Tanka Posted February 28, 2018 Share Posted February 28, 2018 This got off topic at a rapid rate of knots. Link to comment Share on other sites More sharing options...
Josh Posted February 28, 2018 Share Posted February 28, 2018 i would say buff Tzeentch to do more damage *the bait has been laid* On a serious note, I would just like to see factions that aren't represented much, get more love & re working so we get to see more armies on the table and to a point where they can be some what competitive Link to comment Share on other sites More sharing options...
Wraith01 Posted March 1, 2018 Share Posted March 1, 2018 The only thing I want is that rule from 40k where you can't target heroes that are behind units. Doubt I'll get it though, but it would help my Khorne army last longer. I wonder if they'll add anything cool to the next Generals Handbook... I really prefer the first one to the new one, it had more useful Battleplans and the Path to Glory Campaign. I still haven't bought the stand alone Path to Glory book because it seams way to expensive... specially when compared to Skirmish. Link to comment Share on other sites More sharing options...
Olincay Posted March 1, 2018 Share Posted March 1, 2018 Complete new matched play scenarios, no rehashing of the existing ones, also would like to see more than 6, just to keep things from getting stale. Link to comment Share on other sites More sharing options...
Barbossal Posted March 1, 2018 Share Posted March 1, 2018 Much like how 40k borrowed from Sigmar, I think we could now stand to borrow from 40k. Hero Targetting: It's far too easy to blam heroes that are hiding behind allied units. As a Tzeentch player, if I want your mages/generals dead, nothing is stopping my wizard or Skyfires from doing so. Look Out Sir! Would be a great add. Strategems: Malign Portents has already done this, but it would be great to get strategems points to spend mid game to do things like get rerolls or activate interesting effects. Could also balance out some of the older codexes. Aside from that, army wishlisting time: Saurus Guard: 1>2 Wounds, 100>120 pts. Knight Questor: 100>120 pts Lord Celestant: 100>120 Gaunt Summoner: 120>140 Fatemaster: Command ability affects Mortal AND Gor Seraphon and Devoted of Sigmar can Ally Kairos Fateweaver: Either Replace his spell with one that's actually useful in matched play, or swap his points with the Lord of Change, because he is undeniably worse in every way. Link to comment Share on other sites More sharing options...
Josh Posted March 1, 2018 Share Posted March 1, 2018 i personally the double turn and target anything makes you a better player & makes you think more I feel its important in 40K to have that rule due to there being so much more shooting from a game point of view Link to comment Share on other sites More sharing options...
Imperial Posted March 1, 2018 Share Posted March 1, 2018 2 minutes ago, Barbossal said: Fatemaster: Command ability affects Mortal AND Gor Mortal and Arcanite will be better Link to comment Share on other sites More sharing options...
Beliman Posted March 1, 2018 Share Posted March 1, 2018 23 minutes ago, Barbossal said: Seraphon and Devoted of Sigmar can Ally That's a good point. Seraphon are Order daemons. Who summon/believe in them? Yeah, Slann can summon them but... don't know. If you create a concept about demons with dinosaur forms (of order), just go "all in". Make cults, temples, etc about this concept. Don't stop at the begining!!! Link to comment Share on other sites More sharing options...
Iradekhorne Posted March 1, 2018 Share Posted March 1, 2018 In generals handbook I want allegiance rules for allied and support factions like ironweld arsenal or similars. I want pass the wound to a nearby unit if the character isnt the closet on a 5+ or 6+ if the character isn't the closet enemy unit and he have less than 8-10 wounds. And I want include firestorm and malign portents allegiance rules, I have both but I dont want go with 4 books to play Also I want scenery cards, I made my ones but was better if gw have ones (fotocopy it or similar) to remember the type and rules (the newbie olayers of my zone just ignore special rules of scenery, only get cover on it) Link to comment Share on other sites More sharing options...
AdamR Posted March 1, 2018 Share Posted March 1, 2018 2 hours ago, Barbossal said: Knight Questor: 100>120 pts Ummm... wut? Link to comment Share on other sites More sharing options...
Josh Posted March 1, 2018 Share Posted March 1, 2018 i would also for each subfaction to have a useful batallion to help with drops - free people, nighthaunt, warheards etc Link to comment Share on other sites More sharing options...
Enoby Posted March 1, 2018 Share Posted March 1, 2018 I'd like to see the factions that won't get attention for a while (likely the same ones that got allegiance abilities in GHB2017) get a usable battalion each, and maybe a single extra spell (like a mini spell lore). Battalions can really make an army varied and interesting to play, and I think it's a shame that some relatively large forces can't take any battalions. The single new spell is again to keep things varied - it's a shame that some armies can have a lot of spell casters but not have enough spells to cast. I think only getting one extra spell would be appropriate as an entire lore would be better suited for a battletome. On another note, I strongly agree with the notion that mortal wounds need to be kept in check. As others have mentioned, most of the new battletomes have gotten a way to deal a decent number of mortal wounds as well as a mortal wound save; I'm no fan of mortal wounds due to how uninteractive they are (I mean, there's very little more disheartening than hearing "you take 18 damage" without even getting to roll any dice), but if they're here to stay then it'd be nice to have a way for older armies to defend themselves against the onslaught. I'll be honest and say that I'm not sure how this could be done well, though maybe another matched play rule such as "a unit cannot take more than X mortal wounds a turn, where X = 3/4 of the wounds currently in the unit" could help (not saying that this suggestion would be the best one). Link to comment Share on other sites More sharing options...
Josh Posted March 1, 2018 Share Posted March 1, 2018 i think mortals are fine, target & threat priority creates a good game if youre removing something from the game that encourages sloppy play / people to not think as much i dont think its a good change everything is always going to have a good match up and a bad one i dont understand why you would slap something because its good Link to comment Share on other sites More sharing options...
Kirjava13 Posted March 1, 2018 Share Posted March 1, 2018 25 minutes ago, Josh said: i dont understand why you would slap something because its good Maybe because it's not fun? Link to comment Share on other sites More sharing options...
RuneBrush Posted March 1, 2018 Share Posted March 1, 2018 6 minutes ago, Kirjava13 said: Maybe because it's not fun? Agreed. One of the most important things to remember is that even if you beat them, you and your opponent needs to go away feeling they had an enjoyable game. If you rock up with a list that smashes every opponent and you do it with a megalomaniac grin and Evil LaughTM, you need to take a serious look at yourself. Link to comment Share on other sites More sharing options...
Charles Posted March 1, 2018 Share Posted March 1, 2018 The current path of travel is also just make games take longer to play. Due to the prevalence of Mortal Wounds, every new army is given an ignore save (sometimes twice) . This just leads to buckets of extra dice being rolled. Link to comment Share on other sites More sharing options...
Malakithe Posted March 1, 2018 Share Posted March 1, 2018 Conga line tactics removed..which is already happening in small steps. Balewind removed from matched play. Link to comment Share on other sites More sharing options...
PJetski Posted March 1, 2018 Author Share Posted March 1, 2018 1 hour ago, Malakithe said: Conga line tactics removed..which is already happening in small steps. Balewind removed from matched play. I would be fine with removing the Balewind... if they also dropped the price of Kroak Link to comment Share on other sites More sharing options...
Malakithe Posted March 1, 2018 Share Posted March 1, 2018 1 hour ago, PJetski said: I would be fine with removing the Balewind... if they also dropped the price of Kroak Balewind abuse is getting nuts. The only counter to a balewind is to bring your own. When you build lists around using it your just handicapping yourself in the long run Link to comment Share on other sites More sharing options...
chord Posted March 1, 2018 Share Posted March 1, 2018 2 hours ago, Malakithe said: Balewind abuse is getting nuts. The only counter to a balewind is to bring your own. When you build lists around using it your just handicapping yourself in the long run the Knight Heraldor is a counter. Since a balewind is terrain Link to comment Share on other sites More sharing options...
Kirjava13 Posted March 1, 2018 Share Posted March 1, 2018 He doots and a vortex explodes, huh? Link to comment Share on other sites More sharing options...
Josh Posted March 1, 2018 Share Posted March 1, 2018 guys this is a wish list not a complaint thread Link to comment Share on other sites More sharing options...
TheWilddog Posted March 1, 2018 Share Posted March 1, 2018 I am generally pretty happy about the current state of the game. My main want for GHB 2018 is to give a bump to the factions that are lagging behind a bit. They attempted this last year with the additional allegiance abilities and some points adjustments, but it seems to have only really aided Seraphon, Fyreslayers and maybe Nighthaunt. Giving more factions a boost can only be good for the game. Link to comment Share on other sites More sharing options...
syph0n Posted March 1, 2018 Share Posted March 1, 2018 On 27/02/2018 at 4:47 PM, Kyriakin said: Bring back the most logical faction keyword for the surviving (i.e. generic, non-character) compendium warscrolls. For example, Sorceress on Drakespawn and Dreadlord on Drakespawn get the ORDER SERPENTIS keyword. Failing this, at least make these units ally options for current factions to keep their allegiances. Basically, aside from a few individual cases, this is mostly a fillip for Wanderers and Dispossessed. Absolutely yes. Just come back to the hobby and the faction split has made it really tough to make varied armies beyond 1000 points. Constantly looking for ways to squeeze points and end up needing loads of allies for Order Serpentis. Even the battalion is poor and, might be wrong, but it doesn't have any allegiance abilities or artefacts. I guess there a many factions in a similar position. Lots of the same models upto 1600 points then go mad on 'allies' for models you would've used before! It's so stark compared to my friends' new StD army, he's spoilt for choice and combos and so on. Don't expect the same, I like my theme, but some logic is missing. Link to comment Share on other sites More sharing options...
BURF1 Posted March 1, 2018 Share Posted March 1, 2018 14 hours ago, Barbossal said: Much like how 40k borrowed from Sigmar, I think we could now stand to borrow from 40k. Hero Targetting: It's far too easy to blam heroes that are hiding behind allied units. As a Tzeentch player, if I want your mages/generals dead, nothing is stopping my wizard or Skyfires from doing so. Look Out Sir! Would be a great add. Strategems: Malign Portents has already done this, but it would be great to get strategems points to spend mid game to do things like get rerolls or activate interesting effects. Could also balance out some of the older codexes. Aside from that, army wishlisting time: Saurus Guard: 1>2 Wounds, 100>120 pts. Knight Questor: 100>120 pts Lord Celestant: 100>120 Gaunt Summoner: 120>140 Fatemaster: Command ability affects Mortal AND Gor Seraphon and Devoted of Sigmar can Ally Kairos Fateweaver: Either Replace his spell with one that's actually useful in matched play, or swap his points with the Lord of Change, because he is undeniably worse in every way. For as many problems Tzeentch causes other armies, Tzeentch heroes are a big part of the reason why we can't have the character blocking blocking rule port over and why look out sir would be very dangerous. Also why the knight questor? No one has ever used that model in the history of matched play. My wishlist: Tzaangor Shaman +20 Skyfires +20 Changehost +100 Blue Horrors +20 Brimstone horrors +20 Changeling +20 LoC +60 (Tzeentch needs to be reigned in to something sane before any real gameplay changes can be made.) Fyreslayer infantry point drops reverted Points drops for most of destruction except Maw Crusha, Huskard on thundertusk, and moonclan grots. Increase balewind Points drops for Mourngul(they hyper nerfed that thing) Black coach, vargeist, FEC characters, ghouls, Mannfred, wight king, coven throne, maybe palanquin? Points drops for lesser used skaven units like doomwheel. Points drop for Bloodwrack medusae Link to comment Share on other sites More sharing options...
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