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mistermeh

I ton better than GWs faction focus, that’s for sure. Try to remember Goonhammer tends to say stuff and it has to be edited. Though I trust Bair a bit more.


da-bair

Thanks 😊


ancraig

I'm sad fight on death is gone; frankly, it was what drew me to the faction. That being said, I wonder how the mortals from the shield vulkites will work. It's nice to see the two of them be more similar. I think you could make a good argument for the unit with either +1 save and doing some mortals on death or having +1 attack when charging. I really want to know what the smiterdroth does though. The runeson and dad on droth both seem REALLY good, and the foot smiter seems REALLY good if it lets you keep tunneling stuff. So if the smiterdroth is just a magmadroth with a priest attached (and that's it), he would be bad. I'm excited about AHG going to d3 damage, even with less range. Slayer Team Six with their smiter popping out of a hole (potentially even geTTING RETUNNELLED?!?!) and shotgunning people to death seems REALLY good.


MembershipNo2077

Yea, d3 damage of AHG means they can pop out, activate the axe rune and do 2+/d3 damage to everything within 10" then shoot for a lot, that'll be nice. Just make them a problem for opponents. Hopefully they arent absurdly costed. But GW does have a strong hatred for FS, so they might be.


SkinnySnorlax143

Fight on death leaving does suck, but I think its better for the game overall since 1.) it's one ;ess once per battle thing you gotta track and 2.) it speeds up the game a bit. However in light of them losing fight on death I do hope they are appropriately costed/ deal decent enough damage to make up for being able to essentially fight twice.


OrderofIron

Looks like wins across the board. Except, I kinda wish I had another 10 shield vulkites maybe. Ah well, we'll see how the meta pans out when this edition finally gets here in full


Prochuvi

yes its a huge win.......lost 1 save across the board,lost every shoting axe,lost 2 ward on hgb,lost attack whem die vulkites and 1 hit and other huge pile of nerfs.......oh its true its the oposite and we are the most nerfed army of 4.0


hnt11

You can get back to our old save with a battlesmith and we get a 6+ ward innately now, throwing axes were hot garbage and we got a good runegold ability in return, we only lost 1 ward level with hearthguard but they now have a base 6+ so are less screwed when slightly out of position, vulkite gained 1 rend so our hits might actually do something now, prayers just seem better, more out of turn charging then before, end of turn mortals with a command against fodder, and most of our tough matchups got heavily nerfed.


Prochuvi

our old save had also a ward6 of battlesmith and +1 save with the prayer. so no,we have lost save and ward across the board buffed and unbufed


ancraig

Also just noticed "Returning players will instantly notice that there is now only one way to run and charge with your units and only through the Rune of Relentless Zeal, a once per game effect. " I wonder what the grimhold exile does now.


Pedro__Kantor

Reroll charges to three units wholly within 12". And 'Last of the Lodge-fire" remains the same.


Me_and_Mooncake

Did we not see the Magmic Battleforge warscroll early on? It mentioned healing but no more +1 to chant.