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Pellynor

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  1. Nice idea using the path to glory to generate the hunting party. Edit to the Flesh Eater courts: bring a courtier! It's very easy otherwise. I brought 2 units of shadow warriors led by an assassin and just mopped the floor with them. Having the ability to regenerate units and an extra slightly boss model will make a difference.
  2. I was thinking for armies or collections that lack the 'big-boyz' like Cities of Sigmar, Legions of Nagash, or even if you want to play something with more bodies, using the unit generation for our armies offers a nice way to customize your opponent. Some examples could include: - instead of 2 or 3 units of trolls, how about two blobs of 20 skeletons, zombies, or Ghouls (hordes)? Every turn they regenerate d3 models as if they're close to a grave site like @PrimeElectrid suggested. - Facing daemons? 10 model squads with d6 coming back on a 4+ (or 1 if it is the bigger units like blood crushers/fields/drones/screamers). - Greater deamons make excellent final opponents of a battered and bruised hunting party. Still feels unfair? Give them an artifact of power/command trait of your choice or roll on the tables. Heck, even modify the chart so it Rampages twice and doesn't retreat (Dumbstrucks could be it devouring the souls of it has previously slain). - For Order/Destruction/Mortal Chaos, instead of regenerating units, roll a die at the start of the round and on a 5+ a new small unit arrives on the board edges from a d6 (1- Your deployment zone/South, 2-3 Eastern edge, 4-5 Western edge, 6 opponent's deployment/North). Only allow one unit to come on the board each game, or not if you want a really nasty challenge! I'm really looking forward to seeing what people do with their battles or even what little miniature campaigns come out of this! I'm thinking of playing my Cities of Sigmar hunting down either some daemons or Flesh-Eaters. Since we're not using allegiance abilities, this may even be a great time to break out the Bretonnians again!
  3. Pellynor

    Living City Sorceress

    Very nice. Are you using or Bretonnian models for your Living Cities army?
  4. Reading through the new Cities of Sigmar battletome and I came across an interesting piece of information. It appears war will soon be coming to the God-King realm. Why is this, you may ask? Exhibit A! Celestial Hurricanum Warscroll Celestial Battlemage Add 1 to casting rolls for this model if the battle takes place in Azyr. This also shows up for the Battlemage warscroll as one of the potential realms to have a battle in. I'm thinking this may be a hint of things to come after the events of Forbidden Power. Something so big and scary has joined Nagash, and it was nasty enough that Sigmar tried to hide it away. What do you folks think?
  5. Oh goodness yes. A lot will depend on what is actually included in the new battletome such as if there is any form of horse based cavalry. If there is, such as Dragon princes, then I know how I'm going to make a free cities are me with my bretonnian forces. Much of our forces can work with a little creative inspiration but again it all depends on what's in the Army book.
  6. Quick question for everyone here; I'm experiencing some problems in my local meta in getting my plaguebearers to be useful. When I play them in 40K they are an absolute beast to try and move as the buffs they get from heralds and daemon princes makes them a force to be reckoned with. Not to mention that they have an invulnerable save plus they're disgusting resilience. However porting them over to AoS, hasn't been great over the last year as they seem to just get wiped off the table. I run them in blocks of 30 and one small block of 10 to fill out my battleline and they are usually accompanied by a Spoilpox Scrivener carrying the wither stave. Generally I think a -1 to hit and enemies re-rolling sixes should be enough keep them alive for more than a turn however they seem to be getting blended quite badly by Slyvanneth hunters and beasts of chaos (especially those bloody enlightened). What do you do to make your plaguebearers work well? Are they just a tar pit to hold down what units while you're plague drones swoop in for the kill or do your plaguebearers also do some of the heavy lifting in killing troops? I want to make sure I'm using to the best of their ability and not just being cursed by the dice gods (which can be quite legendary bad rolling on my part). Thanks!
  7. After a few quick read throughs of the General's Handbook 2019 and there might be some goodies that we can use to our advantage. For example, @Drakilianyou mentioned how cool it was that Abhorash and Gilles fought side-by-side during the end times? We can recreate that with that new Order of the Blood-drenched Rose (Grail Knights AND Blood Knights!? MUAH HAHAHAHA!) which aside from just beyond cool, does make for a hard hitting unit we can now use. I'm not as taken with the new command traits (re-roll's one for melee, shooting, saves) as most of our units already have access to it in one form or another. That being said, I don't think they should be dismissed either as a King or Sacred Protector with re-roll 1's combined with the King's ability to add 1 on the charge is going to insure they hit hard all the time (heck even the Hypogriff is going to become reliable!). If you're willing to fork our for the forbidden power terrain piece as well, then command points should be in decent supply to make these combos work (provided the dice favour you even some of the time). What are your thoughts?
  8. 1000-1500 is my preferred level as well. I find especially with 1500 you get all the fun toys and big bonuses but less of the cheese that's common at 2000. With fewer models on the battlefield it really becomes a game of movement and tactical choices rather than powerful combos.
  9. Your battle line is very solid, especially against the armies you seem to be facing. Word of caution, if the Beast of Chaos player has those bloody Enlighten Tzaangors on discs, isolate and kill them as quick as possible! They mauled through 6 drones of mine in one turn of combat and tabled the army by turn 3. Nighthaunt and Stormcast is going to simply hate you with your -1 to hit for the plague bearers and the witherstaff making it even harder for them to land any sort of special damage dealing blows. Can't say I have any experience against the other two but I don't think they should pose too big of a problem to deal with. My only concern in this army, and this usually applies to Nurgle in general, is the lack of punch. Sure you're going to weather a metric ton of attacks but you also need to deal damage as well. I would consider dropping either Horticulus or the Lord of Affliction for some more drones, or trying to work in the scrivener to boast those massive blocks of infantry. You could drop the Lord of Afflictions and one of the endless spells for a Scrivener and a Lord of Blights. Laugh as your opponent tries to chew through two units of plague bearers that are at -2 to hit and re-rolling 6's to hit while you have the blades and re-roll 1's. It's a bit dirty for a friendly punch-up but something to consider.
  10. Oof! 30 GBP is expensive for 5 models, glad I got mine with the Wrath and Rapture release. Any word if these are mono-pose as well or if they have options available to them?
  11. I'd like to offer a counter point. Men-at-arms are pretty uninspiring, until you look at their points per model cost. Most spear based infantry run about 8 points per model for a 5+/4+/5+, maybe with some bonus to hit when they are fielded in big numbers. Men-at-arms are a half point cheaper and go from 5+ to hit to 3+ pretty quick. However I don't take them for their hitting power, instead when they are combined with the king's ignore battleshock ability, they become a very strong anvil unit. It's a significant point investment but then you have 48 wounds that aren't running and providing a massive footprint that can protect our knights from charges. Also, unless you want to go knight heavy, they are our cheapest battleline option. I really, really, want my errants to be better but they are wickedly expensive at the moment for how low their bravery and to hit are. I agree that the king is expensive, I feel he could easily lose 40-60 points before he's in the right area for what he does. That being said I feel he's invaluable in a Bretonnian army. As mentioned above, ignoring battle shock is key for our low bravery army. He also brings with him a pretty hefty punch against monsters and heroes (much better than the lord's just against monsters) and for the cost of one command point he makes our knights hit more reliably when they charge. That I think is the most important, who here hasn't suffered from rubber lance syndrome and had their game crippled by it? I do quite like the idea of taking some endless spells with a large footprint to block out attacks by enemy units. Gravetide is pretty cheap as is the palisade and those two have the biggest footprint all for the low, low price of 60 points. I'd like to offer a counter point. Men-at-arms are pretty uninspiring, until you look at their points per model cost. Most spear based infantry run about 8 points per model for a 5+/4+/5+, maybe with some bonus to hit when they are fielded in big numbers. Men-at-arms are a half point cheaper and go from 5+ to hit to 3+ pretty quick. However I don't take them for their hitting power, instead when they are combined with the king's ignore battleshock ability, they become a very strong anvil unit. It's a significant point investment but then you have 48 wounds that aren't running and providing a massive footprint that can protect our knights from charges. Also, unless you want to go knight heavy, they are our cheapest battleline option. I really, really, want my errants to be better but they are wickedly expensive at the moment for how low their bravery and to hit are. I agree that the king is expensive, I feel he could easily lose 40-60 points before he's in the right area for what he does. That being said I feel he's invaluable in a Bretonnian army. As mentioned above, ignoring battle shock is key for our low bravery army. He also brings with him a pretty hefty punch against monsters and heroes (much better than the lord's just against monsters) and for the cost of one command point he makes our knights hit more reliably when they charge. That I think is the most important, who here hasn't suffered from rubber lance syndrome and had their game crippled by it? I do quite like the idea of taking some endless spells with a large footprint to block out attacks by enemy units. Gravetide is pretty cheap as is the palisade and those two have the biggest footprint all for the low, low price of 60 points.
  12. Do you find 2 units of 6 horrors is better than 1 unit of 9 and another of 3? There is a benefit to both (one being easier to buff and send out to maul pretty much anything to death, whereas running two does give you some tactical flexibility) so I am interested in seeing what other people are using. I'm running Hollowmourne grand court and only had one game with them so far but man do those horrors hit like to ton of bricks. The one big unit managed to chew through most of 9 spirit hosts in a single turn allowing me to take their objective and severely cripple his nighthaunt army.
  13. Oh that sword of judgement. Oh my Lady that is juicy! Little quiet as of late but hoping to get back into it over my upcoming March Break. Had my first battle against my nighthaunt buddy a few weeks ago and got completely worked. I was trying out something new and combined with some failed key charges (and cursed rubber lance syndrome) caused some real issues. My list was: Bretonnian Lord Prophetess Damsel Battlemage (amber) 16 Knights of the Realm 8 Knights Errant 32 men at arm 5 Grail Knights x 2 18 battle pilgrims The lack of a king really hurt both in terms of battleship and lacking the +1 to hit. While I like the lord, he's only really good against monsters which nighthaunt are missing. I'll be reworking my list for the next one, which has some potential as my opponent is pretty understanding and wants me to make battalions and any points adjustments. Vengeance shall belong to the lady!
  14. Hi all! New to the thread but I've been playing High Elves since 6th Ed. Currently trying to build a Tempest's Eye list in between new battletome releases (oh boy was that Flesh Eaters a needed boost!) but I try to keep an eye on my old armies as they pop up. @That Guy I like this this. It is fast, it can hard where it needs to and it puts out some decent mortal wounds. The only weakness that seems to stand out is the lack of bodies will make holding objectives hard. Sure the dragon blades will hit like a ton of bricks, but if they get bogged down with a durable unit like plaguebearers or, Sigmar forbid, suffer a round of rubber lances that's going to be a pretty steep loss to come back from. That being said, as you mention, your speed should make it easier for you to chose the combats or use a reaver screen to protect the other. Worth a shot! I'd love to hear a battle report once they have had some time on the table.
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