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AoS: Lord Agragax's Fyreslayer Thread

Discussion in 'General Hobby/Tabletop Chat' started by Lord Agragax of Lunaxoatl, Apr 17, 2018.

  1. Lord Agragax of Lunaxoatl
    Skink Priest

    Lord Agragax of Lunaxoatl Well-Known Member

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    Excellent! Another joins the Brotherhood of Grimnir! :joyful: :oldman:

    For your first purchase, I would say that a Start Collecting box wouldn’t go amiss, and we can work from there.
     
  2. Xasto
    Terradon

    Xasto Well-Known Member

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    My LGS recently had 10 primed Vulkite berserkers for 30$ CAD, I'll look into wether they're still available or not, as it is a very good deal!
     
  3. Lord Agragax of Lunaxoatl
    Skink Priest

    Lord Agragax of Lunaxoatl Well-Known Member

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    A great deal indeed - you’ll need quite a few Vulkites even with the army lists I’ve suggested that don’t revolve around Vulkite spam!
     
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  4. Xasto
    Terradon

    Xasto Well-Known Member

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    So, turns out the Vulkites were still available, but they had been primed white and the primer left (sand? particles? I don't know how to describe it in english sorry!) and the person started painting on the skin anyway, which made some details very hard to see now. I chose to pass on them, and I will stay on watch for any other good deal that might come this way, until I have enough money on the side to buy a Start collecting or two ^^.
     
  5. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    Ah, the "grainy primer" effect. I had my fair share of that as well.
     
  6. Lord Agragax of Lunaxoatl
    Skink Priest

    Lord Agragax of Lunaxoatl Well-Known Member

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    Just had a look at the winter errata and while nothing else has changed, the Lords of the Lodge battalion has been given a huge buff. Instead of simply giving us a bonus of up to +3 in our roll to see who goes first on the turn we activate the battalion, we now get to roll a die at the beginning of our first turn and we automatically go first on a 2+, regardless of whether the opponent finished setting up first or not. I think that is a brilliant buff that sorts out the faff with the battalion’s rules clashing with 2nd Edition’s rule of the unmodifiable turn die roll, and certainly stops us from getting tabled first turn by missile armies like Kharadron and Disciples and gives us a chance to deepstrike our own units right into the enemy’s lines first turn with Runesmiters to start wrecking them in melee and keeping them occupied while the rest of our boys advance towards them. If you couple this with the Rune that gives us a bonus to our movement, it certainly gets us closer to the Alpha-Strike level of the summoning armies, and certainly makes the Runemaster worth taking if just for that battalion. I’d better re-examine my army list... :D
     
    Last edited: Dec 18, 2018
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  7. Xasto
    Terradon

    Xasto Well-Known Member

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    Weird, most people on reddit were talking about a nerf I thought, though I haven't followed their discussion or checked the Fyreslayers errata myself, but I know they were talking about the Lords of the Lodge batallion.
     
  8. Xasto
    Terradon

    Xasto Well-Known Member

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    Here, I found the bit in particular I was talking about, though I realise now it is far from a lengthy discussion, hence my confusion
    Screenshot_20181218-113948_Reddit.jpg
     
  9. Lord Agragax of Lunaxoatl
    Skink Priest

    Lord Agragax of Lunaxoatl Well-Known Member

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    I’m surprised people are saying it’s a nerf - Ok you can only use it in the first battle round, but this time it almost guarantees you go first, whereas beforehand, if your opponent got a 5 or 6 and you got either a 1 or a 2, you would most likely still lose even if you had all 3 characters alive. Indeed going first is what we need to do against shooty armies as we need to get our deepstriking troops down right in the middle of their lines to panic them and divert their fire and also get our mainstream troops into combat as soon as possible - this change effectively gives us that opportunity on a plate.
     
  10. Xasto
    Terradon

    Xasto Well-Known Member

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    I think it is effectively a nerf, since previously on a 3+ you basically went first on the first turn anyway. It's now a 2+, which is better, but I'm not sure it outweighs having the +3 for every subsequent turns. Against those shooty or spell heavy armies, ensuring the first turn in the first battleround can be decisive indeed, but against a lot of armies you probably want to win the roll for the 2nd or 3rd battleround, as doubleturns and such can really impact the flow of a game.

    After thinking about it, I'd tend to agree it is a nerf. Better for certain types of situations, like mentionned, but overall a bit weaker I think.
     
  11. Lord Agragax of Lunaxoatl
    Skink Priest

    Lord Agragax of Lunaxoatl Well-Known Member

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    Hold on a minute, I don’t remember the bonus applying for every subsequent turn - certainly in the Battletome it said that the bonus could only be used once per battle.

    To each their own - I still think of it as a buff because if you got a 3 there was still a chance the opponent gets a 6 and if they didn’t have priority last time, you’d lose again, whereas here you always get the first turn on a 2+ regardless of any other factors, and if it stops a shooty army from focussing down your Magmadroth in the first turn before it even gets into melee with something it’s already worth it.
     
  12. Xasto
    Terradon

    Xasto Well-Known Member

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    You're probably right, it was once per battle. A bit less of a nerf than I thought, but you still lose the versatility it provided for being restricted to the first turn only. Your chance of getting the first turn is stronger now, but we lose the later applications, so I guess the batallion now fills another kind of role.
     
  13. Lord Agragax of Lunaxoatl
    Skink Priest

    Lord Agragax of Lunaxoatl Well-Known Member

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    Agreed - whereas before it was to be used to give you a potentially crucial double turn, it’s now being posted as something that more or less gives you the first turn automatically - something still very useful against, as I have said before, shooty armies, and also armies like Daughters of Khaine where whoever charges first is the most likely to win - if we can hit those pansy she-Elves before they get a chance to go berserk, they’ll die like flies, and will struggle to hit us back due to our superior Saves.
     
  14. Lord Agragax of Lunaxoatl
    Skink Priest

    Lord Agragax of Lunaxoatl Well-Known Member

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    Just looked at the first new changes they’ve revealed on Warhammer Community.

    First the bad news - our throwing axes have been nerfed to 5+ to hit and wound, which sucks quite a lot as they essentially gave us a third attack before other armies got a chance to fight, although the Rune of Farsight (one of the runes that’s can be activated at the beginning of the turn) has been reworked to definitely boost to hit rolls back to 4+ and also boost to wound rolls to 4+ as the enhanced effect.

    Now the good news - firstly, all 3 infantry units now have 2 wounds each, making us even more durable combined with our Wards and decent armour. I think this is huge, and will certainly make us less of a horde army than we used to be. Hearthguard Berzerkers have also been buffed considerably by being given two Attacks each for both axe options and having poleaxes wound on 3s instead of 4s, making them a good deal more killy.

    Secondly, Runesmiters and Runemasters now get prayers aplenty, and can take an artefact where they know 2 prayers instead of 1.

    Thirdly, lodges have been reworked from massive warscroll battalions as they were in the General’s Handbooks to army bonuses like with the Beastmen herds and Slaanesh hosts, which is great for those who want to base their army around a lodge. Looks like lodges other than Vostarg and Greyfyrd get bonuses too - here’s hoping for a Baeldrag one (for that’s who my army is going to be based on)

    Fourthly, we get to choose stuff from two command trait tables, 4 artefact tables and, as far as I know, a brand new mechanic - Mount Traits, essentially command traits for Magmadroths, which is pretty fun. Normally only 1 Magmadroth per army gets to take a Mount Trait, but if you choose Lofnir as your lodge, you get to not only take an extra Magmadroth in your Behemoths limit but also give all Magmadroths in the army Mount Traits!

    Shame about the throwing axes, but everything else is great, in my opinion, and this is just the first day. Look forward to seeing what else they have in store for us!
     
  15. Xasto
    Terradon

    Xasto Well-Known Member

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    I've seen somewhere people debating about the fact that they might not keep the ward save that they had, or at least nerf it a bit. The 2 wounds each sure help alot but might not make them as tougher as we thought if we're to lose the Ward saves.

    Mount traits are not a new mechanic, they've been used for years with Stormcast and possibly other armies tho I'm not sure which ones! Unless what you meant was that the mount trait were a new mechanic in Fyreslayers, in that case absolutely! :p

    Prayers seem amazing, can't wait to hear about all those magmic invocations too!
     
  16. Lord Agragax of Lunaxoatl
    Skink Priest

    Lord Agragax of Lunaxoatl Well-Known Member

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    According to TGA that rumour was specifically applying to Vulkites, which makes sense largely because they’re the more basic troops. Certainly if Hearthguard Berzerkers still keep their Ward Saves around characters I’ll still be happy, especially as they have 2 attacks each now. It certainly looks as though they’re trying to make the army more elite and move them away from simple Vulkite spam, which is great in my view because I’m more interested in having a more thematic mix of characters, Hearthguard, Hearthguard Berzerkers and Vulkites, and it looks like that combination will be stronger than Vulkite spam with the new book.

    Sorry, didn’t realise they had already done that for Sigmarines - didn’t pay any attention to the Sigmarine previews - but yes, certainly new to Fyreslayers and makes the army a lot more thematic.
     
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  17. Xasto
    Terradon

    Xasto Well-Known Member

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    Gosh, this update just might be the reason I was looking for to start a small 500 pt army! :p
     
  18. Lord Agragax of Lunaxoatl
    Skink Priest

    Lord Agragax of Lunaxoatl Well-Known Member

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    Just had a look at the Magmic Invocation Warscrolls on Warhammer Community. One thing that looks particularly promising for us is that all 3 can be summoned on a 3+, compared to the Khorne ones where one could be summoned on 3+, one on 4+ and one on 5+, which means ours will pop up a lot more regularly in the game.

    The wall is as we expected - it blocks line of sight like the prismatic palisade - but I think that’s good for us, because we are still a slow army compared to others and need a wall a lot more to protect our units from shooty armies like disciples and Kharadron. It also gives us our own bonuses in that it allows our units to reroll save rolls of 1 (always useful) and Magmadroths can pass completely through it, meaning we can use the wall to shield them from getting shot to pieces without affecting where they go across the board, which offers quite a lot of tactical opportunity.

    The other two invocations are actually pretty similar in their function - they both require you to roll 12 dice for an enemy unit and every 6 inflicts a mortal wound - except that the Zhargron flame spitter is stationary and fires this as a 24” Range shooting attack while the Molten Infernoth moves around and inflicts this damage as it moves over enemy units (Fyreslayer units are immune to this). It does average at only 2 Mortal Wounds per unit, but hopefully we can be a good bit luckier than this during our games (after all, one of Napoleon’s quotes was “He may be a good general, but is he lucky?”). The Infernoth also gives our units a morale boost (not that we need it as much as other armies, but it saves our Dwarfs from humiliating themselves in the off-chance that some of them run away, especially as morale tests in this game apply whenever you lose at least one model/wound).

    Overall, I think they’re pretty decent - perhaps not as outright killy as the Khorne ones, but they will be a lot more proficient on the battlefield than that glorified portcullis that they use, which needs a 5+ to be summoned in the first place.
     
  19. Xasto
    Terradon

    Xasto Well-Known Member

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    I really like the Flame spitter one, the other 2 left me wanting for more. Ultimately tho, we can't yet decide on wether these are good or not since we don't have their point values yet.

    Looking forward to hearing more about the Battleforge scenery piece.
     
  20. Xasto
    Terradon

    Xasto Well-Known Member

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    Don't forget that they get to reroll those prayer rolls with their scenery piece, which as far as we know yet we do not have access to. It makes their prayers more likely to be successfully summoned.
     

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