Jump to content

Equinox

Members
  • Posts

    224
  • Joined

  • Last visited

About Equinox

  • Birthday December 25

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Equinox's Achievements

Protector

Protector (6/10)

103

Reputation

  1. Glad to see GW has clarified one of my questions with today's StD FAQ. Still going to include a block of Chosen as I like the models and want to try them out.
  2. Two quick questions I am hoping to get help on or at least pointed in the right direction: 1. If I take a unit of Chosen from the new StD book, do the Mark of Tzeentch rules from the StD book apply to them in DoT? 2. If I take a unit that has on its warscroll a rule that allows it to roll on the Eye of Chaos table before the game, do I get the roll?
  3. Thank you for sharing the pack. I don't see anything in the first page that would help with any of the problems expressed with 1k games. I also find it weird that the number of terrain features declines as the game size gets larger. I also think the recommended battlefield size is a horrible idea as it basically makes the game a matter of who goes first with the fastest units.
  4. Kind of feeling burnt out with SCE and NH, so thinking about playing Bonesplitterz for my next three 1k tournaments. One of them has some interesting comp rules, so I am limited by choices such as no duplicates with the exception of default battleline. I am also going with a Ghur/Thondia theme. Not sure this will be the final list if I make the change, but here is what I am leaning towards. - Army Faction: Orruk Warclans - Army Type: Bonesplitterz - Subfaction: Icebone - Grand Strategy: Prized Sorcery LEADERS Wardokk (80) - Bonding: Krondspine Incarnate of Ghur Wurrgog Prophet (150) - General Savage Big Boss (65) - Artefacts of Power: Arcane Tome - Spells: Flaming Weapon BATTLELINE Savage Orruks (165) - Savage Stikka Savage Boarboys (140) - Chompa BEHEMOTH Krondspine Incarnate of Ghur (400) TOTAL POINTS: 1000/1000 Created with Warhammer Age of Sigmar: The App
  5. The Bugeater GT has released their rules packet for the 1K event they are hosting. https://docs.google.com/document/d/1vZZBYZ4v7vLLCXh5QakZD1M2_ZbwyGYbf_B1MSn-qQQ/edit I will be attending the event, so I will be curious to see how the composition rules will impact the game at 1k. In particular, the battleline restrictions are interesting as I am not clear what they intend the impact of them to be.
  6. They are limited. I believe they are open to anyone, they just sell out within a couple minutes of becoming available. Adepticon has changed a few things this year, like having to purchase a badge just to walk around, so maybe VIG bags have changed.
  7. Just confirmed with people who are attending this weekend. If you purchased the VIG badge, you got a Dominion box as part of the swag bag. If you purchased a standard ticket, you got a GW battlefield. Of course this is in addition to everything else from other companies.
  8. Game 2 My second game of the tournament was against a Slaves to Darkness player named Zack. He was the only non-order player at the tournament. I was excited to play against Zack and his list because he is a great guy and his army seemed like it would be a tough challenge to play against. The battleplan for the game was Feral Foray. The intimidating part of his army was the massive block of chaos warriors he deployed in the center of his territory. To their left he deployed the warhounds and to the right of them he deployed the spawn and knights. His lord was behind the warriors, while his sorcerer was between the warriors and hounds. When it came to my deployment, I placed the knight-judicator, raptors and judicators in a row towards the back of my territory while still being in range of some of his units. Again, the annihilators and liberators were parked in the heavens. My general strategy for the game was to stall the warriors and eliminate everything else before they could reach combat. The first turn of the game started with me shooting at the knights as they were the most immediate threat given their speed. I dropped the liberators and annihilators into his territory to collect a battle tactic. I also shifted my gunline to claim the objective closest to it. In the charge phase, the annihilators failed to charge anything, while the liberators reached the hounds on a good roll. By the end of the first turn, I had wiped out the knights and dropped the hounds down to 4 models. In Zach’s first turn, he pushed everything forward and ignored the annihilators. He summoned the Untamed Beasts to the far right of my gunline. In close combat, the last of the hounds were killed. In my second turn, I began focusing on the warriors as I knew trying to deal with them was going to be a problem. Given the bonuses and ward saves on the warriors, I was only able to remove 4 of them with all my shooting. I moved my gryph hounds forward to screen the warriors and ran liberators and annihilators to claim two of my opponent’s objectives. During Zach’s second turn, he moved his cultists onto one of my objectives and charged the hounds with his warriors. The warriors made quick work of the hounds. Zach also had a bit of bad luck this turn as he failed to achieve his battle tactic for a second time. In the 3rd turn, Zach charged the judicators as they were the closest target for his warriors. Things were looking bad as the warriors began pounding on my judicators. To my surprise, with all the hits and wounds, I was still able to make enough saves to only lose 2 models in the combat. I was also able to remove a few more of his models, thus bringing them down to 12 models remaining. In my 3rd turn, I ran the liberators to claim the last of his objectives and pushed the annihilators towards the spawn. I also moved the raptors and knight away from the warriors and each other to avoid both units getting wrapped up in a charge. During the shooting phase, I took aim at his general and was able to score enough mortal wounds and hits to remove him. In close combat, I lost another 2 judicators, but was able to bring his unit below 50%. The final two turns moved fast as I was able to shoot off everything remaining in his army except for the warriors. At the same time, the last judicator was eliminated after making it through one more combat. The game ended with me controlling 5 objectives and Zach having 6 warriors remaining on the board. I do not remember the final victory point tally, but I recall earning all my battle tactics and grand strategy. As a result, I had a second major victory for the day and a decent VP total.
  9. So this last weekend, I attend a 1k tournament at Hidden Lair in Decatur, Illinois. There were 6 players in total (5 order, 1 chaos). For the tournament, I used the following list: Game 1 My first game was against a great guy named Doug who was playing Stormcast. He was playing a stormkeep army with a Lord Celestant on a Dracoth, Lord-Relictor, 2 units of Liberators, 1 unit of Prosecutors w/ hammers, 1 unit of Protectors, and 1 unit of birds. The battleplan for the game was Apex Predators. We started the game with me being the defender, so I set-up the terrain which was mostly GW ayzrite ruins. I tried to set-up the board so that is was symmetrical and had plenty of places that were LOS blocking. When it came to deployment, Doug spread out his force across the border of his territory. The LC w/ Dracoth was accompanied by the Prosecutors, while the Lord-R was surrounded by the Protectors and Judicators. For my one drop, I grouped my Lord-J, Judicators, and Raptors in the center of my territory while the Liberators and Annihilators when into the heavens. Since I am short on time, I will just summarize the overall game from this point. I started the game burning my volley to remove the Lord-R. I dropped the Annihilators with the intention of going after his Lord-C, which they failed to do in the first turn. My shooting phase removed some of the protectors and liberators. In his first turn, he claimed one objective and proceeded to wipeout the annihilators with his Lord-C. In the second turn, I moved the hounds forward and placed the liberators to act as roadblocks. My shooting phase continued to remove liberators and protectors as the his Lord-C and Prosecutors were out of range of everything. During Doug's 2nd turn, he continued to advance and charged his remaining liberators into mine. The proceeding battle sounded like a street band banging on hollow copper pots. Elsewhere, he failed a charge with the protectors into the hounds. He also gambled by moving the Lord-C and Prosecutors towards my army. The third and fourth turn were pretty straight forward as I proceeded to shoot off the Lord-C, Prosecutors and Protectors. The game ended with me chasing an objective and watching his last liberator making a mad dash away from my army before being dropped by an arrow from my judicators. At the end of 4 turns, we were tied for victory points as Doug was collecting off the single objective and I was achieving my battle tactics each turn. In the end, the final scores were 11 - 8. Looking back on the game, I was surprised that Doug didn't just march his Lord-C along the border and collect objectives. Having a single leader with pretty crappy mobility meant I was at a disadvantage at the start of the game. Dropping the annihilators was actually a good decision as it distracted him long enough to allow me to focus on other units in his army. Shooting was a clear strength for me this game, but inability to play to the objectives kept the game very close.
  10. There are so many unknowns at this point when it comes to the new book, that I will reserve judgement when it comes to the rules. I wont be shocked if there is a new subfaction or ability/item that makes the death note better. Personally, I don't care for the new model and feel the resources could have gone towards something different for Nighthaunts (new banshee, monster, or terrain). Looking forward to learning more about the crossbow ghosts in the near future.
  11. I wish I shared your confidence that the GHB will bring about some positive changes. Given the lag between printing and release, I just don't feel they are an effective tool for making positive changes to the game. You hit on a good point. If GW's digital service allowed access to just the rules components (w/o buying the book) via a subscription, I would also be willing to pay $10-15/month. Agreed. The new price point for whatever odd reason has really turned me away from buying any of the new tomes just to read. Not that the previous MSRP was great, but crossing the >$50 threshold just changes the perceived value of them given their limited shelf life and minimal new content.
  12. I have only play 1k pitched battle, GHB 2021 games this edition, so here are my personal experiences: Pitched battle rules work well with the exception of needing the 50% limit. 44" x 60" is a good size at 1k. If you play smaller, don't complain when everything is in combat first turn. Large, LOS blocking terrain really helps to make for better games. If you start a game where every model has LOS to every other model, don't be shocked if shooting dominates. Use the mysterious terrain rules and pay attention to them. If you just roll and ignore them, it does have an impact. As an example, I have won games because of deadly and sinister terrain coming into play at critical points. Opponent's that bring >6 units and play to the objectives are more challenging than ones who bring very elite armies. As an example, I have now played Marking Territory a few times and have won it each time as I could control all the objectives at a critical point without doing much fighting (7-9 units in my army each of those games). I have also lost other games simply because my opponent had more units at his disposal and picked his match-ups well. Competitive types will bring harder lists (I know, shocker...) and exploit "flaws", doesn't matter the size. 1k tends to scare away the competitive types once they graduate to "real" AOS (Yes, I am mocking some of you). The only exception I have noticed is with regards to tournaments with good prize support. Suddenly those types are willing to play sub-par AOS (Again, mocking some of you). Run a 1k with no prize support and those same folks wont show. Yes, I have seen the infamous FEC Archregent list. 3 Arch-regents and 30 ghouls. 1.5 hours is a good time limit once players know the rules. Seen a better assortment of units and battletomes. Played, and lost, to a SoD player with both a Ogoroid and Fomoroid in his list. Personally excited to see the results of Iron Dice 1k on March 19 and the Honest Wargamer 1k weekend event in early April (9th-10th). The ID1K is out of the GHB with no modifications, while the HW1k has comp if I heard correctly. I am also attending a 1k event the weekend of March 19th, so I can share some of my experiences from it.
  13. Do you mind elaborating more on your comment? I don't see a direct correlation between playing smaller games and GW pricing. Factors such as available gaming time, ability to commit to building/painting, resources (space, terrain, etc...) also play a role in some folks desiring to play at smaller sizes.
  14. What frustrates me with comments like this one (nothing personal), is that they try to obfuscate the exact same issues with 2k games. If we focus the discussion on competitive play (which is fair given that is mostly the focus of this site), how many various battletomes and units become functionally useless at 2k in a competitive setting? There might even be a case to make that it is worse at 2k since we have so much more data to support the issue at that level. This is a great point. It is my experience with 1k games that you tend to see units that would never even be considered at 2k (talking competitive). Just to be clear, my point is not to replace 2k games with 1k. I am all for playing what you enjoy. What I am challenging is the community bias towards 2k and what I view as a "habit" to punch down on other formats.
  15. I don't know if I would agree with your statement about game swings being more pronounced at smaller levels as there are many accounts of games being effectively decided in the first turn of 2k games. Instead what I would contend is that list design by many players doesn't account for the differences between 1k and 2k games. As you mentioned, I think the initial reaction by many players is to cut the chaff, which I don't think is the right approach at 1k. Instead, I think dialing down the damage and keeping the chaff makes for a better experience.
×
×
  • Create New...