Jump to content

jake3991

Members
  • Posts

    97
  • Joined

  • Last visited

Posts posted by jake3991

  1. I'm a longtime competitive slayers player, liking where some peoples heads are at with list building in this thread. Figured I'd share. I used to run the canonical 60 HGB with lords of the lodge, now that's gone I think that there are a couple directions to go. Both my concepts take advantage of two things. HGB are still awesome, but no longer spamable and Aurics with a deepstrike option are excellent.

    First concept would be to include Gotrek. He got a major points reduction to the point where he might make sense to include. Previously he was so costly that he would crowd out the required tools to build a decent Hermdar list but now he starts to make sense. Something like:

    Runesmiter on Magmadroth

    Runesmiter

    Battlesmith

    Gotrek

    3x10 HGB

    1x10 aurics

    The second option is to experiment with some KO add ins. Historically slayers have been a static army and could use some help on the mobility front. KO obviously have great mobility with the ships. There are now several secondaries that reward mobile armies and a little extra shooting never hurts.

    Runesmiter on Magmadroth (points to take any of the droths though)

    Runesmiter

    Battlesmith

    Any of the foot heros

    3x10 HGB

    1x10 aurics

    2x Gunhaulers

     

    What do you all think? Curious what others are doing as far as list building.

     

     

     

    • Like 1
    • LOVE IT! 1
  2. Anyone else feel like unleash hell (stand and shoot) is going to get comped out by the community? That single command ability looks to be majorly problematic for a game that is mostly populated by non-shooting units. Perhaps as more of the rules come out, it will appear to be less of an issue. But as it stands I would have no issue with TOs excluding that command ability from events.

    Thoughts?

    • Like 2
    • Confused 1
  3. On 5/3/2020 at 1:54 AM, VonSmall said:

    So I've been looking at a lot of lists that are flying around / being talked about at the moment, particularly with regards to the amount of massive threat range shooting and/or magic that is creeping in.

    Big Waaagh relies heavily on the general being alive so resilience is key as you can't always rely on keeping him hidden. More and more i'm looking at the Krusha boss with Ethereal Amulet and Werid Un thinking that, while expensive, he may be the best bet. Once he gets to 20+ Waaagh points he's still a total beast.

    What are your thoughts?

    So I sort of agree, but am curious what you think the rest of the list looks like around the big guy?

  4. Figured I'd try and contribute here, I sat down with a friend of mine, both of us are competitive players.  We went through the whole KO book cover to cover and this is what we came up with as a list.  Figured I'd put it out in the world in case anyone is looking for ideas or wants to provide feedback. 

    The concept is pretty simple, we tried to lean into KO's strengths, ranged output and mobility.  This means all units have a ride or fly, drop down and take out an opponents flank/key pieces and watch the rest crumble, not unlike clown-car from the previous book. I feel like this list is a great glass cannon with 3 small units of riggers for portable screens, objective grabbing and harassment.  I also would not under estimate the mobility and toughness of the ships, reminds me a lot of the old Sylveneth, very mobile and damage where you need it.  

    As far as sky port you can kind of go wherever you want, but battle-line is handled with the new guy as general and 3 units of riggers. 


    LEADERS
    Endrinmaster with Dirigible Suit (220) (general)
    UNITS
    10 x Grundstok Thunderers (240)
    10 x Grundstok Thunderers (240)
    10 x Grundstok Thunderers (240)
    3 x Endrinriggers (100)
    3 x Endrinriggers (100)
    3 x Endrinriggers (100)
    BEHEMOTHS
    Arkanaut Frigate (250)
    - Kharadron Overlords Battleline (Sky Port: Barak Zilfin)
    Arkanaut Ironclad (510)(extra space endrinwork)

    • Like 3
  5. 5 hours ago, Frowny said:

    I think it won't be able to hold out against the top tables. You will still just bounce off petrifex elite. A charging FLOSH will only do about 10 wounds to a petrifex elite mortek guard unit. Even if you get all 3 in, you will have trouble getting through 40 of them before they start resurrecting and you start taking wounds. I might consolidate the Mournfang a bit into at least on 6 man unit.  You should be able to get them all in, and it gives a nice target for the huskard buff ability for that one groundbreaking charge. 

    I think this is a great point, but maybe the takeaway should be different.  @Elephant_fresh consider working in Thundertusks as their ranged mortal wound output is unbelievable, which is great against large units with good saves! Furthermore the stone horns have rend -2 on the best weapon, so its not to horrible against a 3+ save.  

    I'm thinking about a similar list and will be sure to post once I refine things a bit!

     

     

  6. Honestly thank god theres no terrain piece, glad I don't have to buy and transport some silly thing to get an allegiance ability.  Looking forward to the new book, heres hoping its good and not broken!  I'm keeping the faith, lets see some rules previews before passing judgment!

    • Like 3
  7. 11 minutes ago, WatcherintheWater said:

    I'm taking my KO to a local doubles tournament this weekend. Each team takes two 1K points armies. Here's what I was thinking:

    • Barak Urbaz (additional footnote: There's no trading with some people)
    • Aether Khemist w/ Ignax Scales & Stickler for the Code (Surrender is rarely profitable)
    • 10 Arkanaut Company w/ Skyhooks
    • 30 Arkanaut Company w/ Skyhooks
    • 9 Endrinriggers w/ 2 Grapnels
    • My partner is using Cities. His list is basically 50 Phoenix Guard, a wizard, & a Phoenix Guard Hero. Should work well since his durable guard units can keep my squishy stuff safe.

    Here's the question: Is one Aether Khemist enough at 1K or should I take a second and drop the Endrinriggers down to 6 (no grapnels)? If I can keep him alive, I'd rather have the extra Endrinriggers, and Urbaz gives me 2 buffs anyway, but I worry that some opponents will be able to take him our which pretty dramatically reduces my firepower.

    I think one should be fine, it would be nice to buff the riggers you have but its tough at 1k, you'd get 6 extra attacks with the riggers but 3 extra by just taking 3 more models.  Consider taking the ragged cloak on your Khemist, you might find that your friends Phoenix guard keep him out of melee, the ragged cloak can make your character much more survivable against shooting. 

    • Like 1
  8. Agreed on the ironclad, however I doubt we will see the units inside a ship able to shoot, that sounds like a mechanic that would be unhealthy for the game.  But the idea of the ships being force multiplers would be really great to see, more than just 400 points for low drops and deep strike with one city.  

  9. Honestly a new KO book doesn't need much, points cut on the ironclad and a cleanup of the patchwork of nerfs KO got hit with.    A combat activation mechanic would be sweet but I'm not holding my breath.  With most of the shooting hitting on 4s and none of it being able to cause mortals there are definitely some armies that are tough matchups (death, anything with -1 to hit etc.) so a change to that would definitely be great as well, access to double hits on 6s would honestly do it without ruffling to many feathers in the community.  One thing you don't want is a OP book as it just leads to where KO currently stand.  

  10. Event Title: Maplewood Hobby NJ 1 Day 2k AoS
    Event Author: jake3991
    Calendar: Events USA
    Event Date: 02/22/2020 12:00 AM

    Bring your 2k army for 3 rounds of Age of Sigmar! We will be using realm artifacts but no realm rules. Missions will be played in random order.  Reserve your spot in the Facebook event below.  Maplewood hobby is located in Maplewood, New Jersey just off I-78 and the NJ parkway.  

    https://www.facebook.com/events/419163679007114/

    Tickets are 25$ if you reserve your spot before January 30th and 30$ otherwise. Tickets include pizza for lunch and banana bread muffins with coffee at check in.

    Missions:
    Starstrike
    Focal points
    Total Conquest

    Schedule:
    Check in 9:00 - 9:30
    Round 1 10:00- 12:30
    Lunch 12:30- 1:00
    Round 2 1:00 - 3:30
    Break 3:30-4:00
    Round 3 4:00-6:30



    Maplewood Hobby NJ 1 Day 2k AoS

  11. 5 hours ago, Aenur said:

    That is a masterpiece Post, I really like your analysis. I want to know if you consider the ranged attack as the massive impaling  potential from Durthu and the mortal wounds from the KH at the end of combat phase. 

    Thank you very much!

    I did not! I also forgot that Durhtu is 340 points and not 380 as he was in the past. 

    I plan on test some army lists with and without Durthu, I'll report back with an equally detailed post!

  12. I've been doing some thinking on building a workable competitive list with the new book. It seems like most players that have placed well in recent events have omitted the higher price characters (Allerielle, Durthu, etc.) in favor of more Kurnoth hunters.  I personally support this decision but would like to lay out some more critical analysis on it. 

    Lets compare Durthu to a unit of 6 Kurnoth hunters, 380 and 400 points respectively.  Take a look at the following expected damage bell curves for both Durthu with +2 attacks for being near a wood and all 6 hunters getting in combat vs a 4+ save unit. 

    First here is durthu, pretty solid potential, but a 39% chance you do 6 or less wounds.

    image.png.8b50932d6475b769840f679d3eb893b2.png

    Compare that with 6 hunters with Scythes. Note that the chance of doing 6 or less wounds drops to 6% while maintaining similar mean damage and top end. 

    image.png.f0464cb7cecaf6b78c0fb77aaf5821a2.png

     

    However this is not the biggest issue with Durthu, after  a mere 3 wounds his damage drops from 6 to D6. This is a pretty substantial drop off after just 3 wounds on a model with no built in method of saving mortal wounds.  However if a unit of Kurnoth hunters take 3 wounds they have no change in damage output as you won't even have lost a single model.

    image.png.35c7a53d455bf143847ebc91d698ed09.png

     

    Given all this Kurnoth hunters are clearly the reliable source of damage output for 400 points.  But how do you use them?  How do you ensure they don't get killed before they get to combat? How do you get them to combat? How do you deal with the current activation mechanics (slanesh)? I think most players who have thought about this would say use the a combination of dreadwood (this also gives you major flexibility with your other units) and spiteswarm hive.  However  if you take the artifact that adds a cast and attempt throne of vines followed by spiteswarm hive, the probability of getting spiteswarm hive out then not rolling a 1 when you pick a unit to buff with it (assuming you can get a single unit inside its bubble) is not great about (50% excluding dispel opportunists). 

    My point here is while spiteswarm hive does not provide the reliable alpha strike that you would hope when combined with a teleport move.  Additionally with most lists bottoming out at 4-5 drops you won't always dictate the tempo of the game.  Given all this I think its best to consider Kurnoth hunters with a screen of your favorite cheap unit so they don't get hit.  If you go first you can alpha if you get lucky  with the hive or turtle on the objectives whilst setting up the Kurnoths in a manner that they will be in combat should somebody charge the screen but unable to be hit and be able to hit back.  If you go second you could consider a counter charge move, if you creative enough you could even use the screen to mitigate the amount of return damage to the hunters.  This is critical because if you are playing a top tier opponent there is a good chance that your kurnoth hunters will be going last in combat. 

    Just thought I'd share this with the group as it seems like there is a lot of back and fourth on what to take, how to play it and how to deal with armies that have more powerful books.

     

     

     

    • Thanks 3
    • LOVE IT! 1
  13. I agreed with a lot of things said here, many good points!  I'd just like to say that balance with summoning is likely never going to happen.  When you have a mechanic as pivotal in the game as summoning, in many cases allowing certain armies to bring many more points to the table without paying for them as in previous various of GHB while other armies cannot (most order and destruction)  is fundamentally not balanced.  I would further contend that the complexity associated with balancing more than one summoning mechanic (blood tithe,  depravity, etc.) means that any gaming company would struggle to find a happy medium.  I know the obvious counter argument is that GW points the units in the armies with access to summoning accordingly, but I given that it seems as though GW picks points values by a lottery system, that response is fanciful at best.  

    I would temper the above paragraph by saying I'm a huge lover of the AoS system and think its largely just taken for a ride by a couple outlier factions. Many of these issues can be solved by simply not playing as or with "meta chasers" and just going by the rule of cool!

     

     

    • Thanks 2
  14. Mark Curtis, hero of Ghyran if you're out there can you give us a rundown on how things went for you going 4-1 and London Grand Tournament? list below.

    Allegiance: Sylvaneth
    - Glade: Winterleaf
    Mortal Realm: Ghyran

    Leaders
    Alarielle the Everqueen (660)
    - Deepwood Spell: Throne of Vines
    Arch-Revenant (100)
    - General
    - Trait: My Heart Is Ice
    - Artefact: Frozen Kernel
    Spirit of Durthu (340)
    - Artefact: Ghyrstrike
    Branchwraith (80)
    - Deepwood Spell: Regrowth

    Battleline
    5 x Spite-Revenants (60)
    5 x Spite-Revenants (60)
    5 x Spite-Revenants (60)

    Units
    6 x Kurnoth Hunters (400)
    - Scythes

    Battalions
    Outcasts (100)

    Endless Spells / Terrain
    Spiteswarm Hive (50)
    Umbral Spellportal (70)

    Total: 1980 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 83

  15. 16 hours ago, Maturin said:

    Aren't Helstorm quite random ? Not being blocked by LOS is good, but imagine you do 4 shots ...

    Not quite, d6 damage is the only random bit.  Given that there is a new book coming out for cities of Sigmar I might wait and see what good shooting battery emerges. 

  16. 23 hours ago, dekay said:

    You should really consider swapping bolt throwers for celestar balistae. They're cheaper, have more firepower and only disadvantage is losing range in anti-horde mode. 

    I agree with this, however I would contend that the hellstorm rocket battery combined with a lord ordinator is just crazy.  Take four of them for maximum effectiveness.  My reasoning here is comparable damage output and range as well as not needing line of sight to shoot.  This not only maintains your damage output but it mitigates any bad matchups (sylveneth or a terrain heavy table).  

    Love seeing mixed order!

  17. Looking for some feed back on a list idea given the new points! The idea here is to use the grims as they are, a very tough to kill unit combined with Arkhan casting soul cage as the included night haunt wizard will be nearby at all times.  Prince Vhordrai is always great as well, however I could turn him into a standard vampire lord on zombie dragon and pick up the extra command point.  Any thoughts are appreciated especially if you have experience with something similar! 

     

    Allegiance: Death

    Warscroll Builder on www.warhammer-community.com

    LEADERS

    The Briar Queen (150)
    Prince Vhordrai (480)
    Arkhan the Black Mortarch of Sacrament (340)

    UNITS
    30 x Grimghast Reapers (420)
    30 x Grimghast Reapers (420)
    10 x Zombies (60)
    10 x Zombies (60)
    10 x Zombies (60)

  18. 42 minutes ago, Freejack02 said:

    Does anyone know why the ability of Free Spirits is worded the way it is? It seems like they are intentionally trying to state the unit isn't technically 'running'... 

    "In your movement phase, if you declare a unit from this battalion will run, do not make a run roll. Instead, add 6" to the Move characteristic of that unit for that phase"

    Why wouldn't they just say "the run roll is treated as being a 6" like the Core Rules wording... unless they are specifically avoiding that. Can anyone provide a parallel ability that is similarly worded from a different faction/source?

     Hope they iron this one out quick, I agree  its very confusing. 

  19. @AaronWilson Please tell us how your game goes! I'd love to use bow hunters myself but am struggling to make them worth their points, perhaps heartwood is the way to go with them. I also love the MSU build with the dryads.   

    I am currently contemplating a slightly different build, check it out below!

    Glade: winterleaf

    Everqueen

    branchwraith: acorn of the ages

    Arch-rev: winter leaf artifact, general

    30x dryads

    20x dryads

    10x dryads

    forest folk

    6 hunters with sycthes

    endless spell, spite hive

    Pretty straight forward plan, alpha if your opponent has set up poorly and if they have set up nice and defensively go for a beta strike which might be even better.  This list is only 4 drops so only a couple of armies will under drop it, it could be great to threaten the alpha and then give them the first turn if it means they burn an entire turn doing next to nothing due to their defensive deployment. While allariele went up in points the idea of casting throne of vines followed by the spite swarm endless spell is a great combo.  I also like that her 16'' move with fly means that a teleport is not required to get her where she needs to go, with spite hive it's an even bigger move/charge.  I'm also a huge fan of big dryad units in winterleaf with the arch revenant plus the ever queen, alot of attacks potentially re -olling 1s and exploding 6s. The other thing I'm quite happy about is the arch-revanats command ability being used in the combat phase, that way if you fail your charges you can save the command points.  

    Play testing to follow I will report back! Any comments are appreciated!  

     

     

    • Like 3
×
×
  • Create New...