. GW hasn't cut anything from the range since the grand alliance books (Apart from the Spire of Dawn which was limited release afterwards). I doubt they'll do it just as they're preparing to make a release which will actually include said models.

    If anything I could see them doing it in a few years time, once they've eeked out a few dollars out of the people willing to buy the models rather than convert them (Assuming they're actually usable in a months time).

    • Like 1
  7. 9 hours ago, decker_cky said:

    Do you really need a hero that rolls a die for each nearby unit at the start of the hero phase, causing d3 mortal wounds on a 6, summoning a spawn if one or more models are killed? Because that's what morghurs ability would look like in age of sigmar.

    Well... that's not quite how his rules looked. He did have rules in the original Compendium after all.

     

    Sadly though, I think we'd probably already know if there were new models, or old models returning. I would much rather see Ghorros Warhoof return as a Centigor Hero that just enables other options building the army. Morghur never really interested me that much.

    But I would definitely love to see the Malagor model get some love as a special character again. Even be happy if it's just a Great Bray Shaman variation warscroll that lets him fly around.

  8. 3 minutes ago, Malakree said:

    @LLV any guesses at a destruction update LoN style. Getting annoyed that a human with a greatsword has the same rend as a Mawkrusha...

    Maw-Krusha has -2 rend on some of it's attacks.

    But rend isn't exactly everything when it comes to showing how powerful weapons are, to-wound, rend and damage all show how dangerous a weapon can be.

    And just putting it out there, all of a Star-drakes attacks has the same rend as a Greatsword ?

    • Like 3
    • Haha 1
  9. I think what's most interesting about the post from GW is the "overlapping allegiance abilities".

    This makes me feel we're going to get a few flavours of Beasts of Chaos. Perhaps vanilla Beasts plus Brayherd, Warherd and Thunderscorn flavours. Or maybe you'll unlock certain allegiance abilities for having certain characters in your list, since it talks about overlapping.

    Like if you've got a Beastlord, then your Brayherds can ambush. If you've got a Shaggoth, then all your casters get the lightning spell.

    Will be interesting to see how it turns out.

     

    Edit:

    Another thing I hope is that we get a return of Beastlords and Shamans on Chariots (I mean, I REALLY hope that they do in a new chariot kit but by all accounts that doesn't seem to be happening). I doubt it'll happen (because it's not a 'kit' that's sold), but it's so simple just to grab a character and whack it on a Chariot instead of the Bestigor. GW should embrace simple conversions a bit more, like how Grey Knights got a Grand Master in a Nemesis Dreadknight.

  10. 1 minute ago, Aryann said:

    Is there any new unit in the pictures? 

    Nope. Looks like just the herdstone and endless spells.

    I'm wondering if the bat looking stuff is actually 'Flock of Doom' re-imagined as a endless spell.

    I was just about to rebase my Seraphon, but looks like Beasts of Chaos might be on the top of the list instead. Have a fairly large Beastmen army, but it gives me a chance to rebase it, tidy some of it up, and finish painting the models I never got around to (more Centigors, Razorgors, Ghorgon/Cyrgor and the Thunderscorn I've slowly been picking up).

    Very interesting to see how this release turns out, whether it's got more new models to show or not.

  11. 6 hours ago, Ragnar Alpaca said:

    Yeah you’re correct. @DrDemento Although you also miss out on getting a Grudge as well, if you’re not taking Dispossessed army.

    You don't really miss out on the Grudge because the war throng has a better version anyway (No requirements as to what you're fighting against).

    So the main thing you miss out on is the both the pick axe as well as access to ironbreakers and hammerers as battleline.

  12. 17 hours ago, Cedricisme said:

    I use an Amber battlemage for boosting the wounds rolls for one of my pack and combine with the command ability of your general, you get them rend on a 4+ to wound.

    The Amber Battlemage's Wildform only affects attacks made in the combat phase, so you can't use it to get Crossbows rending on 4's.

    • Like 1
  13. 13 hours ago, Lightbox said:

    How do people feel about freeguild archers? They seem kinda expensive at 100 points ? unfortunately look like they get outclassed by handguns and crossbows.

    Archers are in a tough spot as a semi-hybrid unit. They have a slightly better combat profile than Handgunners and Crossbows and have an always on re-roll 1's to hit. However, they don't get to synergize as well with Hold the Line as Handgunners or Crossbows do.

    The pre-game move means their role leads them to being ranged chaff. Which is a bit awkward as they're not quite cheap enough to be chaff, nor tough enough, and wanting to shoot means they also don't particularly want to be near combat either.

    Basically they're not really good at anything, which means they're not a super useful unit. At 30 or 40 points more, I'd rather use Pistoliers, Outriders or Demigryphs as a fast moving unit. At 20 points less, you can argue that Freeguild Guard might be better chaff anyway (Although not quite so fast and lacking ranged damage).

    I'm not sure they'd be worth it at 90, but at 80 I think they'd definitely be a worthy consideration (but might actually be a good purchase in a mixed order army which may prevent GW from going that far).

    • Like 1
  14. 17 hours ago, Talarian said:

    Would you mind sharing your list? 2 Griffons seems fine to me :)

    Note I haven't actually played 2k in AoS 2.0 yet, and only a few games at lower points levels. But I was thinking something along these lines for AoS 2.0

    Spoiler

    Allegiance: Free Peoples
    Freeguild General On Griffon (260)
    - Shield & Greathammer
    - Artefact: Armour of Meteoric Iron 
    Freeguild General On Griffon (260)
    - Shield & Greathammer
    Freeguild General (100)
    - General
    - Stately War Banner
    - Trait: Indomitable 
    Knight-Azyros (100)
    - Allies
    Luminark Of Hysh With White Battlemage (240)
    - Allies
    30 x Freeguild Guard (240)
    - Swords and Shields
    30 x Freeguild Crossbowmen (300)
    20 x Freeguild Greatswords (280)
    3 x Demigryph Knights (140)
    - Lance and Sword

    Total: 1920 / 2000
    Extra Command Points: 1
    Allies: 340 / 400
    Wounds: 139

    That being said, it would defintely depend on how much I knew about the scenarios being run. I also don't have my Luminark painted yet, which throws a spanner into things with the new rule of 1/4 units for allies (Can't simply sub him for 2 battlemages). Probably in the mean time I would run an Incantor + 10 Handgunners or Archers.

    I would also likely throw in a cheap 20 point endless spell (I just haven't paid much attention to them yet as I'm not really mage heavy...).

    There might be a better artefact than the Armour of Meteoric Iron these days. While I've read through all the malign sorcery stuff it hasn't really clicked yet. I haven't been in much of an army designing mood (Somewhat because I tend to run the tournaments, and the next one I might be able to play in isn't for a few months).

    I really want to give Greatswords and Demi's another shot, which is why they're in there.

    My other potential concern is how easy it's going to be able to manage great companies. In AoS 1.0 I used to run double company, with one larger company and one smaller one. I enjoyed it, but it also tended to make my deployment lopsided as one side always had the stronger company. If larger great companies become too unwieldy I might go back to smaller companies (which naturally leads to archers and handgunners being better).

    17 hours ago, Talarian said:

    Also, is it possible to make a relatively mobile and competitive list? Or am i looking at the wrong army.

    mobility is my favourite aspect of warhammer, and the Griffons look awesome as centre pieces.

    cheers 

    It's hard to say, because the best synergy that the Free Peoples have access to promotes not being mobile (Hold the Line). That being said, one of our key units got much more manoeuvrable this edition (30x Crossbows) as they lost their restriction to need to stand still to double shot. Coupled with Griffon Generals being able to use their command abilities, and we might find it's not such a pain to move around the battlefield.

    I think the only thing that's going to lead to figuring this stuff out is experience. Sadly Free Peoples aren't as popular of a faction these days, so we accumulate this shared knowledge a lot slower than say an army like Stormcast.

    For example, I don't really like Pistoliers or Outriders (somewhat biased by experiences in prior edition). But who knows, maybe there's a good list where 10 Pistoliers gallop around and get buffed by a Griffon General? Who knows.

     

    That being said, I think if you want a mobile and competitive army there are definitely better options out there. Free Peoples are already pretty mid tier without restricting the units you have available. 

  15. 10 hours ago, Talarian said:

    Hey guys,

    I’m interested in starting a Free People army as I think the General On Griffon looks incredibly boss and is a nice centrepiece.

    That said, I was curious as to how viable they are.

    I was considering running 2, even 3 generals on Griffons. 

    Woukd this be somewhat competitive? Or just get trashed.

    How should I build my army around this? 

    x40 Guard with sword and shield

    + ??? 

    Lacking ranged i’d Imagine. Feedback would be appreciated.

     

    tldr: can I run 2-3 generals on Griffon and still have a decent chance to win.

    I reckon 2 Griffons are fine (And it's what I currently run) but sometimes you do wonder how other people are fitting in all the toys (and then you remember you fit in a Griffon).

    I'm not sure about 3, scenarios these days either favour bodies or heroes with artefacts + wizards (assuming you're playing the newer ones). Both would potentially be a concern with 3 Griffons, because the Griffons do impact your ability to put bodies on the table as well as potentially what allies you can get on the table as well.

    To be honest, while Griffons are super good, I've never managed to make a list with 3 that I'd be happy to play with. That being said, I also don't particularly want to buy a 3rd Griffon... Kinda feel they lose some of the coolness having multiples.

     

    4 hours ago, Lightbox said:

    Hey folks couple of questions:

    -How useful is a battlemage on griffon these days? I'd presume it not as killy as the general but containing good spells

    -How does one really use outriders or pistoliers? And which are more useful in general? Would pistoliers be charge blasting guns into an enemy and outriders ride into position before letting loose with volleys?

    To be completely honest, I'm not sure how I feel about the Battlemage on Griffon. Personally one of the reasons I take Griffons are for the rend -2, and the Battlemage version loses that (in lieu of having more beak attacks which have more reliable damage). The wizard part (like all the battlemages) is quite an average affair, although Amber Spear is definitely quite powerful if it goes off (and you don't blow up your own units).

    Personally I feel I'd rather spend allies points on stuff other than Griffons that offer more things to the army. That being said, a Battlemage on Griffon is likely a much better buy than 2 Battlemages.

     

    I used to play 5 Pistoliers, and all they ever did was go gungho into the enemy and die. Dunno, I feel that they're just not quite good enough to make the cut at 130 points and it's a big disappointment they didn't come down in GHB2018. At 10 more points, I think I'd be taking Demigryphs every day of the week (And I'm not even sure Demigryphs are good).

    That being said, there are a few scenarios in the new set that really require movement (Like Relocation Orb or Shifting Objectives). I think overall the meta is going to force us to be more mobile than the static gunline we prefer to be. So it's possible that there's a good list with these guys in it out there, I just haven't seen it.

    Part of the problem our more mobile units in the list suffer from is that there are so many bonuses for standing still. Outriders get bonus to hit. Hold the Line is super good (arguably the only super strong thing free peoples have). And standing still means you're not making use out of your movement.

  16. 4 hours ago, Cerlin said:

    Even according to your example, I only see how the new rules limit 2 of thr 3 movement types. It does not expressly limit combat movement, so how then is it limited?

    The rule you quote states that the 3 kinds of normal moves are differentiated and only 2 of the 3 are Expressly limited. How can you argue the pile in rule is equally limited when not stated as such?

    If all movement types were banned, the rule could just say that, which would include charges, but for me it does not seem to do so.

    If the rule banned all normal moves OR move, charge, and pile in moves it would say so.

    I'm not going to argue with you any further on this topic as all it's going to do is go back and forth.

    32 minutes ago, Black Blade said:

    Does anyone think the Battle Wizards from CA are overpriced? Especially considering the new Knight Encantor is only 20 pts more and way better in every way? I don't think the argument "gets to pick its 3rd spell" is valid either considering they are all mostly decent and balanced around the point cost supposedly.

    Personally I'm not really sure why they went up 20 points. It feels quite arbitrary, and many TO's rule that you need to state your specialization on your list (In the same manner as chaos marks and equipment). 

    Arguably some of the spells he has access to have gotten better (the damage spells) due to the nerf to Arcane Bolt, but certainly I still feel that the buffing spells are a better call. Maybe there's a case for Fireball.

    The only thing that the Battlemage has going for it IMO is that his spells in general are lower casting value as well as some unbinding synergy with the Luminark. Otherwise the Incantor has a much more interesting spell, auto-unbind once per battle, spirit flask bombs as well as having a far superior statline.

  17. 26 minutes ago, Cerlin said:

    Im am still very unsure how you prove your reading. Have any link or screen shot?

    The rules could easily say "any movement on your turn" and instead say "move and charge" which are 2 kinds of movement but not exhaustive.

    NormalMoves.png.474029e0f92bb3f9c1998b5d416ec8c9.png

    All 3 types of movement in the game are considered 'moves'. A regular movement is called a Normal Move.

    As the rules are written, because it specifies moves it restricts all 3 types of movement (and potentially any other movement you could do, not that Free Peoples have access to anything like it) regardless of the fact that listing charge a second time is redundant.

     

    For the record, ideally the rule would be errated to be clearer as the wording is definitely questionable in intent. Certainly I agree that the fact they list charges as well does call into question as to what they actually intended for this rule.

     

    But what I'm not arguing about is intent (and certainly I won't pretend to know the designers intent). I'm just arguing, that the rule as it's written is clear in what you can and can't do in your turn - you aren't able to move, and therefore that means normal move, charge move, pile-in move or any other type of move.

    • Thanks 1
  18. 37 minutes ago, Black Blade said:

    Is this confirmed because this seems an unnecessary and counter intuitive nerf? How can you "hold a line" if your back ranks can't reinforce said line?

    It's not a nerf because it's been this way for at least the last year (It was in the GHB2017 FAQ).

    As it's written, Hold the Line prevents movement during your turn. 

    If you want it changed, what I would suggest is emailing the FAQ team playing dumb asking about it. If they realise it's counter-intuitive and doesn't make a whole lot of sense then they're more likely to errata it (or at least change it if we ever get a battletome).

  19. 4 minutes ago, carloff said:

    Hello guys. 

    Can you spare a word about secondary heroes for FP? The list is almost General - Griff General - 2 Hellstorms - 20 Guards - 20 Handguns - 20 Crossbows - 5 Archers. 

    For now, I'm 99% on adding 2 wizards - beast and life...

    And what are the best options to bring MORE artefacts for the FP? 

    Thanks )

    So the 2nd is much easier to answer than the first, there is no good option to bring more artefacts because GW continues to make them a battalion only thing (So armies without battalions, sorry for playing folks).

    As to the first question:

    The first thing to understand is that if you want to play Free Peoples allegiance, you will be restricted to 400 points of allies. So if you like your Hellstorms, and like 2 of them! Then you can't fit in any other allies.

    That being said, it's always good to have a few options you can play around with. Historically Battlemages, Luminarks and Knight Azyros have been interesting allies choices to go in an army.

    Quite nicely a Battlemage, Azyros and Hellstorm fit exactly into 400 points also.

    Another top pick that could be coming up might be the Knight Incantor. At only 20 points more than a Battlemage, you get a much tougher character with a free automatic unbind and quite an interesting base spell.

    I'll throw a curveball out there. Now that you get free Gryph Hounds, the Excelsior Warpriest might also be an interesting allies option. He can unbind, he can heal and he gets a free gryph hound at 80 points.

    • Like 1
    • Thanks 1
  20. On 7/11/2018 at 1:32 AM, Cerlin said:

    In the last edition it was a definitive no. You can pile in, drummer counter charge, and great company charge.

    IT says "they cannot move or charge during YOUR turn." And counter charges and great co charges are in opponents phase. 

    Since pile in is not mentioned, it was played as being accepted.

    That's not  true. A pile in is a type of move and hence cannot be done during your turn with Hold the Line (the last FAQ had a table defining types of moves, while in the new rules you can find information about Moves under the 'Normal move' special rule which dictates the 3 types of move). It does not say they cannot perform a Normal Move and while it's a little confusing they specify charges directly, a move is any type of move being performed.

     

    It's one part of what makes Hold the Line less effective on combat units. Not only do you already have to be stuck into the combat, but you already have to have a fair few of them in combat for it to be effective. That being said, you're either using it pro-actively (i.e expecting a charge), or defensively (already received a charge). In either case, you either have your opponents next turn or prior turn to pile-in.

     

    However, with the changes to command abilities and command points the Griffon Generals Rousing Battle Cry ability is actually quite useful, and I could see it being used more on turns where you need to be more pro-active with your combats. It gives a bit of an incentive to not play so statically.

    • Like 1
  21. 14 hours ago, Frozenbeast said:

    I noticed a couple of different things in the app and wanted to check if I am the only one. Some seem wrong others just seem changed but idk if the change is wanted or what:

    - Ungor raiders have their movement after deployment changed to "... Can move as they are in the movement phase." instead of "... Can move up to 12"" which is highly significant I think and looks like a proper change rather that an error. Plus, have they always had the banner bearer? 

    - GBS still have Savage dominion in the list of spells they can cast but then theyhave Devolve as a spell so thatis definitely an error;

    - chariot seems to have lost their +2A on the charge but they gained re-roll charges and re-roll hit rolls on charge which is a huuuge deal!!! (is it just me or they changed this too. I don t recall them having it). 

    Cheers

     

    I think you might be mixing a few things up.

    Ungor Raiders have always had can move as if they are in the movement phase. Additionally they have always had a banner bearer.

    The GBS having Savage Dominion in it's list of spells is probably just an oversight from when they changed him to have Devolve. 

    Chariots never had +2 attack on the charge, it's always been re-roll charges and re-roll hits which is why they made such good ambushing units.

    Note I checked the compendium, grand alliance chaos book and the app for Ungor Raiders and Chariots, so definitely think you might be mixing them up with some other warscrolls.

    • Like 1
  22. There'll probably be more gaps as well.

    We know that Kill Team goes up on preorder 21st of July. There's no way they'll release the rest of the Nighthaunt and Stormcast content in 1 week, so there's going to be at least one week gap for that as well.

    I think it'll be a bit like how the Primaris and Death Guard were done. They were the main releases for a while, but they had these odd weeks here and there that weren't related.

    Most likely I think this set of releases will go some time into August.

  23. 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.

    • Like 1
  24. 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.

     

    22 hours ago, divineauthority said:

    @someone2040 That's the one thing I worry about when writing a Free Peoples list, the number of units I'll have and my ability to keep the whole board in check instead of just dominating a section of it. But I've not thought of 2 griffons before so that may help.

    How would you ideally plan on running that list? (Apologies, still new to Free Peoples). 3 infantry blocks and a normal general sticking together centrally and then a griffon down each flank, one supported by the demis?

    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.

×
×
  • Create New...