Jump to content

Glaurung

Members
  • Posts

    183
  • Joined

  • Last visited

Everything posted by Glaurung

  1. I have not used it yet really. I found it hard to find a game this month, but this should change from next one. I was thing of 2 big ghouls blocks with the artefact and the king's ghouls batallion and chalice, so that they are immune to morale and heal. I don't know who should be the leader, maybe the AGHoTG, but his mount does not benefit from the reroll 1s to hit. Then it's difficult to have everything I want in the list.
  2. I am trying to make morgaunt work. Can someone who has used it give me his feedback?
  3. Thanks, I will monitor this topic for further news
  4. @Ndabreaker is FEC battletome a filler one, or are they getting something more? thanks!
  5. That's strange. I hope they clarify this in upcoming battletome. RAW, it's as you say. RAI maybe not. I won't use it , because my friends would end up avoiding me!
  6. It's very simple. There are the 4 main alliances: Death, Destruction, Order and Chaos. You can play together every model within the same faction using the Grand Alliance rules, as shown in the main rulebook. Then, the models inside the Grand Alliances usually are part of sub-factions, for example Flesh Eater Courts or Nighthaunt. These have their own army rules, if you play only one faction and they are different from the ones in the book. Furthermore, every faction can be "allied" to some of other ones, as shown in the General's Handbook. FEC can't ally with Skeletons for example, but they can do so with zombies or mortarchs. My advice, if you have just started playing AoS, is to keep it simple: pick the models you or your girlfriend like from Death and play them using only their warscrolls and the rules for Death in the core book. Roll for the traits and relics if you don't know what to pick. Later you will be able to understand how fragmented AoS rules are, where you can find them and how you can take advantage of all the different possiilities. However, since you are new, I think it's better to do it step-by-step
  7. FEC with Skelletons - no, unless she plays it Grand Alliance Death (recommended) You want more ghouls, so Nightfeast is better in my opinion.
  8. Ignore the flayer... I think the big one is a Varghulf or a big horror hero...
  9. Guys, for me it’s so good to see they care about us. We will have a boxed set, with new character and a new Battletome (let’s hope!). I already have many things in my FEC army, I just want updated rules, I can wait a lot for them, it’s been two years since Sylvaneth and the “new” books, so another few months won’t make a difference. However, I think they will come sooner than expected...
  10. I hope we get battletome, a piece of terrain and cards/endless spells. What I fear is that they add strange things out of context or that they duplicate models (Regent on TG/ZD similar but better than the GK) I don't think we will see new models, they would have announced it in a different way, teasing us like for other armies.
  11. OUTBURSTING NEWS MY FELLOW MONARCHS! A new boxed game with FEC and Skaven was confirmed and se can expect that the “more news” that will come are a Battletome!
  12. I just have a lot of free time these days... It's good to help others get into FEC.
  13. Ok, from left to right: Zombie Dragon (missing the king on top, where is him?) Vargulf courtier (Giant bat-wolf, brings back ghouls and horrors/flayers) Crypt flayers (Winged things) Crypt horrors (flayers without wings) Then, between them, there are the two courtiers, which are almost identical to them: the Infernal courtier (for flayers) is the one with 4 wings (two big, two small on hi back), the haunter courtier is more open to you, I would choose the second on the second row of horrors.
  14. For this new edition, it’s free. You use a command point and get them. it works only once per game though
  15. That army is pretty simple to use and has everything fun and useful. Furthermore, it uses only pieces you already have. My tip is starting the game summoning the Varghulf. That hero is quite good, in that he brings back horrors and ghouls and is not weak in close combat. Then you can summon the ghouls to take objectives behind enemy lines or at the edges. Remember to check the warscrolls on the AoS official app, as they are different from the ones in the boon.
  16. Welcome to the Council of the Kings! So, I need to ask you if you want to play competitive or more fluffy lists, how many points you want to start playing ( I Suggest 1000)... For 1000 points, my list was: King on dragon zombie (summons varghulf) Crypt haunter courtier (general, summons 2 units of 10 ghouls with the Majestic horror trait) 6 horrors 10 ghouls
  17. For defense: -1 o hit Ethereal form After save (6+) Save on mortal wounds (4+) I think the other objects are not so valuable, in particular I despise one use only. For offense: +1 to hit and range +1 to hit and wound +1 damage I'd go for the plus damage on the king... I think without the cloak our kings are not survaivable enough, even with those objects I have listed...
  18. Doppelganger cloak is dead. Long live the doppelganger cloak! so now what do we use in our mounted kings?
  19. As promised, here are my thoughts on our army and how I would like to see them adjusted. I really love the idea of game design, so this would be a perfect test to see whether I can balance things or just make them broken. These are just my opinions and I want to share them with you guys. These are not to be sent to GW or anything else. So, for units. I think when balancing something, one should compare it to what already exists and at the same time looking at what bonus/buffs/interactions the faction can offer to that unit. Ghouls: in faction they are ok, however if you compare them to the newer battlelines, you can see that something is not right. They cost the same as witches and more than skeltons and chainrasp. Chainrasp have one less attack, but they fly, are ethereal and reroll 1s to wound. And 40 of them cost so much less than 40 ghouls. As already stated, we can’t really compare to broken units as witches or skellies (with broken I mean too efficient per se and with buffs in mind), but I think 40 ghouls should cost just a little more than chainrasp. horrors: I like them, they are completely fine IMO flayers: here we are. I like them, a lot, but I think they are really not ok. What are they supposed to do? Harrass? Their big bases prevent them to move as they want. Their scream is not so good in this edition, where everything has Ld7 or more. I would like to see them drop in points or get reworked. Maybe 3+ to hit, maybe give their scream a buff (like 2D6 and if higher than Ld deal 1/D3 mortal wounds). If they were like this, IMO they could cost more than 160 and I would try to use or summon them. Ghoul kings are good and fairly pointed I think. Courtiers are ok. As stated, I would like a rework on the ghast courtier or a 20 points drop. Monsters: I don’t know, they should cost less than 300, as you guys already said. There is almost no reason to bring them, mounted Kings are so much better and thanks to summoning they cost almost as much as them... Ok, now for the fun part: allegiance abilities. Feeding frenzy is not really good. However, it’s so thematic, so I would rework a little what it does. “When a FEC unit kills an enemy one in the combat phase, roll a dice. On a 6, they can pile in and attack again, make a normal move towards the nearer enemy unit or a charge move. If the destroyed unit had more than X models, add 1 to this roll.” This way the allegiance becomes strong and stays thematic, as when something is killed, Ghouls go mad. Another way to balance it would be to apply the effects of the original ability to other FEC units on the field, having 1/6 chance to pile in and make additional attacks. too broken this way? What do you think? Now, on delusions. Crusading army is very good compared to the others, so some balancing should be done. One thing that I would personally like is a mechanic that makes enemy unit ho mad and do strange things. For example, if they are near a FEC unit in the hero phase, you make a roll and apply some effects. I don’t know what, maybe hit themselves. This is very thematic, as we usually read about this spreading madness and people turning savage. Again, what do you think? Summoning: it’s strong, it’s great. But again, one use only. Would it be broken if it could be used every turn, but only one king can do it? And then, Majestic horror could let you use it an additional time. This way you get constant reinforcements, but not everything at the same time. I woul like the ability to add them to another existing unit within 6” of the board, but maybe that could be really broken. Last: batallions, traits and relics. Batallions, bar ghoul patrol, seem not worth their cost, as usually they don’t give game changing abilities. Traits: I am not a fan of them, majestic horror is so much better than anything else. I would like the “Savage” trait to maybe buff the roll for feeding frenzy for whole army or units wholly withing X”. Also, The “Delusional” trait could modify the roll for the madness your enemy falls into. Relics: GW’s choice of balance on every battletome is clear. Some of them are good, some are useless. I am not a fan of ours, as many are a “one use only” that almost never gets used. Personally, I would find them more attractive and fun to play If they had a constant ability, other than the one use only. for example: che chalice could just heal 1 wound per turn and d6 when used. After that, it does not give the 1 heal anymore. The gargant heart could let the user re-roll 1s to hit or wound and every dice when used. Maybe broken, but could it be shareble with a mount like a TG or a ZD? so guys, what do you think? Can you give me some advice on this? Be propositive, these are only ideas I want to share. I’m not saying “they should just do as I want”. Keep up with suggestions on points and flood the Facebook post like a real Court would do!
  20. Yeah, but buffs do exist and skeletons are better than ghouls in everything bar movement. I mean, they need to drop them or nerf witches and skeletons a bit...
  21. Tomorrow I will post some ideas for allegiance just to share them, because I don’t think GW is going to consider these
  22. Guys, GW is asking for advice in units points for GH 2019! we should discuss here what could be changed: ghouls: cost too much compared to witches and skeletons. One needs to take into account the wide variety of buffs these last two have. If they don’t go down, I think we could justify having ghouls at 70-90 points horrors: I think they are fine flayers: if they stay as they are, I think they should cost less, like 140-150. Horrors are almost always better and the -1 to hit just makes them useless as their scream attack ghast courtier: I’d like to see him go down, as he is very fragile and “only” brings back ghouls. Compare this to a Hag Queen and how she can empower its units... haunter&infernal courtier&varghulf: I’d leave them as they are GK on foot: I don’t know, maybe 140 is fair mounted kings: fair pointed then we have batallions... I’d bring almost all of them down, as they are not usually ideal in units composition and don’t give many buffs (I’d leave ghoul patrol at 180 though) If they also want comments about the allegiance abilities, well I’ll write another post... eveything above is just my opinion. what do you guys think?
  23. I did not mean to offend you, sorry. I am just a little angry because people told me I am inventing the rules, so now I would like to understand how this ability works...
  24. RAI is not the way I like to read the rules. For example, in ghoul patrol the "add" above initial strength was not inteded, whereas it turned out to be like that. Do we have some tournament players (but not only them) or referees that can give their opinion on the matter?
×
×
  • Create New...