Switch Theme:

Best weapon loadout for Kurnoth Hunters?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Longtime Dakkanaut





England: Newcastle

I was thinking the bows because the Syl have a lack of ranged, but I am slightly put off by the low hit chance.

Can't decide whether scythes or greatswords are better, is the loss of an attack worth the extra rend and risk of lower wounds?

My overall plan is to get Allarielle and use her heal ability on these multi wound models.


Starting Sons of Horus Legion

Starting Daughters of Khaine

2000pts Sisters of Silence

4000pts Fists Legion
Sylvaneth A forest
III Legion 5000pts
XIII Legion 9000pts
Hive Fleet Khadrim 5000pts
Kabal of the Torn Lotus .4000pts
Coalition of neo Sacea 5000pts



 
   
Made in gb
Arch Magos w/ 4 Meg of RAM





Facehammer were having a great discussion about this (I really recommend their podcast review if you want to learn the tactics of the new book).

The bows have such a strong threat range that they give you a lot of options, especially in objective games, to have a couple of units stick back - hold objectives and pepper the enemy with shots.

This message was edited 1 time. Last update was at 2016/07/04 19:22:44


Bye bye Dakkadakka, happy hobbying! I really enjoyed my time on here. Opinions were always my own :-) 
   
Made in us
Longtime Dakkanaut




My plan is buying 2 boxes of them.

After that, I'm going to magnetize them all. Its tedious, but its worth it.

I did that with stomcast eternal bowmen and the venerator.

There is no best as they all have good times they can be used.

Bows are good since the army has little range options, the greatswords good for swarms and the scythes are good vs large targets like themselves
   
Made in gb
Fixture of Dakka




 Bottle wrote:
Facehammer were having a great discussion about this (I really recommend their podcast review if you want to learn the tactics of the new book).

The bows have such a strong threat range that they give you a lot of options, especially in objective games, to have a couple of units stick back - hold objectives and pepper the enemy with shots.

Is there a written summary or anything like that?

tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam  
   
Made in gb
Arch Magos w/ 4 Meg of RAM





Just listen to the podcast, man. Do you have an iPhone? You'll have the podcast app built in, search and subscribe in 2 seconds and then listen to each podcast over the course of a few days as you paint or commute to work. Trust me. Podcasts are awesome :-)

There's a great bit where they talk about all the allegiance abilities and all the shenanigans you can do with surfing Wildwoods around the board. There's also a very funny tangent where they compare the Maw Krusha to a cabbage in appearance.

Bye bye Dakkadakka, happy hobbying! I really enjoyed my time on here. Opinions were always my own :-) 
   
Made in us
Humming Great Unclean One of Nurgle






I'd say bows if you are running pure/mostly Sylvaneth. They need the ranged support, and the melee weapons have a slight downside in that they don't get re-rollable saves the turn they charge. Parking them in cover with bows means your enemy can't afford to ignore them but will be dealing with a 3+ save (and rerollable in melee).

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Member of a Lodge? I Can't Say




'Murica! (again)

But they look so cool like Ushabti with both. Bows first, then great weapons for box 2....cuz, come on, there will be more boxes.

co-host weekly wargaming podcast Combat Phase
on iTunes or www.combatphase.com
 
   
Made in ca
Raging Ravener





I would never use Kurnoth hunter with anything else but the bows. The carnage you can bring with a 30inch range weapon is considerable. Points for points, the bows actually outdammages repeater bolt throwers ! Thats pretty insane dammage right there.

This message was edited 1 time. Last update was at 2016/07/05 01:29:27


 
   
Made in au
Been Around the Block




 cyberjonesy wrote:
I would never use Kurnoth hunter with anything else but the bows. The carnage you can bring with a 30inch range weapon is considerable. Points for points, the bows actually outdammages repeater bolt throwers ! Thats pretty insane dammage right there.


Pure maths hammer I agree with you, and in general think the Hunters with Bows are both great looking and pretty tasty. However I think that you need to consider your whole army before you write off any one option. If you are planning use your hunters to take and hold an objective, the bow may not be the best option. If you are playing versus Seraphon or a Duardin army then having rend -2 is a very valuable option and you may want the Scythe. Depending on your battalion and war grove there is also some shifts between relative advantage.
   
Made in au
Lady of the Lake






I was thinking of using one melee squad and one or two squads with the bows to support the rest of the army. I like the bows a lot better though.

   
Made in us
Humming Great Unclean One of Nurgle






mhsellwood wrote:
 cyberjonesy wrote:
I would never use Kurnoth hunter with anything else but the bows. The carnage you can bring with a 30inch range weapon is considerable. Points for points, the bows actually outdammages repeater bolt throwers ! Thats pretty insane dammage right there.


Pure maths hammer I agree with you, and in general think the Hunters with Bows are both great looking and pretty tasty. However I think that you need to consider your whole army before you write off any one option. If you are planning use your hunters to take and hold an objective, the bow may not be the best option. If you are playing versus Seraphon or a Duardin army then having rend -2 is a very valuable option and you may want the Scythe. Depending on your battalion and war grove there is also some shifts between relative advantage.
While this is certainly true, I think in the context of Sylvaneth specifically it falls a little flat. This is because they have literally every other unit option to pick from for melee punch; Seraphon may ignore rend but dryads dumping no-rend wounds on them don't care, for example.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in gb
Arch Magos w/ 4 Meg of RAM





Although the bows seem the best at first glance, I think in wider army you will be more likely to choose the melee options. The Sylvaneth army has lots of ways to teleport your models for a first or second turn charge. There are also ways to make your army "one deployment drop", I.e there are some loose battalions that can be made up by any combination of Sylvaneth units. This allows you to play for the double turn, or take the first turn and alpha strike threats.

The melee options become very hardy with the rerollable saves and also the constant churning of additional mortal wounds. Lastly, the ability to act as "nodes" for your command ability let's you make your whole army pack much more punch.

I would say a mix of the two. Maybe 2 units of 3x bows and 1 unit of 6x Scythes. I choose the scythes because when you have 6, that 2" range is going to be crucial to get the second rank striking in combat and the rend -2 means you can chew through though opponents like a Steamtank.


This message was edited 1 time. Last update was at 2016/07/05 06:07:30


Bye bye Dakkadakka, happy hobbying! I really enjoyed my time on here. Opinions were always my own :-) 
   
Made in gb
Been Around the Block




Newcastle Upon Tyne, UK

I'd probably have (if you can afford/points allow - depending how you play) a couple of units of 3 Bowmen for some ranged threat, they have an ability where they can re-roll armour saves if you stay still.

With a 4+, put them in a wood (you'll have loads with the new spells and abilities) for a 3+, 30" range they're going to be great.

I'd support them with a unit of 6 of the Greatswords. The -2 Rend with the Scythes are great but the D3 Damage can be hit or miss, one turn you're rolling Damage 3 for everything but alot of the time it'll be 1s. At least with the greatswords you have the guaranteed 2 Damage for wounds that go through.

I've started a wargaming blog - http://magicboltersandrifles.blogspot.co.uk/

Updated with Fantasy, 40K, Flames of War and Bolt Action escapades! 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

Worth mentioning that there's a formation of 3x Kurnoth Hunter units and a Spirit of Durthu. Dunno what it does yet, but it might address the concerns about the hit percentages for the Kurnoth Great Bows.
   
Made in gb
Arch Magos w/ 4 Meg of RAM





 Kanluwen wrote:
Worth mentioning that there's a formation of 3x Kurnoth Hunter units and a Spirit of Durthu. Dunno what it does yet, but it might address the concerns about the hit percentages for the Kurnoth Great Bows.


I haven't looked at the Warscroll but I recall Facehammer saying the whole battalion gets an extra move in the Hero phase. Seems pretty sick, especially if it's every turn.

Bye bye Dakkadakka, happy hobbying! I really enjoyed my time on here. Opinions were always my own :-) 
   
Made in au
Lady of the Lake






At least the leader gets +1 to hit which will help them a fair bit. Extra move in the hero phase seemed really strong when I saw some flesheaters in action and would make sense if the formation was made with melee focused hunters and durthu basically rushing in and smashing things.

But, the movement in a way doesn't feel all that useful for the greatbows, I guess it could help them kite if you really wanted to but considering their range and durability to start with it's not something they needed help with.

   
Made in gb
Boosting Space Marine Biker





Stoke on trent

I'm adding some with bows to my storm casts. That range 30 is going to be extremely useful for wizard/buff characters that hide in the back. Or even whittling down big units or monsters.

And at 180pts which is only 60 more than judicators they're super worth it
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 n0t_u wrote:
At least the leader gets +1 to hit which will help them a fair bit. Extra move in the hero phase seemed really strong when I saw some flesheaters in action and would make sense if the formation was made with melee focused hunters and durthu basically rushing in and smashing things.

But, the movement in a way doesn't feel all that useful for the greatbows, I guess it could help them kite if you really wanted to but considering their range and durability to start with it's not something they needed help with.

Cover is a thing. You can't always get LOS, and there are some units you don't even remotely want to be in view of.
   
Made in kr
Regular Dakkanaut




Los Angeles

I'm definitely starting with 6 Kurnoth Hunters with bows. Once I get the battletome in my hands, the first thing I'll do is to find a way to give them +1 to hit or re-roll 1 to hit.
   
Made in us
Nihilistic Necron Lord






 Haechi wrote:
I'm definitely starting with 6 Kurnoth Hunters with bows. Once I get the battletome in my hands, the first thing I'll do is to find a way to give them +1 to hit or re-roll 1 to hit.


With the rest of the options so melee heavy that's what I was looking at as well.

 
   
 
Forum Index » Warhammer: Age of Sigmar
Go to: