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Kairos Tejedestinos

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Posts posted by Kairos Tejedestinos

  1. 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.

    • Like 2
  2. For example at 2000 points this is what i had been playing. An MSU for the most part.

    Allegiance: Wanderers

    Leaders
    Nomad Prince (80)
    Waywatcher (120)
    Waywatcher (120)
    Waywatcher (120)
    Spellweaver (100)
    - Heartwood Staff

    Battleline
    30 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)

    Units
    5 x Wild Riders (120)
    5 x Wild Riders (120)

    Battalions
    Waystone Pathfinders (200)

    Endless Spells
    Soulsnare Shackles (20)

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

    Leaders
    Nomad Prince (80)
    Waywatcher (120)
    Waywatcher (120)
    Waywatcher (120)
    Spellweaver (100)
    - Heartwood Staff
    Waywatcher (120)

    Battleline
    10 x Eternal Guard (70)
    10 x Eternal Guard (70)
    10 x Eternal Guard (70)
    10 x Eternal Guard (70)
    10 x Eternal Guard (70)

    Units
    10 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 Spells
    Soulsnare Shackles (20)

    Total: 1990 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 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.

    • Like 1
  3. 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. 

     

     

  4. On 5/2/2019 at 3:42 PM, Televiper11 said:

    Don't Wanderers hold close to a 50% win tournament win percentage?

    Can't remember where I saw that but I pretty sure I saw that somewhere.

    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.

     

    10 hours ago, martinwolf said:

    I have absolutely no idea how you do it. I would love to learn mor about general tactics, formation, deployment layout, and all those things. I either kill a couple of enemy dudes, but lose massively on victory points. Or I get a few victory points but get pretty much all my stuff killed before the fifth battleround. I have to say I'm mostly playing around 1k to 1.25k matches and can't use the battalion.

    But I don't know, I made around 20 matches or more and won one of them. And the rest are mostly not even close. I'm under a year new to playing AoS, but I feel like I can't be THAT bad, but maybe I just am?

    I wish there were any battle reports (video) with Wanderers, so I could learn from better players. :D

    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.

  5. 1 hour ago, Nox said:

    Might be different in the actual battletome. But if not I'm guessing swords/Scythes are getting a point increase.

     

    They better get outrageous rules if that's the case. They don't have that much to compete with nowadays melee monsters.

  6. 3 hours ago, AaronWilson said:

    I was moving some things around in my spare room last weekend and decided to take a group photo of my Sylvaneth. Sadly not fully painted but slowly approaching it. 

    D5tG4F6XoAAEQAa.jpg

    Looks gorgeous.

  7. 8 hours ago, Trevelyan said:

     

    It is not. In fact the rules quite clearly have you apply modifiers from rend before you determine whether the save succeeds or fails. 

     

    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.

    rerolls.jpg

    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. 1 hour ago, Fyrm said:

    I find it curious that they’re hiding all of the Sylvaneth warscrolls from it. Even for the models that already exist. Definitely indicative of changes on the way, and not posting any warscrolls means we wouldn’t know which ones are being changed [as opposed to posting some, and not others, so we can go “oh, those are the ones receiving changes”]. 

    Or it indicates zero changes and prefer to keep people blind about it.

    /tinfoil hat off 

    :_D

  9. 10 hours ago, Zanzou said:

    That would be kind of atrocious to me.  They tell us we basically have to buy a ****ton of this terrain to be viable and then would delete the terrain completely 2 years later? Even as a big Sylvaneth fan, justifying buying new terrain for them if they're throwing out my previous investments into them is a major turn off and with that big slap in the face don't know if I'll bother with the new rules... As long as they continue to make the old wyldwoods an acceptable option in play then I won't complain.

    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.

    • Like 3
  10. 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.

    • Like 1
  11. 8 hours ago, pikachoux said:

    I looked at the rules for the charnel throne and beside the free summon, I dont see the point of using it.  Maybe I missed something. So what you think of the throne and is it an auto include or the army can be fine without using it.

    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...

    • Haha 1
  12. 6 minutes ago, OlDirtyCosta said:

    What's people's opinions on how gaping maw pg 76 and peerless ferocity pg 65 interact?

     

    1 Hit + 6MW. Not opinion, it's on the FAQs about abilities that trigger extra attacks and an effect at the same time.

  13. 11 minutes ago, Mutter said:

    Well, if I listened to the same podcast, those guys thought the ZD was much better than the TG. ;)
    I think they're selling the Flayers short.

    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.

  14. 1 minute ago, Gdead909 said:

    We must play it differently. When i run the cloak that person fights last that way I know he never gets hit

    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.

    • Like 1
  15. 3 hours ago, Fluttershy said:

    I guess it's mentioned using it immediately after a unit has fought too, but wouldn't that mean you can't use the ability "at the start" of your combat phase

    start of the combat phase != combat phase != end of the combat phase

     

    "You can use this command ability after a friendly FLESH-EATER COURTS unit has fought in the combat phase for the first time and is wholly within 12" of a friendly FLESH-EATER COURTS HERO, or wholly within 18" of a friendly FLESH-EATER COURTS HERO that is a gerneral. [..]"

    requirements:

    - the unit has fought in the combat phase for the first time

    - the unit is within n" of FEC HERO

    both requirements still apply after other units attacked, too!?

    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.

    • Like 1
  16. The trigger is after you have attacked, so yeah, you have to use it inmediatly. 

    7 hours ago, soots said:

    which combo? Thats all your eggs in one basket general.  Like i said before, one unit is going to hurt every turn. 

    I feel like you need to give the mounted guy ethereal amulet as they can get easily focus fired down, that or some type of defense.  Every army has some type of nasty 15-20w alphastrike. They are close to one turning Nagash whos 16w with a 4+ ward. A 14w 6+ ward save ghoul king can easily be removed by a lot of armies.

    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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