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Jamopower

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Everything posted by Jamopower

  1. I also have a strong feeling that the other army of infamy would be the imperial dwarfs. Which I have to say would be very tempting for me to get some Imperial units to accompany my stunties.
  2. I don’t really think there’s universal ”optimum size” anymore. There are so many possibilities for free reforming, that the units will change their setup many times over the game. So marching to the enemy in more narrow frotnage to make the manouvering easier (maybe even in marching column). And then reforming/collapsing into wider battleline as the lines contact. And there the width is thenagain influenced by lots of variances. What you are facing, are you trying to be flanked, is there room, is there enemy skirmishers harrying the flanks and limiting your options to bring more fighters to the front etc. it actually sort of feels like more formalized version of AoS or Mesbg battlelines.
  3. To be honest, the bugman’s rangers don’t look like actual rangers either. ’Ranger’ gives me a hooded Aragorn feel, I believe there aren’t any GW Warhammer dwarfs with those looks ever made. Well maybe some in 3rd edition or so.
  4. Well older in this context would be more around 40 year (or 30-50) olds (where I fit neatly myself).
  5. I have felt that The Old World and Horus Heresy are catering for a bit different target audience than 40k and AoS. HH and ToW are more akin to "wargames" (i.e. related to historical wargames, and try to have some sort of resemblance on actual battlefield) while 40k and AoS are more of "strategy battle games" which are closer to playing Starcraft on tabletop. So in very straightened curves version ToW and HH are for older (and higher income, but smaller) audience than 40k and AoS.
  6. I believe drilled is mostly an option for the elite infantry (e.g. many dwarf units) that have pretty high Ld to start with. It has some use, but I'd say quite niche for the additional cost.
  7. Maybe in 8th, but in 6/7th edition they were really strong. Especially the Tzeentch dragon with the 3++ against shooting. There was just a big tradeoff between having magic or monster lord, that usually was favoured for magic. edit: and by very strong, I mean not un-killable, but so strong that it needed to be dealt, and one of the reasons those cannons (or 4 bolt throwers) were there to start with, were the (high) possibilites of facing a dragon, or some other strong monster such as stegadon, treeman, greater daemon or a steam tank. The chaos dragon was particularly strong, because it was so hard to kill and there was hardly anything else in the army (common set-up was lord on dragon, one or two disc riding exalted champions, three chariots as core, some screamers and a hellcannon, (which was also very hard to kill and expensive). The army was very strong because of points denial, they didn't need to kill that much, because it was so hard to get more than few hundred victory points of them. I'd imagine the current dragon lords (especially when you can get two in 2000 points), would work in very similar fashion, though it changes things that it is in general more difficult to get points in this edition.
  8. Reading the drilled rules feels that it is supposed to be possible to first make the redress and then charge, but it's just written bit messily as "move" is not defined properly. It's also how it works in Warhammer Ancient Battles. Also, if it doesn't work during charge, it is pretty seldomly useful ability.
  9. Yes, this would be exactly what I have been thinking as well. In overall having dragons with 2+ save (and ward saves) is very strange design choice when they have made lots of effort on having the 2+ save otherwise for very few cavalry units and reduced the saves (and armour piercing) in general over the whole game. Especially as in the past editions having any additional protection for flying monsters was very limited and they were usually pretty formidable even then. The Tzeentch Eye that gave 3+ ward against shooting is the only one that comes to my mind from 6th, and it was very broken.
  10. I’m pretty sure it will eventually be erratad to something along that way (i.e. Mounted monsters to use their own save always). It feels such an oversight in the rules.
  11. Most monsters luckily have quite bad armour save, so they are not that difficult to kill. It’s only the dragons and such that are very hard, and I don’t think Skaven (or other Legacy lists) are in particularly different situation to any other army out there in dealing with them. Hordes of expendable troops with high leadership (remember that your general spreads ld10) should at least be quite good on making them work on getting their points back.
  12. Almost everything in the game has been nerfed, so I wouldn't give up to soon. Especially compared to the 8th edition.
  13. Got the first game in with my new beasts, against Daemonsnof Nurgle. 1500 points and both had new armies, so we only got 5 rounds in the 3 or so hours we had available. Some highlights: -My beastlord failed stupidity (from the gaze of gods) twice in a row with ld10 (and then broke from combat and failed to rally) -Great unclean one is a tough nut to crack -Minotaurs and Dragon ogres are very good, 33 plague bearers charged three dragon ogres from front and lost by three. Then got totally destroyed by the minotaurs counter charge to the flank. -Ld7 is not very good in the game (big surprise :D) -Magic did again next to nothing, even with combined 10 levels plus a bound spell on the table. In total 3 wounds from magic missiles and some buffs that the GUO didn’t really need. 2 lvl 2s against single lvl4 actually meant that one bray shaman got to cast his spells pretty freely (and the other one as well as the lvl4 greater daemon couldn’t dispel from combat), though the spells didn’t do anything in the game as s3 doombolts don’t really matter against t5 beasts of nurgle
  14. I have quite a lot of projects going on parallel. I got a bit of headstart on ToW as I got back to WHFB 6th edition already '22 summer after playing couple of games with a friend that had been on a long break from miniature games (since 6th ed basically). The current status of each: -Vampire counts, I just got 2000 point army completed start of Winter. Calculated my models and it's now 1900 points, so I have to do some strengthening. Warghulf is surely one thing that I'll add now when it's available in the army list. -Wood elves, For these I have been steadily adding units. The models are all 5th edition or older. Just finished some archers and a wardancer command from Grenadier. -Dwarfs, my original army, dug them out after a long while and even got a game already, painted some miners and currently doing a block of ironbreakers. Had collected surprisingly many models for them since the last game... -Lizardmen, no plans yet, but I have around 80 metal saurus to add at some point -Chaos, mostly Beastmen that I have been painting originally for 6th over the winter. Just agreed a first game for them tomorrow. I also have a small warrior detachment that I can field as allies now. They are originally for AoS, so waiting for the bases to get back in stock. -High elves, I found out that I had bought enough high elves in various second hand deals that I actually have 2000 points of them already. I have couple of elven armies with bit different theme originally done for different games (Oathmark, Saga), that I have to still think how to incorporate everything into a coherent force. These are mostly in "to be started" level.
  15. For many, the building aspect of the plastic kits is the most important part of the hobby. I don't believe that can be ever matched by resin (or metal). It's like comparing Legos to Matchbox cars, while both are great, they are different experiences.
  16. I believe everyone would prefer to face 3x10 gladeguard instead of 6x5. Even if they wouldn’t be the most powerful thing out there. Though I do feel that glade guard are very good. I just painted more myself
  17. It’s good to remember that they have quite vast supply chain of stores that they have to basically stock first to keep them happy and alive. This is important for the continuation as this hobby is hard to get excited without getting hands on experience on the models. There is likely a lot of ToW sitting on shelves of various shops, ready for people to buy, while at the same time the most popular online shops are struggling with demand. So remember to support you FLGS (if you have one, mine is 150 km away). A good example is that I ordered my books from a Finnish store and gor them on Monday after the release. My friend ordered directly from GW and haven’t still received them because the order is lacking a single liche priest…
  18. Haven’t seen it in use, but for shooting units it seems to have also quite obvious flaw. Everyone needs to shoot at the same target, and it should be very easy to ensure that big part of the unit is always unable to shoot due not seeing it.
  19. For the 20 gyrocopter list quite obvious problem is that it would be very strong against massed ranked infantry, but in an environment where there are armies with 20 gyrocopters they would face against similar spam armies, and against, say 20 individual dragon ogres and chariots with various flying monsters in between, the 20 gyrocopters would just be speedbumps and do very little What comes to the terrain, the armies described above would also love tables with heavy terrain. Even chariots don’t seem to care too much if they go through a forest every now and then.
  20. Few additional ones due to request it was a pleasure to play with two nice armies and nice terrain (made by myself). Next week I already agreed to have a 2000p game against dark elf cavalry led by dragon, so that maybe gives some view how it could look in the other end of the spectrum.
  21. My guess based on my experience from 6/7th (of which this game very closely resembles) is that the tournament armies would be full of hard hitting stuff with narrow frontage (single characters on (flying) mounts, monsters (especially dragons, which seem to be much stronger than ever before, and also much stronger than most of the other monsters in ToW), chariots and cavalry (which is wider). Those are best countered with chaff (i.e. the skirmishers, fast cavalry, chaos hounds and such), which again is countered with shooting (which also helps against chariots etc.). That's then supported by (cheap) infantry, depending a bit on the army. As can be seen, Dwarfs don't tick a lot of those boxes...
  22. My first game was quite similar, I had msu wood elves chosen with a feeling of what was good in 6th edition against a dwarf longbeard bunker for which I couldn't do much but hopefully those wild riders help there... I'm also interested in how it will turn out. I playead a lot of tournaments back in 6/7th edition and the "casual" games were also heavily effected on that.
  23. I got my second 1000p game in yesterday. This time I played with Dwarfs against Greenskins. I had 16 warriors, 15 miners, 8 hammerers with rune of battle and thane, a dragon slayer with some runes, bolt thrower, gyrocopter, 8 rangers and 8 thunderers. Pretty formidable amount of units for 1000 points. On the other side were Warboss with 20 boyz, lvl 2 shaman, some skirmishing goblin archers(!), unit of common goblins, 20 goblin infantry, boar chariot and a giant. i have to say that I like how propert feeling armies can be included in 1000p. Sure my units were lacking in ranks, but they didn’t feel anyhow meaningless. The hammerers and rangers chopped the big orc block to pieces after the rangers counter charged to flank, which was the defining moment. I had some luck with my bolt thrower causing 4 wounds on the giant and two on chariot, that really turned the game for me. The giant smashed through my miners in a single turn and the chariot was also very scary. Some luck also there thst the chariot lost the other two wounds by the foot of gork under which it overrun after failing restrain Magic didn’t much this time either, the foot of gork was the only spell the shaman managed to cast before I ran over him with the gurocopter. dwarfs feel pretty solid, at least in this kind of casual environment. They also feel more mobile than ever before with the marching columns and skirmishers. The miners managed to march midway on the table first turn, a speed record for sure!
  24. Good list! The marauder giant made me hope we could get marauder era dwarfs. The marauder longbeards or crossbowmen would be instant buy for me (and I believe many others). Archaon is probably pretty sure bet for Chaos.
  25. I would say the latter with smaller units make more sense (depends of course a bit what you're expecting to face). 30 witch elves will make a very juicy target to something like a Lord on a dragon (or first charging chariots) that has high enough initiative in charge to kill enough that you don't get to strike back enough to get through the armor and continue it on the next rounds. Against smaller units, it will have to work more to earn its points, as it will not get easily through a unit with a champion and the multiple rounds of munching through the units give less reward than the one big and juicy target.
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