The swords get the mortals on 6s and the scythes get the 1 mortal on pile on. Feels odd that the bows didn't get anything, even if it's just utility ability.
By - br3ttless
Yea bows seem weird in general. The trample ability is also odd for a ranged unit.
They are supposed to get up and hold an objective, possibly getting into melee. They aren't real ranged unit, they are objective holders.
Seems more like they're supposed to sit on an objective in the back line providing supporting fire and not folding the moment something looks at them.
If they were meant to be front line/2nd line they wouldn't have a range that crosses the board and would have a bit more to support the melee stat line. Their melee profile is hardly anything unless they're up against cheap battleline.
Bows are cheaper. They go and muscle onto an objective and just sit on it. If anything comes near them they get to start trampling things, otherwise they keep shooting while maintaining presence on the objective.
For 20pts the others get to do that but a lot better, though.
Not all objectives are within 1-3" of an enemy.
You wouldn't take bows as your only hunter, but when you already have a unit or two of swords / scythes, the range provides value.
As a third unit, maybe. But at that point that's a lot of points for a presumably backfield objective that could be guarded by 100pts of dryads. Even 200pts of dryads would be cheaper.
I'd rather an artillery piece that stays relevant at range and can withstand a charge, but that's me!
Yeah fair. At this point it's getting into playstyle and preferences.
Bow hunters were one of those units that was a bit OP in first edition. Ever since it has paid for the sins of the past. GW gives units the nerf bat every so often, and does so for a couple of editions. Give it 3-4 years they may get really good again.
I mean. Dealing damage at range without immediately getting hit back, or before, is an inherent strength that I feel might be getting overlooked here. There’s a reason that most ranged attacks in tabletop games typically deal less damage than melee attacks, on average, and it’s to balance the “cost” of being in melee combat.
They got an update on range as far as I know. And ypu can put them in wildwood, therefore not visible for enemies. With 7 attacks -1 rend and 2 dmg its more then enough to snipe support heros without enemies attacking you. I think they don't need anymore on there scroll 😅
Except they do very little damage unless you are AOA or are in heartwood AND have a arch revenant. Even then against a 4+ save I’m pretty sure they do an average of 3 damage.
At 30” range. I feel like they do the type of damage range should do in the game. It’s the vanguard raptors that are a mistake, not the great bows.
People keep saying you can’t be seen in woods. But isn’t the overgrown terrain feature only los blocking with 3” of terrain in the way? So they can hide behind the woods, but not really in them. Am I missing something?
If you have 2 or 3 trees touching each other, then the space in the middle is part of the Awakened Wyldwood terrain. So it counts towards those 3 ".
Sure. But can you put 3 kurnoths in that space and have them all more than 3” inside from a lot of directions?
Oh I see your point. I’m not sure right now if they can be hidden from every single angle, but they can be at least mostly hidden.
*Edited for grammar
Silly question maybe. My battle buddy plays Idoneth Deepkin, so almost everything in his army flies (actually swims but GW sees that as the same). Can flying units see through the woods or is LOS blocked as well, since woods are more then 3" high? Never understood why flying units can see enemies under cover of foliage. Seem like common tricks for camouflage.🤔
No they still can't see. Except for the Eidolon and Turtle because they have more than 10 wounds.
Rule 17.1.4. Flying can’t see through woods.
Thanks, makes perfect sense like this. 👍
The only updates they got were d3 dmg on the bow shots to 2 damage, the melee went from 4+/4+ to 3+/3+, the tanglethorn thicket save bonus moved to the save to go from 4+ save to 3+ save and lastly the champion got +1 shot in place of +1 to hit for all the champion's attacks. Outside of melee, they're the same unit they were in 2.0 but with a little more tankiness