The Lost Kindreds: Full Army List
Moderator: Council of Elders
Re: The Lost Kindreds: Full Army List
you seem to be saying that because they can't be spammed, they don't need a higher points cost to restrict them. but surely points cost isn't just a method of limiting the frequency of a unit in a list, if it was they might as well be 2 points each as people still aren't going to take more than 2 units i'd imagine. the cost is still very relevant regardless of whether something is rare/special/core?
Mah paintin' Blog - General Warhammer painting and modelling stuffs.
- ArchMagosAlchemys
- Witch-Hunter General
- Posts: 13755
- Joined: 06 Apr 2007, 22:56
- Armies I play: VC, Empire, Asrai, DoW, DE, SM, Lustwing, many IG, Adeptus Mechanicus
- Location: Lost in the Laurelorn GMT -5hrs
Re: The Lost Kindreds: Full Army List
The slot they use and the effect they have on the army are all factored into the price. They are certainly not the no-brainer you suggested because they use a Special slot. fight the battle and see how it works out. They are also 3(4) S. and the second attack for the rider is a significant difference.
Airmeith: Healer of the Twisted Glade
Outside of a dog, a book is a man's best friend.
Inside of a dog it's too dark to read.
Julius 'Groucho' Marx
Burn the Heretic!
Treachery Aforth: Witches purged = 0
War of Blood: 3 Daemonettes, last wound Keeper of Secrets
Outside of a dog, a book is a man's best friend.
Inside of a dog it's too dark to read.
Julius 'Groucho' Marx
Burn the Heretic!
Treachery Aforth: Witches purged = 0
War of Blood: 3 Daemonettes, last wound Keeper of Secrets
Re: The Lost Kindreds: Full Army List
you do know "hounds became a no brainer" is refering to chaos hounds right? i only just twigged why you were talking about special slots, when i was talking about the effect of adding cheap units to elite armies. my bad, probably should have picked an example that didn't have the word 'hound' in it
Mah paintin' Blog - General Warhammer painting and modelling stuffs.
- ArchMagosAlchemys
- Witch-Hunter General
- Posts: 13755
- Joined: 06 Apr 2007, 22:56
- Armies I play: VC, Empire, Asrai, DoW, DE, SM, Lustwing, many IG, Adeptus Mechanicus
- Location: Lost in the Laurelorn GMT -5hrs
Re: The Lost Kindreds: Full Army List
Yes, I thought you were talking about Hounds of the Forest.
In the Lost Kindreds, if you take the 'cheap' hounds, you have to leave out other Special choices. If you go this route it will result in weaknesses in the army elsewhere. This makes them different to chaos hounds in that army list. (Or at least that was our reasoning when their price point was selected.)
You could also compare them to Dire Wolves.
In the Lost Kindreds, if you take the 'cheap' hounds, you have to leave out other Special choices. If you go this route it will result in weaknesses in the army elsewhere. This makes them different to chaos hounds in that army list. (Or at least that was our reasoning when their price point was selected.)
You could also compare them to Dire Wolves.
Airmeith: Healer of the Twisted Glade
Outside of a dog, a book is a man's best friend.
Inside of a dog it's too dark to read.
Julius 'Groucho' Marx
Burn the Heretic!
Treachery Aforth: Witches purged = 0
War of Blood: 3 Daemonettes, last wound Keeper of Secrets
Outside of a dog, a book is a man's best friend.
Inside of a dog it's too dark to read.
Julius 'Groucho' Marx
Burn the Heretic!
Treachery Aforth: Witches purged = 0
War of Blood: 3 Daemonettes, last wound Keeper of Secrets
-
- Newcomer
- Posts: 5
- Joined: 21 Apr 2009, 21:53
- Armies I play: i play wood elves about 500pts of lizards and some 40k
Re: The Lost Kindreds: Full Army List
I just noted that With gruaths bolas it says can stand and shoot but what say he stands shoots and entangles them, thne does their charge fail if they cant make this distance with half range?
im not really sure of the rules as im new to fantasy could somone please help
Thanks
im not really sure of the rules as im new to fantasy could somone please help
Thanks
- ArchMagosAlchemys
- Witch-Hunter General
- Posts: 13755
- Joined: 06 Apr 2007, 22:56
- Armies I play: VC, Empire, Asrai, DoW, DE, SM, Lustwing, many IG, Adeptus Mechanicus
- Location: Lost in the Laurelorn GMT -5hrs
Re: The Lost Kindreds: Full Army List
Yes.
Airmeith: Healer of the Twisted Glade
Outside of a dog, a book is a man's best friend.
Inside of a dog it's too dark to read.
Julius 'Groucho' Marx
Burn the Heretic!
Treachery Aforth: Witches purged = 0
War of Blood: 3 Daemonettes, last wound Keeper of Secrets
Outside of a dog, a book is a man's best friend.
Inside of a dog it's too dark to read.
Julius 'Groucho' Marx
Burn the Heretic!
Treachery Aforth: Witches purged = 0
War of Blood: 3 Daemonettes, last wound Keeper of Secrets
- Mist Walker
- Campaign Team
- Posts: 3681
- Joined: 28 Apr 2007, 01:38
- Armies I play: Wood Elves, Slaanesh WoC
- Location: Oxford or up North
- Contact:
Re: The Lost Kindreds: Full Army List
I'd say that any distance under 12" is affected. So if you charge from more than 12" away you are really going to struggle making it, hmm, may need altering as that makes him almost unchargeable, in Beithir and Forgottenlore's game a similar thing's happened regarding the sacred glade
Blood runs, Anger rises, Death wakes, War calls
- ArchMagosAlchemys
- Witch-Hunter General
- Posts: 13755
- Joined: 06 Apr 2007, 22:56
- Armies I play: VC, Empire, Asrai, DoW, DE, SM, Lustwing, many IG, Adeptus Mechanicus
- Location: Lost in the Laurelorn GMT -5hrs
Re: The Lost Kindreds: Full Army List
That's fine with me. He cannot join units and if charged by two units, can stop only one, and even then not all the time. He's still vulnerable to shooting and magic.
The 'special' rules of the Lost Kindreds make them different to WE, but in a different way. They shoot a lot and are hard to get to, but are almost all squishy elves when you get there. With the exception of the bears there is nothing much with any resilience at all.
i think they require a different 'approach' to tradtional WE.
The 'special' rules of the Lost Kindreds make them different to WE, but in a different way. They shoot a lot and are hard to get to, but are almost all squishy elves when you get there. With the exception of the bears there is nothing much with any resilience at all.
i think they require a different 'approach' to tradtional WE.
Airmeith: Healer of the Twisted Glade
Outside of a dog, a book is a man's best friend.
Inside of a dog it's too dark to read.
Julius 'Groucho' Marx
Burn the Heretic!
Treachery Aforth: Witches purged = 0
War of Blood: 3 Daemonettes, last wound Keeper of Secrets
Outside of a dog, a book is a man's best friend.
Inside of a dog it's too dark to read.
Julius 'Groucho' Marx
Burn the Heretic!
Treachery Aforth: Witches purged = 0
War of Blood: 3 Daemonettes, last wound Keeper of Secrets
-
- Newcomer
- Posts: 20
- Joined: 23 Mar 2010, 05:47
Re: The Lost Kindreds: Full Army List
I was just reading through this and I realized with 8th ed fast approaching, this list has some awesome combo's.
1) 20+ Glade Guard
-Standard Bearer, Banner of the Hawk, Plashed Hedges.
If fantasy goes to true line of sight, then these guys will be putting out 40+ shots that hit on 3's pretty much anywhere it's needed. Awesome
2) Noble
-BeastKin, Claws of the Beast
With our "Standard Alter" losing it's effectiveness, This guy is going to be a bear. 7 S6 with -4 to armor saves, and at I9. I wish this army book was real.
Man oh man I wish I could use these two groups in a tourney. Oh look, a unit of Flesh Hounds 30" away and behind forests and units galore *twang of many bows* Oh look, no more flesh hounds.
EDIT: I just reread the "Rain of Death" rule. So the Glade Guard arn't as good as I though.
1) 20+ Glade Guard
-Standard Bearer, Banner of the Hawk, Plashed Hedges.
If fantasy goes to true line of sight, then these guys will be putting out 40+ shots that hit on 3's pretty much anywhere it's needed. Awesome
2) Noble
-BeastKin, Claws of the Beast
With our "Standard Alter" losing it's effectiveness, This guy is going to be a bear. 7 S6 with -4 to armor saves, and at I9. I wish this army book was real.
Man oh man I wish I could use these two groups in a tourney. Oh look, a unit of Flesh Hounds 30" away and behind forests and units galore *twang of many bows* Oh look, no more flesh hounds.
EDIT: I just reread the "Rain of Death" rule. So the Glade Guard arn't as good as I though.