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Kairos Tejedestinos

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Everything posted by Kairos Tejedestinos

  1. Battletomes come with point values. GHB updates them.
  2. You take the battallion, and then other units. It Doesn't stop you from taking more units if they are not inside the battallion. You don't need the EG in the battallion anyways, except if you one to one drop, which isn't that good for this kind of army.
  3. For example at 2000 points this is what i had been playing. An MSU for the most part. Allegiance: WanderersLeadersNomad Prince (80)Waywatcher (120)Waywatcher (120)Waywatcher (120)Spellweaver (100)- Heartwood StaffBattleline30 x Glade Guard (360)10 x Glade Guard (120)10 x Glade Guard (120)10 x Glade Guard (120)10 x Eternal Guard (70)10 x Eternal Guard (70)10 x Eternal Guard (70)10 x Eternal Guard (70)Units5 x Wild Riders (120)5 x Wild Riders (120)BattalionsWaystone Pathfinders (200)Endless SpellsSoulsnare Shackles (20)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 145 First, why an MSU ? Shooting armies can't compete with melee combat in damage output, so you have to mitigate the damage forcing melee armies to overkill units. Your advantadge is that you can choose what you kill, so you have to make a list that can fullfill that while forces your opponent into inefficient trades. Eternal guard are great as chaff units because they are cheap, and as 10 man units they can cover a lot of ground. That way you have more turns of shooting to turn the tide. The 30 man block is mostly to abuse the redeployment, you can break it down. Waystone pathfinders is a great battallion that allows you to get 70 extra glade guard shots and 3 waywatchers. That's normally enough to kill something big such as mr crunchy from FEC, etc, so you can kill 2 a turn. Wild riders can score or you can use them as chaff. They are not efficient point wise to be used as sacrificial lambs, but their mobility make for great speedbumps. Most times my first turn is teleport the 30 man to an edge, move all my army to that side, use the wild riders as speedbumps, and kill priority targets in that side. The shackles also help since they can give you a precious turn of time. A different approach i had been taking too is to not use the battallion and get some melee support. Allegiance: WanderersLeadersNomad Prince (80)Waywatcher (120)Waywatcher (120)Waywatcher (120)Spellweaver (100)- Heartwood StaffWaywatcher (120)Battleline10 x Eternal Guard (70)10 x Eternal Guard (70)10 x Eternal Guard (70)10 x Eternal Guard (70)10 x Eternal Guard (70)Units10 x Wildwood Rangers (140)10 x Wildwood Rangers (140)10 x Wildwood Rangers (140)10 x Sisters of the Watch (180)10 x Sisters of the Watch (180)10 x Sisters of the Watch (180)Endless SpellsSoulsnare Shackles (20)Total: 1990 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 140 This is more simple and more "castle up" approach. I have 50 disposable EG, that i can deploy in onion layers so my opponent doesn't get to kill more than 2 of those units per turn, and i can also use the Wildwood rangers as deterrence being behind the EG to force the opponent to be at 3" of them (it only works if your opponent doesn't have the range to attack them, FEC terrorgheists for example will outright kill'em) or just as countercharge units (they are amazing vs monsters, and regular against everything else). And i have 4 waywatchers and 30 SotW to kill off priority targets. Shackles again to help you refusing flanks. There are some deployments that are better than others, in my opinion deployments not being as varied as 40k hurts shooty armies the most, and obviously armies such as sylvaneth that can easilly block your LoS you will be dead on arrival, but against most monster smash lists you pretty much wreck them, the knot is amazing to clear big priority targets in melee such as FEC terrorgheists. A common mistake with EG is to try to get their modifiers going all the time. They are dirty cheap, if you can get the modifier while you are in a good spot scoring points, do it, but otherwise don't bother with it. Their damage output is terrible regardless, and without rerolls to armor saves (which require a hefty amount of points) they are not durable anyways, use them to cover ground, to deny deep strikes and to force your opponent to be inefficient at killing stuff while they stay where you want them to be.
  4. What do you mean about a corner case? Any -1 to hit or -1 to wound applies to every unit that has abilities to reroll failed rolls. For example Hag Naggar allows you to reroll all failed rolls when you are on round X, and witchbrew allows to reroll failed wound rolls. It is very common for rerolls to be only for failed rolls. The FAQ states perfectly what i said, if there is any confusion i don't see it, so maybe you could explain it, i don't mean this in a bad way, i like to know how the rules work and i don't mind being proven wrong. What i understand from the picture is that you make rerolls before any modifiers, and then the FAQ states that you must see if it is a failure or not from the unmodified roll before doing rerolls.
  5. Close to 48%, but we are speaking out of 12 matches out of more than eight thousand, so the data is not enough to draw any conclusion on their viability. I don't mean any disrespect, but you are probably that bad. Wanderers is probably a very bad army for players who start out, like Kharadrons, because even if at the hands of veteran players they can be somewhat decent, at the hands of a new player it is a terrible starting choice from a competitive standing point, since it will be very discouraging and nothing will be intuitive. I know a KO player who is terrible at the game, and has won maybe 1-2 games after a few years. His errors are normally that he doesn't prioritize well targets, he doesn't know how to screen properly his units (and sacrifice some for the better good), and he doesn't try to play with his range in mind (refusing flank, flipping the table from movements to transform it into a battle in short borders, etc). You should think turns in advance with every army, but for shooting it is imperative for you to do it.
  6. They better get outrageous rules if that's the case. They don't have that much to compete with nowadays melee monsters.
  7. No, the rules are quite clear that you always make the reroll before any modifiers. And for "reroll failed X" you must reroll only the dice that fulfill that requirement. And before someones brings up the attack sequence as a counter argument, it says you modify the dice roll, and therefore it must happen after rerolls since rerolls are already covered in the main rules. I know you are speaking about what constitutes a failure concerning rerolls, and that is when a roll before modifiers is not equal or higher than the roll needed. That's why when you roll to hit with a -1 on a 4+, you only reroll the 1,2,3. If you meant a different thing, and i misunderstood you, i apologize beforehand.
  8. Or it indicates zero changes and prefer to keep people blind about it. /tinfoil hat off :_D
  9. Until we have to play the units with prime numbers.
  10. To be honest, the reason i didn't buy a sylvaneth army was because of the wyldwoods. Not only they are expensive, but that you also have to transport them. The army will be better with them gone, i just hope gameplaywise it won't hinder them. I am sorry for you and i don't want to come as a ******, but have you thought about donating them to your gaming group? That's what i had done with similar stuff in the past. Cheers.
  11. It isn't the same role. I mean, you are not taking an abhorrent on zombie dragon only to get a varghulf. It's a heavy hitter with high mobility an a pretty good aura spell. The archregent is support character. He is great at that, but he isn't going to perform the same role.
  12. Others had answered this, but 0 CP summoning is a must have, i had been starting with 4 CPs, and by turn 3 i am on zero, and that's using the charnel throne...
  13. 1 Hit + 6MW. Not opinion, it's on the FAQs about abilities that trigger extra attacks and an effect at the same time.
  14. Thanquol casts and dispel spells with 3d6 + 2 now? Or only casts ? Quite awesome to be honest
  15. Indeed, he needs a name, today mine killed 1500 points of skaven lol. Nom nom nom.
  16. I didn't listen to the podcast, so i can't comment on it, but i started collecting flesh eaters thinking about a monster smash list, and now that i had seen the book i am torn apart, so few units, and so many options.
  17. That's the ideal scenario yes. Still doesn't mean it's the only way, and since our big monsters get to attack twice while you have the CP, even if your opponent can strike back, it's not a given he will be able to do much about it.
  18. If i am not mistaken a similar ability was FAQed so it was a regular hit + MWs, since the second one isn't really a 6, just a hit.
  19. The beginning of the combat phase... is the combat phase. I don't know how you draw those paralels which don't even make sense semantically or syntactically.
  20. The trigger is after you have attacked, so yeah, you have to use it inmediatly. That's not a 15-20w alphastrike tho. It's way, way more. The problem with that kind of list should be facing a shooty list imo.
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