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hughwyeth

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Everything posted by hughwyeth

  1. But that's the same with all spells. It's still definitely worth taking if you have 3 or 4 spellcaster. If you have 1 spellcaster, probably not. And it's not that hard to keep the spellcaster out of dispel range but in range of a unit you want to buff and then run+charge the unit into battle. I mean we got really lucky with the huge move we can get out of the new battletome.
  2. Agreed. No point in panicking right now. I would bet they will errata this errata to clarify with plaguetouched. It's quite a unique combination that means it's likely the only, or one of the very few, battalions that have this issue as the RAW now stand. It also seems after the Archaon Plaguetouched lists have been so successul, a lot of people will be spamming it. Might be fun to force everyone to try something else!
  3. Yeah absolutely. I'm still going ahead and building/painting my StD stuff. I can only imagine it doesn't apply to Plaguetouched, otherwise why give updated points to a battalion that cannot be played in matched play?
  4. Mate everyone though the one drop/roll-off/first turn rule was simple. Turns out they meant the opposite of what they had written. GW doesn't have the best record here.
  5. Yeah re-reading it makes it unclear (surprise for GW!). Has anyone asked on the FB page? They're normally pretty quick to reply. I'm happy to do so if no-one else has?
  6. This seems crazy to me. I also just spent £150 on a load of slaves to darkness stuff to build a plaguetouched warband. Which now seems a waste. How is plaguetouched not a nurgle battalion?
  7. In 1.0 i did rely on it quite a lot because of getting +1 to hit from terrain, but we don't have that now, so it can't be the core of our assault plan. Glottkin with BoP and his own spell is such a great combo.
  8. I would say in tournament play, it's always worth playing, or if you don't know what scenario you're playing, it's always worth taking. There will be circumstances where you're outputting a lot of attacks, thanks to locus abilities, GUO or Glottkin effect and to also give out some mortal wounds is really valuable. Don't rely on it, but it's a useful thing to have.
  9. There was a concern that the new rules about battalions mention something along the lines of not being able to populate a battalion with understrength units, they must be at least their minimum model count, which would ruin the plaguetouched one. I assume they'll errata this in a couple of weeks after launch day as plaguetouched warband is the only one that does this as part of the core part of the battalion.
  10. Have him in a plaguetouched with Glottkin is powerful. Won 1st place at London GT. Think the guy had 40+10+10 marauders as battleline- now you can only take 20 min, so it wouldn't work with points (and plaguetouched is 60pts more now) but sure you can jostle around and fit it all in!
  11. I just can't see the point in using anything else. The sword does big damage, but it's 3 attacks, so you're likely to get 1 through every turn. The bell and blade just strengthen what the GUO is already primarily about- being a support character. He's great because he can be dumped in the middle of the fighting and last a long time whilst buffing a load of units around him. His spell is 14", meaning he pretty much has to be in the middle of things to do serious damage with it. Taking the sword or flail totally forgo his biggest strengths in my opinion. Perhaps someone has a different view?
  12. SO i just played our first test game of AoS 2. Now summoning is free, he just sat around my trees to prevent me getting contagion points. Managed to summon 1 tree and 2 bases of nurglings (which did get me an objective) but i didn't get anywhere near the level of contagion i got from AoS 1- i frequently finished with 20+ points. I also took a chaos sorcerer lord- having 6 drones with blades of putrefaction, re-rolling hits, wounds and saves of 1, with +2 attacks from GUO's ability and proximity was insane. GOt through about 12 brutes in one round of combat.
  13. Blades was only ever a universal always-take because of the chance to get + to hit from scenery. Now that's not a thing, it's only for pretty specific scenarios- against enemies with high saves for example, we don't have a great chance at damaging them, but blades gives us a little more damage output. With the huge dispel range and lack of MW with arcane bolt, I think plague Squall may be a really great choice now- average of at least 1xd3 MW, but no range limit! If you can have a caster at the back casting it every turn, it could be pretty useful! I think summoning will emerge as a pretty decent strategy. Remember we can place our first tree (spawn point) anywhere on the table. It's a great opportunity to place it near multiple objectives, whereas in AoS 1 i pretty much just used them for the run and charge ability.
  14. I'm about to play my first AoS 2 game against Ironjawz. They get super buffs to spells if they surround casters with boyz, so I'm worried about that. I'm planning on keeping festus and a sorcerer lord back out of dispel range to do buffs and GUO to go into the middle of it all and dispel and try and cast a couple of things to help like Favoured Poxes. I'm thinking of just doing everything I can to remove the spellcaster he'll probably have first.
  15. So i have a verminlord kit. I thought about doing a deceiver to mix in with my verminus/mixed skaven, but skitterleap only works on heroes, and I'm not persuaded by Warhammer Community's constant mention of deceiver+thanquol. If you teleport thanquol somewhere useful and do 2d6 MW, next combat round he's a gonner, and you could waste him on a really low roll, so it's not worth it. Any ideas of what would be the best? I have two separate (sort of) skaven forces- Pestilens with 80 monks and a verminus with 40 clanrats, 20 stormvermin and all the flavours of warlord (on brood horror, on foot, and skritch) along with a mix of moulder, skryre and eshin stuff.
  16. That looks fantastic! Is the cauldron from the unused scrap launcher in the ironblaster kit?
  17. So I'm heading to warhammer world in a week or two and I'm hoping to get a load of Ogor kits to complement my BCR. I'm thinking Ogors and ironguts kits which I'll use to try and make a butcher with cauldron out of and one or two ironblaster kits (cos they look fantastic). For magic, probably a Firebelly? I have the fungoid cave shaman too. Anyone got any tips on what kits they used to make a custom butcher with cauldron? Regarding BCR in AoS 2, I think having 2 or more wizards is pretty important, and I might add in some endless spells- anyone else thinking of lists with endless spells yet?
  18. So i finished him! I started him halfway through working on my Glottkin, which I worked on entirely by hand, no airbrush. I think with massive models like this, the airbrush saves so much time and more importantly, gives a lot more consitency to the shading than doing it by hand! It's been a struggle with the Glottkin to get the same shading over the whole model, whereas with the GUO, it was done in 15 mins with an airbrush!
  19. Hi @Ben- I'm thinking of organising a smaller event (~20 or so players) but need to gauge interest first- should I post in this forum or another?
  20. Having taken a break from the GUO for the London GT, where I fielded the Glottkin instead, I'm back to detailing him now. The speckling issue with the airbrush basecoat is now much less apparent after some layers of washes and detailing have been applied! I'm still unsure if the speckling is an issue with the cheap chinese airbrush I'm using or an issue with how I'm maintaining it.
  21. Hi Ritchie- I played you game 2 at LGT, with Nurgle and Glottkin. Great game, though my first against Kharadron. I managed to win my 3rd which was also against Kharadron, so I learnt a thing or two!
  22. That's a nice rule change. Double turn is a nice differentiator for AoS to any other system but this makes it a little bit more interesting.
  23. I had a question about the doubles GT- do we both get commanders with command abilities that we can use? And re megic- I take it we're limited to rules of one over our combined 2,000 pt force, rather than being able to cast 2xMystic Shield/2x Arcane bolt?
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