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Skinnyboy

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Posts posted by Skinnyboy

  1. 18 minutes ago, Congratz said:

    What are your thoughts on the Boingrot Bounderz? I think they look pretty good

    I'm really interested to see what the unit size max and mins will be on them. A couple of 30 squig units bouncing around, charging, mortal wounding off some stuff and following up with a barrage of attacks sounds like an amazing hammer!! Units of 5 seem like solid character hunters. It all depends on cost of course but either way they seem great and look super cool to boot!!

  2. 1 minute ago, amysrevenge said:

    It is kind of odd wording though.  Like, it's just convoluted enough that it appears to be trying to avoid some sort of stacking loophole, but it doesn't actually do anything of the sort.

     

    I mean, I don't understand the effort it goes to to allow one dude to put the effect on a different dude, even though it would be the same action with the same cost for the other dude to just put it on himself.

    Could be there is some artifact or command trait that has something to do with command abilities? So you want one guy with an artifact to use the ability but you want the aura on the other side of the battlefield? Complete random speculation.

  3. 3 minutes ago, Malakree said:

    It doesn't even say that. It just says you can use it at the start of the Combat Phase, unless there is an Errata which says each of them can only trigger their CA once per phase.

     

    Just now, Skabnoze said:

    Yeah, @Malakree has this correct.  Command abilities can be triggered multiple times according to the rules & FAQs unless the command ability specifically prevents it.  This was firmly established for the Ironjawz Megaboss and Orruk Warboss.  The wording we have seen for this ability does not have any restriction in it and so you could use it as many times as you have command points in a single phase if you wished.

    You guys are correct i was over thinking it with the odd wording. I was confused by the reason to apply it to the model with the command ability but one boss could just put it on himself twice for +2 to wound

  4. 1 minute ago, Malakree said:

    That would be my interpretation yes.

    You could also just activate it multiple times on a single Loonboss to get the stacking. Even if for some reason one of your ManglerBosses couldn't use their CA you could still pick it as the target from the second Manglerboss.

    yes exactly, the only reason I can see for the "interesting" wording is that you need at least two manglerbosses to make it stack

  5. So looking at the loonboss on mangler command ability "You can use this command ability at the start of the combat phase. If you do so, pick one friendly model with this command ability. In that combat phase you can add 1 to wound rolls for friendly SQUIG units while they are wholly within 18" of that model." If I have 2 loonboss' on mangler and they both use the command ability and they choose themselves i.e. there are 2 18" bubbles and a unit is wholly within both, that unit would get +2 to wound correct? In other words if this ability is activated on multiple loonbosses on manglers it stacks but you cant stack it on a single loonboss?

  6. So I had a game with the above list on the weekend and while it wasnt the best game of AoS ever I did learn a quite a few things. First off the setting; we played better part of valor, in chamon, with the realmscape that says ignore everyones rend. I was playing against Hosts of Slaanesh:

    Keeper

    20x 20 chaos warriors

    20 demonettes

    5 knights

    5 hellstriders

    demon prince

    herald of slaanesh

    masque

    chaos lord on foot

    chaos lord on steed of slaanesh

    The things I found myself looking out for were fliers, teleporters, redployers and ranged/casting units as these all deal with or bypass skink screens to get to my objectives or my important characters. The only thing I need to consider is the demon prince as everything else would just hit skink walls. In addition, as soon as he commits to a flank he has no real way of helping out the opposite flank if i hit it with rippers. Sure his things move pretty fast but they can be gummed up easily by skinks.

    We deploy and i  cover my central objective with two layers of skinks and the engine, slann and priests hiding in the back. The other two units of skinks each deploy on the line in front of my flank objectives, He has a unit of chaos warriors in a tower on the left covering one objective, demonettes, demon heros and knights on the central objective and the other unit of warriors with the two mortal heroes, hellstriders and demon prince on the right.

    I use my shadowstrike ability to ensure skink priests are in range of the keeper for unbinding and aggressive casting and i move the flank skinks backwards so that even with a full move and 12" charge he cant complete the charge so my objectives are safe. Im not sure any of this was really necessary as the slann can unbind from anywhere and  the skinks could have just deployed more defensively but I figure anything you can do to keep your opponent guessing is good. I also need to get into the habit of remembering these things as they can be really useful for gaining board presence from the get go.

    Since he has no real way of doing anything to me turn 1 and  the threat of the rippers means he mostly has to stay at home to protect his objectives I give him first turn. He moves up the right flank with the demon prince and hellstriders and moves the keeper from the center to the right as well. On my turn 1 I place a toad on each of his flank objectives. The engine gives me a unit of 20 skinks. I fail to cast cogs but do get the quicksilver swords which goes right down the center and takes 4 wounds off his keeper. Slann generates 10 summoning points but holds on to them for this turn. One unit of skinks fails to teleport but the salamanders succeed and can move after so they go to the left flank by the warriors in the tower. At this point Ive decided to take on the warriors in the tower, even though they have a 3+ save thanks to cover they do not have a hero nearby so are susceptible to battleshock. Skinks move for some defensive geometry to stop his stuff hitting my characters and objectives if he gets the turn. The engine is nice for anchoring a gap next to some skinks because of his doppelganger cloak. Skink shooting puts a couple more wounds onto the keeper but the salamanders do nothing to the warriors. Here the battalion was nice again as 20 of the skinks shooting at the keeper could reroll hits and wounds of 1 and the 20 summoned skinks could reroll hits of 1 thanks to the constellation i rolled. Rippers dropped and charged the warriors as did the salamanders just to get more bodies within 6" of the objective.  Rippers kill 11 warriors, lose one in return and battle shock off the rest so I claim that objective. I burn my home objective on my right flank for one point so that everything he committed on that side now needs to head back to the centre.

    He wins priority and takes the turn which means I get the quicksilver swords and kill his keeper. He makes his stand here committing everything forward to try and take my central objective leaving his two home ones with the intention of burning them. He attacks nothing but skinks, doesnt actually manage to finish any off before they run away and doesnt get my objective but still burns his two. In my turn I burn my 3 and we call the game there.

     

    So to address a few of the well made points above;

    1) its not worth 360 points for two dropping units of rippers, maybe better to have one big unit of rippers and spend the extra points elsewhere. Id say you would need to look at what that 180 battalion cost gets you. First off an extra artifact and an extra command point. Well the third artifact (spell mirror) is nice but didnt do anything and it wont matter for relocation orb or places of arcane power as the hero using it is already a wizard. But if I replace the battalion ill be able to afford another character that could use the artifact but wont have a 3rd artifact available. Of course that other character will bring something else to the army....

    The command point is always useful, even though I dont have great command abilities I find that having that guaranteed 6" to run or battle shock immunity is very comfortable.

    The other bonuses of the battalion are in skink movement and in skink offensive. The boost to skink offense is quaint... Plinking a couple of wounds off a character or using them to open up a screen is nice but "dont ever expect your skinks to do any damage and they,ll never disappoint you" is my motto. The movement though, this is a huge bonus. Move your priests out of unbind range, move your skinks into the middle of the board to grab objectives turn 1, moving your skinks out to screen from stormcast drops, deepkin drops, sylvaneth tree placement etc. 40 skinks moving 2d6 before the game can cover a lot of area and stop an alpha strike if done correctly.

    The other thing the battalion brings is less drops. Having the option of going first or second with this army is really nice as it could allow you to get a lot more mileage out of the rippers can can make a very difficult first turn for your opponent; keep your castle and lose board control or move out and potentially expose yourself. Having the second ripper battalion allows you to force that choice even after the first unit of rippers has come down and you get an extra toad so you are not confined to a single part of the board.

    Ultimately I like the second battalion and find it worth its points but its a fundamentally different army than the single shadowstrike. It forces different decisions and requires a different set up and play style.

    2) we end up without any board presence. I think we start with a huge amount of board presence and control. 40 skinks that get a pregame move covers a lot of space with a guaranteed 10 more from some slann summoning combo'd with the ripper threat which encourages castling and two unit teleport to get almost anything almost anywhere. its a decently low drop army so i think you'll often find that you can go first, grab a lot of board space and then slowly give it up skink unit by skink unit. I have found putting summoned starlight on a unit of skinks and retreating from fights makes them surprisingly long lasting. Ive been thinking of comboing this with some endless spells to also take up board space.  Basically the idea is to get out there early, score your points and then die off slowly. Not super reliable but it does make for some fun and tense games.

    3)no means to go through screens. Yeah this can be a tough one. Skink shooting isnt reliable enough, neither is damage from the engine. I was considering changing the salamanders to razordons to teleport and shoot screens or dropping them for endless spells for damage and less drops. Not ideal as id end up giving up summoning points on the slann. I guess the main comfort is that the rippers can fly so you have to set up screens in a more careful way than for standard units. And i suppose if your opponent is just castling behind their screens their movement and board control is limited so the rippers are doing part of their job.

    In conclusion I dont think the game I played above is very representative of competitive play, a lot of stuff went my way (him deploying without a character near his one unit, quicksilver swords at max power, him not having any movement shenanigans or shooting, a scenario which can be won very early and punishes mistakes harshly). More testing is required but I certainly like the feel of the army and will be continuing with for the next while.

    • Thanks 1
  7. So what are peoples thoughts on the double shadowstrike list? Something like:

    Allegiance: Seraphon
    Mortal Realm: Ulgu

    Leaders
    Slann Starmaster (260)
    - General
    - Trait: Great Rememberer 
    - Artefact: Incandescent Rectrices 
    Engine of the Gods (220)
    - Artefact: Doppelganger Cloak 
    Skink Starpriest (80)
    - Artefact: Spellmirror 
    Skink Starpriest (80)

    Battleline
    10 x Skinks (60)
    - Meteoric Javelins & Star Bucklers
    10 x Skinks (60)
    - Meteoric Javelins & Star Bucklers
    10 x Skinks (60)
    - Meteoric Javelins & Star Bucklers
    10 x Skinks (60)
    - Meteoric Javelins & Star Bucklers

    Units
    6 x Ripperdactyl Riders (280)
    6 x Ripperdactyl Riders (280)
    3 x Salamanders (120)

    Battalions
    Shadowstrike Starhost (180)
    Shadowstrike Starhost (180)

    Endless Spells
    Chronomantic Cogs (60)
    Quicksilver Swords (20)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 110
     

     

    All about board control, reinforced with skink summoning. Very much all about objective play and using the rippers to surgically remove big threats or key characters. salamanders can be swapped for razordons or to bump a unit of rippers to 9 or for a few more endless spells like geminids. cogs are there for an extra slann spell to get 13 conjuration points a turn. Is the engine worth it?

  8. 3 hours ago, Nico said:

    Like the Nurgle Wheel, the Tide Table applies to both armies.

    Right but is it one table per army or one table for both? If it's one table for both then you reverse it and you both start with the turn 4 ability. If it's one table per army then you reverse yours and both armies get the turn 1 and turn 4 abilities in the first battle round. 

     

    If I recall the nurgle wheel specifies that there is one for both armies but the tides of death do not so one table per army then?

  9. 9 hours ago, Kirjava13 said:

    I don't believe one army's allegiance abilities affect another, so as counter-intuitive (and confusing narratively) as it may be, I would say that if you flip the tides it only affects your army, not your opponent's.

    The thing that's getting me is that it says "Tides of Death... Idoneth Deepkin units with this battle trait  have a different Tides of Death Ability Each round....." So its indicating key word Idoneth Deepkin units and makes no distinction from friendly or enemy. It makes it seem like each army gets both tables.

  10. Sorry if this has been asked before but I was wondering if someone could help me out with a rules clarification. Lets say Im playing a mirror match against Deepkin and I have a tidecaster as my general and my opponent does not. If I flip the tides does that mean both players start on Ebb tide or I get ebb tide and my opponent gets low tide or we both get Ebb tide an low tide? Thanks for the help

  11. Thinking about running this:

    Allegiance: Seraphon
    Mortal Realm: Hysh

    Leaders
    Lord Kroak (450)
    - General
    Slann Starmaster (260)
    Saurus Astrolith Bearer (160)
    Engine of the Gods (220)
    - Artefact: Lens of Refraction 
    Engine of the Gods (220)
    Engine of the Gods (220)

    Battleline
    10 x Saurus Warriors (100)
    - Clubs
    10 x Saurus Warriors (100)
    - Clubs
    10 x Saurus Warriors (100)
    - Clubs

    Endless Spells
    Chronomantic Cogs (60)
    Balewind Vortex (40)
    Prismatic Palisade (30)
    Geminids of Uhl-Gysh (40)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 83
     

     

    Should be relatively easy to get 60 skinks a turn with the engines and a bastilodon every turn from T2 onwards with kroak putting all his spells into summoning. Engines can be switched to mortal wounds if needed and the Slann can throw damaging endless spells and realm spells. Teleports and summons keeps the army manouverable and with all the bodies the plan is to just swamp objectives and win the war of attrition. Thoughts?

  12. 1 minute ago, Warfiend said:

    Just played a game with the new starter set which me and a friend bought, I got the Stormcast part. There is something I'm unsure about; the evocator's Celestial Lightning Arc reads "...after resolving this unit’s attacks in the combat phase, pick one enemy unit within 3" of this unit and roll 2 dice for each model in this unit. For each roll of 4+, the enemy unit suffers 1 mortal wound." It seems somewhat overpowered against single wound units.

    We might be reading this wrong but the way we understood it says that if I for example charge a group of 20 chainrasps and attack them I get to use CLA right after and before he gets a chance to fight back. If i'd for example manage to kill 3 on the charge and pick said unit for the ability I get to roll 34 dices with a 50% chance per dice of dropping a mortal wound on said unit.

    That's how we played our first match and although everything seemed somewhat balanced except for the evocators whom evaporated any unit it came into contact with. 

    The this unit refers to the  evocators not the enemy unit

  13. 7 hours ago, Bellfree said:

    This pretty much 100% needs to happen just so Anvils doesn't become a super 'brake-check' list like what Skryre fyre used to be. Because as the rule is currently worded you could take 1 unit of 12 longstrikes, 15 liberators, a Castellant, a relictor with bless weapons and 3 min units of skinks as your whole list and have the longstrikes shoot 14 times in your first turn with 2 layers of chaff to block deepstriking.

    The usual blah blah blah applies; what if they shoot you first, what if they can stop your CA, what if they can charge before you shoot, what if they have umbral spellportal, what if objectives, what if yadda, yadda, yadda. The point is that this list is eventually going to find someone who DOESN'T have the tools to stop it and that person is going to have literally their entire army killed in his opponents first hero phase.

    Its also worth noting that skinks are now seraphon allegience battleline and even if they were not I believe that allied units cannot count for battleline requirements any more. So youre stuck using libs, judicators, sequitors or hunters.

  14.  

    1 minute ago, Erdemo86 said:

    I hope they will make a rule that let you use a command ability only ones per turn. Else a lot of games will be over turn one.

    even with celestial vindicators you could give a unit +4 attacks? 

    a lot of the faqs that came out yeasterday showed that you can use the same command ability more than once but not on the same units, so well see

  15. Just now, JonnyTheKing said:

    Forgive me, but I'm not 100% familiar with the way endless spells yet. So if it is unbinded can you actually cast it again for free?

    Lets say a build a list and it has a lord arcanum, a knight incantor and the celestine vortex (hammer tornado) and the comet. I pay 40 pts for the vortex and 100pts for the comet and all my wizards know both those spells in addition to any others they know. Turn 1 my lord arcanum can cast comet, if it fails to go off thats it for the turn. The incantor is not allowed to attempt to cast comet. She can however attempt to cast any other spell or other endless spell she knows.

    T2 my lord arcanum successfully casts comet. The incantor can cast any other spell or endless spell she knows. She is not allowed to cast comet.

    T3 the comet is still around. None of my wizards are allowed to cast comet as you can only have one of each endless spell in play per player at a time.

    T4 my opponent elects to dispell comet by forgoing a casting attempt on one of their wizards. If they beat the minimum casting value the comet goes away. On my next turn I am free to cast the comet again.

    T5 lets say the comet is in play and its the beginning of my turn, i can elect to dispell it with my knight incantor, needing to give up a casting attempt and meeting the role. If i make the roll i can remove it and attempt to cast it again with the lord arcanum. Lets say the lord arcanum meets the casting roll but my opponent is able to unbind then the spell does not go off. I am allowed to attempt the casting again in any subsequent turns.

    The 100pts buys you the spell which can be cast any number of times during the game, provided a comet does not exist on the table. Your opponent can unbind when the spell is being cast or dispell and already existing endless spell in their own hero phase by giving up a casting attempt.

    • Thanks 4
  16. 41 minutes ago, Requizen said:

    It also means it can be dispelled easily, but since it does damage at the start of the Battle Round, if you cast it at the bottom of a Turn it's guaranteed to do landing damage and one round of pulse damage. 

    Dispelling it easily is great cause then you can just cast it again and do more crash damage, definitely an excellent spell!

    • Like 2
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