The Jabber Tzeentch

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The Jabber Tzeentch last won the day on October 3 2016

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About The Jabber Tzeentch

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    Dracothian Guard
  1. I really like this idea. Casting value seems a bit high though tbh. Maybe just 6 or 7 would be fine. I think it could be used to make more interesting army combinations viable for sure Also adding wizard keyword would not allow them to cast or unbind as that comes from the actual ability on the warscroll not the keywords.
  2. Battleshock generally isn't a problem as they don't tend to lose many each round. But I think you need more than ten to make the most of the double pile in. You should be able to get 10 in easily and use a few to trail back for buffs
  3. Yeah I use it I mean I have 3x5 instead of the unit of 10. mobility wise i find it okay as the magmadroths are fast and the Sumter can tunnel the vulkites where you need them. I usually have a unit of 25 and one of 10
  4. That's pretty much the exact list that I use except I have 5 less auric and a unit of 15 hearthguard. I find ten get taken apart if you're not careful. Its not a bad list I've won a fair few games with it but it's weak on the first turn and susceptible to alpha strike lists
  5. Check my blog post for some tips: are you playing matched play games of max five turns? Open play tends to take longer I find.
  6. There is no logic and there's not meant to be. I mean even in old fantasy and 40k there is a lot of stuff that has no logic. I find with age of Sigmar it's best not to concentrate on the entire realm just find a pocket of something you like and build your army around that. Don't worry too much about the whole logic of it fitting in. The lore of AoS is more of a mythical setting than a fantasy setting that warhammer was, compare it to the Thor/asgardian realms for a good comparison.
  7. Yeah the basic rules way of rolling for terrain is pretty good on average it works out about 8 pieces of terrain, but as mentioned above depending on the sizes of the terrain you may want more or less. I think around 10-12 is best personally
  8. Cool, if I get the chance I'll do a bit of analysis on the top lists if you like? Nothing too crazy but stuff like mortal wound output, damage output, effective wounds etc..
  9. I think the issue is that people don't bother with terrain rules in competitive tournaments as they see it as unbalancing the game, whereas in Age of Sigmar it is part of the game that you should make the most of the scenery. Using 8+ pieces of scenery with their full rules, not just the random chart, changes the game in my opinion and can help balance certain armies. Especially being able to occupy buildings, try creating a whole village or 10+ garisonabld buildings surrounded by hills and woods and see how that changes your games. The old standard of a few hills and woods is not enough for AoS, if every tournament had a lot more terrain on the table I guarantee it would change the lists of armies attending.
  10. It's a nice train of thought, but it's the core rules so the likelyhood of it being changed is extremely low. The main impact of your idea will be to double the damage output of all ranged units in the game. This has such huge implications that would likely require a rework of many other area of the game and all points values for matched play. Currently ranged is of similar overall value to melee, you can project damage with impunity for four to five turns generally. Compared to combat where you probably could get more overall turns if you're fast, tough or lucky. But from what I see more than six (three turns) lots of damage per game is about the average. Overall the idea could work if you don't play with points, but for the amount of work it would take to make it anywhere near balanced, I would not bother.
  11. Personally I've always hated that they don't come with based. It makes them look odd. I always base mine, it makes it easier to play base-to-base and allows cool basing. If you go to a tournament then it's probably worth basing it to avoid confusion In Game.
  12. Pretty much any unit in AoS can be resolved with the following process: • Lure in to a weakened position (I.e. out/in a price of terrain) • Remove external buffing (destroy or isolate a buffing hero) • Limit internal buffing if possible (-1 to hit for example to limit exploding attacks) • Hit with rend/mortal wounds as save dictates. • Otherwise feed it chaff 2+ rerollling 1s save unit must either be in cover or buffed so remove those from play and it should be much easier to deal with. If you have plenty of MW you don't even have to worry about his save buffs.
  13. The very fact that some armies do have a snipe option means you want to have that redundancy in your list, because if you don't and you do face that list, it will be no contest. Most top end lists are built to beat other common top end lists and to be able to survive/draw/not lose against the fringe power lists. Talk of banning things is always the worst way to solve a situation, all it does is cover up an issue it doesn't solve that actual problem. If the tournament organiser or player doesn't like how armies are built for their tournament then add your own campaign/narrative rules that influence a more suitable army selection. Look at the Clash or SCGT for good examples, the Battleplans and objectives make the players want to take more balanced armies but still allow the more extreme ones to be taken like@Ben Johnson four star drake list That's quite literally incorrect. Two separate heroes, two separate artefacts, two separate sources. Just because they have the same effect doesn't make them the same source.
  14. As far as I'm aware you can only have one artefact on any hero and only one command trait on your general.
  15. Yeah there's always going to be a few outliers. Just have to self manage it in your group.