Jump to content

AlmGandix3

Members
  • Posts

    235
  • Joined

  • Last visited

Posts posted by AlmGandix3

  1. On 10/5/2019 at 10:20 AM, Dammaz said:

    *mumble and grumbling*

    Okay, I'm getting CoS this evening to look closely what it has to give.

    MAYBE, I said MAYBE, there is something to do do with our dawis, and I may enjoy it... A bit.

    I'll tell you later what comes to my mind.

    *rants in the distance* Or maybe I'll get disappointed... Again...

     

    How did it go? Are you still writing the entry for the book of grudges or are you list building already?

  2. We can use the soulscream bridge to teleport our duardin 24-36". Irondrakes also still count as stationary afterwards. 

    I'll be playing hallowheart to guarantee the bridge, but I'd like to play tempest eye for passive buffs, mobility and durability in the first turn against alpha strike lists.

    • LOVE IT! 1
  3. 40 minutes ago, Mjolnertf said:

    Hello gentlemen of the order, yesterday I played my first two games with this army and I have drawn two conclusions, the first is that the artillery has lost something, but not so much, it had the perfect combo (Lord ordinator, cogsmith, 2 hellblaster, 2 rocket, but the celestial hurricanum, with battalion), in turn 1 I left the terrorgheist with 2 wounds, but my opponent with a ghoul spam list removed my screens (state troops with shield), the game as many in this game was decided with the double turn of (******), if I had won it, I would have swept his list, besides I made rookie mistakes for not reading the book deeply.

    My second game was much better with Hammerhald, I have to say that they hit very well and the ability to not do battleshock checks in my area helped me a lot, I only have 3 painted semi-cracks so I used, 30 great swordsmen, I was very surprised.

    I have an event on the 19th of this month, which city are you thinking is ok? I suppose that 90% will say Hallowerth, but I am not convinced by the fact of going to magic in an event in which Tzeencht and Nagash will surely be, thanks

    The minimum cast bonus for your hallowheart wizards is +3, +5 for the dark elf sorceress.(if you get a one with your command ability)

    But on average the bonus is +5, +7 for the sorceress and you can do the command ability multiple times to guarantee a high bonus. 

    So the only one being remotely able to hinder you is Nagash, since all casters cast at least 2 times and your throwing out endless spells like crazy. The empowered spell portal can be set up anywhere so you can cast 1 spell outside unbind range and deal some damage to reduce his cast/unbind bonuses.

  4. 2 minutes ago, Orik Jarlson said:

    I'm toying with the idea using a Overlords frigate/ironclad as a base for  a Dwarven Luminark conversion .  I'll have a large cannon running down the length of the ship (like the Wave Motion Gun from space battleship Yamato) to represent the searing light  array. 

    lore wise It'll basically be a prototype vessel designed by a crazy, somewhat mad engineer who's then decided that the battlefeilds the best place to truly test it.....  after all sufficiently advanced science is often confused for magic ;) 

    Yamato_2199_First_Liftoff.png

    If you got Malaki you can put him on the deck since he is a slayer engineer and invent some cool stuff.

    • Like 1
    • LOVE IT! 1
  5. 8 hours ago, Frowny said:

    And now for durability

    Everything is expressed points per wound to kill (after saves etc.). Higher numbers are therefore sturdier. Rend -1 would obviously be somewhere in the middle. 

    image.png.53967221e6f0c6a8fee42dadc92300a7.png

    Some Observations:

    Standouts here ironically are the sequitors, and to a lesser extent, liberators. Here, I included the price of the castellant (and buying them as a group of 10) and they still easily blow everything else away. If you want a wall, you want sequitors. A Lord arcanum+Sequitors+Castellant in a hallowheart list seems like a great way to both augment and to hold your bunker. 

    Killy infantry are predictably pretty fragile. The standout here being pheonix guard which were quite killy but also the top of the list for sturdiness. Ironbreakers also stand out as quite sturdy while also not doing terribly on the damage side of things as we saw earlier.

    It is also trivial to get mystic shield off in some lists, which favors higher saves over lower ones. This would likely favor the longbeards and ironbreakers. Dwarves also have access to the only race-specific durability buff in the runelord 6++. 

     

    Cavalry/Fast Movers

    image.png.71b8a32f3fe9910b8c6f814c41088ef6.png

    Note that for the most part, these are all more fragile than true tank units like bleakswords or pheonix guard such as above.

    Demigryphs are very sturdy, and remembering that they had quite a punch, look relatively strong overall. Only limitation is their base size, which might make it hard to fit more than 3 into a fight. Maybe MSU. 

    Interestingly, dark riders do quite well on this front. I'm really wondering if dark riders will find a home. They are gorgeous models. They have middle-of-the road stats across the board, and maybe add some cheap versatility to a list. I also wonder how they would be in an 'alpha bunker' style list. With 1 cp, in the living city, they can easily get up to form a line 3' away from an enemy. Park a phoenix behind them and throw every debuff on them for -1 to hit and -2 to wound. It would take an enemy most of their turn to chew threw, all the while you set up to score objectives, blast them with spells or set up fortresses of boughs.

    Has anybody tried this 'alpha bunker' style list with other armies? I think grots can do it pretty well, vomitting 60 right in the enemies face on turn 1.  

     

    I tried it with my order allegiance duardin army when the Lord ordinater dropped.

    It was more of a 2 army pincer strategy but depending on my opponents mobility and how much was already in combat, I'd shoot away all his squishy backline.

  6. 54 minutes ago, Izotzuhure said:

    This is the description of the CA according to the video: 

    "You can use this CA at the start of your hero phase, if you do so you can pick one friendly Hallowheart wizard unit and roll a dice. That wizard suffers a number of MW equal to the roll and in addition until the start of the next hero phase add that roll to the cast roll of all friendly Hallowheart wizard units within 12” of them."

    So, technically, you wound't have to suffer the MW in order to gain the extra to your cast, right? Also, if worded this way, you could even use a unit of Sisters of the Thorn to suffer the MW and then they could heal themselves with the healing spell. 

    Yes that's really nice. The more I think about some cities the more I like them

  7. 1 hour ago, Izotzuhure said:

    I've been going through the GMG video and I have a question about Hallowheart CA. Could you pass those mortal wounds to your retinue? Let's say a Phoenix Guard unit so they could try to save those MW. And then, the ones you didn't pass, you could save them on a 4+ with the Aqshy item, right? 

    If I remember correctly you gain the cast bonuses that the caster took in mortal wounds and the negated ones don't count. But if you gain the dice roll your good to go with negating

  8. 4 minutes ago, pikachoux said:

    Correct me if im wrong but with the new battletome we lost the thunderers, the crossbows and both cannons?  The only way to play my crossbows and thunderers are as a proxy for freeguild?

    depending on your models and you willingnes for proxies they can be other units aswell. I got dwarf rangers from avatars of war as quarrelers, since I dont really like the crowsbowmen that much I will use them as shadow warriors. 

    Thunderers best fit the handgunners and thats what Ill use them for or maybe as grundstock thunderers in tempest eye.

    There are also darkshards and sisters of the watch for quarrelers.

    As for cannons, the organ gun is a easy alternative for the volley gun. Id use the normal one as a rocket battery and just put any rocket head I can find inside the barrel. If you got multiples of the skullpass one there is alot more you can do with that since its smaller and you can combine multiples for either.

    • Like 2
  9. With all the extra rules we get the new command ability of the warden king is a lot better. With all the units and allegiance abilities its really easy to get irondrakes to a 2+ 2+ -how much rend you want    damage depending on the weapon. For me ill trade the rerolls of the shieldwall for more mobility and unit variety every day. Longbeards got a increase because their grumbling is way better now the rerolls now also work for shooting, so you will get like 90% of all irondrake shots through. The luminark and hurricanum are also really insane and cheap now so you can get a 3+ 6++ 6++ on you duardin line.

    Id recommend everyone to try the new rules out and use your models as thematic "conversions".

    Well if some of you still want to part with their duardin Im happy to take some of them in. Only if you live in europe though, since overseas shipping can be quite expensive.

    • Like 1
    • Thanks 2
  10. 9 minutes ago, prochuvi said:

    I dont know about humans or elfs,but dwarfs have been nerfed hard.

     

    To sumarice:

     

    We have lost our shield of reroll saves for a +1 save(a save of 4 rerrolling is a save of 2'5) so it is a nerf.

     

    We have lost the combo of two hand weapons and shield(that was needed) but this have come with a increase in points and not a reduction,that makes zero sense

     

    We have lost the banner of only loose the 50% of models with bravery faills for a +1 bravery,nerf

     

    We have lost the ignore spells on every unit with a 5+ for.......nothing

     

    We have lost the ignore rend of 1 with our armor for nothing in breacker case and a +1 save to rangued in drakes.

     

    So as you can see dwarfs units have been nerfed HARD and the points dont reflect those huge nerfs as every unit have got increase in points out of drakes and breackers.

     

    I hope elfs or humans get more luck because dwarfs have been done useless

    Well you are right we got nerfed somewhat, but overall this is a huge buff since we are now able to play the objective game and get a whole lot of new units to use. Tempest eye and greywater are especially good for us. 

    Our units still have a place compared to other units in the book and im happy about it. Lore wise we will get a tome later down the line, but for now im happy that I can play the game outside of kill each other games, while having a good chance to win.

  11. I've got two big units of rangers from avatars of war. At first I thought about using them as freeguild crossbowmen, but after seeing the changes I might use them as shadow warriors. This fits the models perfectly.

     

    I don't like most of the changes just like most of you, but just like @Furuzzolo stated the shieldwall mindset was bad for us in the objective game. We don't even know all rules we get from cities, dispossessed faction buffs, artifacts, command traits and prayers (runelord is now a priest).

    Overall I'm really curious about the future for normal duardin and 80% of my models will be duardin no matter what (I don't care much about human or aelf rules as long as I can use my grumbling beardlings). 

    I might even put my bugmans brewery high King on a griffon, who needs Karl Franz anyway.

  12. 48 minutes ago, Fellman said:

    Can some one read the warscrols for on the pictures seems to be germen?
    the general lock lick he heas rend -2 and the megabos onley has one wepon profil 

     

    I did my best for the megaboss and transated his abilities in the warclans thread. The Freeguild general is much easier to read

  13. So if I got the words right (not all that easy Im on my phone and computer) the command ability lets you add 1 to the hit rolls of a friendly ironjawz unit within a certain range (2 ranges one for normal hereo and the other one for a hero with this ability that is a monster). Doesnt stack.

    I dont know if this is 100% correct as the pictures are very blurry.

    • Like 1
  14. 4 minutes ago, Gothmaug said:

    It’s also not in English, all I can make out is some of the attack profile numbers, which looks like the standard bosschoppa profile with 2 additional tracks for a total of 8. Appears boss chops and rip tooth fist are a single attack profile now. Have to get someone here who can translate the text and figure out the new card. 

    Its german. As far as I can tell the strength from victory ability stayed the same. Im still deciphering the other abilities. If you can tell me the words I can translate them easily.

  15. 23 hours ago, Eevika said:

    Everyone you can stop making lists I have figured it all out. This is what we call EVERYONE HELP THE MIGHTY SLAYER!!!!

    Leaders

    • Gotrek (He is the list)
    • Jade Battlemage (Heals and gives Gotrek a 6++ save)
    • Archmage (Gives everything around him a 6++ save protecting Gotrek and his crew)
    • Freeguild General (This dude helps the shooters shoot all the small stuff infront of Gotrek)

    Units

    • Luminarch of Hysh (Gives Gotrek and his crew a 6++ save)
    • 5x Sisters of the Thorn (Gives Gotrek save rerolls) 
    • 30x Freeguild Crossbowmen (Shoot all the small stuff infront of Gotrek)
    • 30x Freeguild Crossbowmen (Shoot all the small stuff infront of Gotrek)
    • 10x Freeguild Guard (We need a battleline)

    Spells

    • Balewind Vortex (Put the battlemage here so he doesnt go into danger but can heal Gotrek)
    • Chronomatic Cogs (Makes the team of murder a lot faster)

    Its fool proof guys this is how we beat everyone. Trust me at the end you have a Gotrek with a 4+ rerollable save,  3++ save, 6++ save, 6++ save and a 6++ save. What can the enemy do?

    I'd take some more screening units since most you buffing units are squishy and bad in melee. 

    If you get a chance to use your list, I'd love to know how you did with it.

×
×
  • Create New...