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109 Celestant-Prime

About Trout

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  1. I may be dipping my toes into chaos soon, but I don't really understand how everything breaks down faction-wise. I love the look of the large beastmen models and the various monsters of chaos and I love the Marauders and any other musclebound barbarian models. But I don't like horde armies because I don't look forward to painting blocks of 40 identical models. More importantly, I don't really understand how everything breaks down. Slaves to Darkness? Allegiance to a chaos God? Everchosen? What are the options here? Edit: My main goals: 1. I need an excuse to buy a Mumak (using it as a proxy for a Chaos War Mammoth) 2. I need an excuse to paint awesome looking barbarians 3. I need an excuse to buy some of those cool looking large Chaos Beastmen models and/or Monsters of Chaos How do I turn those goals into an army that doesn't suck?
  2. The bad guys from Conan the Barbarian seem very Slaves to Darknessish to me.
  3. I can't access that site at the moment. What do we know about the Slaanesh options? Does this make them one of the better choices now?
  4. I actually liked Skirmish a lot at first, but I quickly lost interest. It seems very incomplete; they didn't even include all factions. If they are going to add more to it and build it into a more robust system I might revisit it, but otherwise I don't mind if it dies.
  5. Does this ability allow me to destroy an objective so that no one can attempt to control it for the rest of the game?
  6. I think the War Mumak of Harad from "The Hobbit" line is the perfect model for an Arabian themed army (can we please let the horrible name "araby" stay dead with the old world?). Sadly, I've been unable to come up with a "counts as" for it. But it has the perfect look if you can come up with something to use it as.
  7. No, I've always been very interested in narrative games. It's nice to have more material to support such games, but my interest is just as strong as always.
  8. Yes, I think that would be sensible. In fact, I don't think there's any reason to give a bonus to anyone. Just roll from turn one.
  9. That's just not true statistically. The less randomness there is, the more the natural strengths of the army will influence the outcome. The more randomness you add, the more opportunity for outcomes that don't reflect the underlying strength of the army and skill of the players. Think it through and you'll see how it works. In a game with no dice rolls or other random components, the strength of the armies and the people playing them will determine the outcome 100% of the time. When you begin to introduce randomness, that number goes down because now people can get lucky or unlucky rolls. The more randomness you introduce, the more that number goes down. Thus, arguments that the random initiative sequence introduces too much luck are valid. The argument that it makes stronger armies even stronger is completely backwards; it makes it less likely that the strength of that army will determine the outcome.
  10. Depends on what you mean by "helps". Helps them to do more damage and win quicker? No doubt. But helps them increase their odds of winning? I don't think so. The powerful lists' odds of winning against a weak list without random initiative are close to 100. Their odds of winning with random initiative will go down because the weaker army now has the chance to get double turns. Basically, an army that is far more powerful than its opposing army doesn't need the double turn, so introducing that randomness can only hurt its odds. But a weaker list does need the boost a double turn can give them, so random initiative will increase their odds of winning.
  11. I think the opposite of what people have been pointing out here in regards to the double turn amplifying powerful lists is actually true. The double turn is actually what helps equalize the situation. A powerful list against a casual list without a double turn will always win. The odds will always be in the powerful list's favor and they will roll over the casual list every time. Getting a double turn does not make that list more likely to win, it just makes the inevitable outcome occur quicker. But the casual list getting a double turn at an opportune time can turn things around for them and equalize the situation. I think if you ran a test to see how often a weak list will win against a powerful one with a double turn and without, you would find that the double turn increases the weak list's odds and helps equalize the situation.
  12. They tried this and it failed.
  13. It seems to me that if he's running just a stonehorn, then your victory in the first battleplan is almost guaranteed. He has only one unit and you win by controlling three out of four objectives. How will he stop you from controlling 3 out of 4 with a single unit? If he's running the start collecting box then...good luck.
  14. The way AoS is designed, mixed armies are competitive. You can get all the variety you want by going with a mix of factions from any of the grand alliances.