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  2. I've pledged my oaths to the gods and secured my darkoath box! Excited to paint up a force of barbarians. Only downside is having to wait 2 weeks to get them!
  3. Yes they would be perfect for some formation style boxes. Same with Gitmob, Spiderfang. Maybe even do a multifaction Bonesplitterz unit for IJ and KB just to keep their spirit alive.
  4. I‘ll skip this box. All I need is the riders and the beast. At 124€ incl. discount there’s just too mich trash paper I am supposed to pay for.
  5. Great post! But we all know that some factions will have their battletome almost at the end of the edition cycle, so they are stuck with the index for a long time. The index system is a great tool to do a rules reset, which I agree was needed with AoS 3rd. But they could have easly done a Grand Alliance book as TOW did with Forces of Fantasy and Ravening hordes, which are full armylists with loads of options and still arn't many pages. But it's a business thing, if they provide the full package at start, they can't sell a battletome each edition... But the biggest problems I had was the meaningless of heroes, especially foot heroes. This doesn't seem to be fixed with the rules we know sofar. Infact if there are no specific rules for foot heroes, they will even die quicker as it seems that lethallity in melee is increased. The amount of melee damage a Krogixor unit can unleash against infantry is insane. 3 Slaugherpriests versus 3 Krogixors, is three very dead Slaughterpriests. 😉 So one Slaughterpriest will not live long in combat, while he has to be in combat range to use his abilities and ofcourse as a chosen of the god of war it fits thematic to be in combat, sadly he will be the first one to die. TOW gives a lot of options. It's not only that. I don't agree with your claim that it doesn't push you in a direction First your wizards aren't clones, they are individuals, that dabt in different magic directions, an illusionist, a battle wizard, an elementalist and etc... It creates immense potential for background stories, to make your wizards unique. In AoS, the wizards of your army all studied the same thing. It's just wizard 1 and 2, or maybe even wizard 3. Nothing special about it. They all have acces to the same spells. Perfect replaceable and zero tactical choice for where to place wizard 1 or 2, as they are clones all knowing the same stuff. Its done for tournament players, to have maximum control over the game and to speed things up. But for immersive playing, less competitive gaming wizard 1 and 2 are soulness clones. This was always a bit of a problem for heroes with AoS, as there was almost no customization for heroes, but now with magic the doubled down on it. It was cool to have CoS Aelf and human wizards that aren't clones of each other in your CoS army. Ofcourse we still have to see the warscrolls and I am still hoping to see a lot of different types of wizards in CoS. I love the Alchemite Warforger and I hope to see more of this kind of differentiation. I want to see CoS wizards from different realms, that control different elements. I don't want generic wizards that all know the same spells. But for that it is to early, but from what I saw so far, I do fear a bit for that.
  6. We check out the new Darkoath Army Set in our full review and unboxing https://spruesandbrews.com/2024/04/20/slaves-to-darkness-darkoath-army-set-unboxing-and-review-warhammer-age-of-sigmar/
  7. Does anyone know when the next Big Preview show is? Beginning to feel an itch for new models 🤣
  8. Exactly, they are chosen of Khorne, the god of war, hate, rage, martial prowness and etc... + and the mini's are huge. And most importantly they are heroes. Have you seen the Slaughterpriest mini? The Kroxigor isn't twice the size at all. In AoS 3rd almost no foot hero could have a chance to a Kroxigor. Not even a Soulblight Vampire or Chaos Lords. The most combat orientated heroes by fluff. I hoped that this would change with 4. A bit more attention, combat prowness and survivability for foot heroes. Foot heroes mean nothing in AoS. They aren't heroes. They are babies that have to avoide combat. If they enter melee, they are dead and they are "currently" with the rules we know sofar even easier to kill, as you can't force the pinned enemy unit anymore to divide its attacks. So you can't minimize the attacks back to your hero anymore. We will see when we know the rules for human heroes, but in AoS 3rd, all foot heroes have more or less the same stats. Again, the Khorne priest is a chosen one of the God of war. It are heroes, legendary figures that rised to such a status. Foot heroes are weaklings that have to avoide combat and from what we seen now, melee is even more lethal. The Slaughterpriest can't survive one round of combat, and to use his abilities the best he has to be almost in combat. It's a bit ridiculous. I can't be the only one that finds foot heroes really underwhelming in AoS? Chaos lords, Vampires... weakling is combat.
  9. They could bring back the Syll'esskan Host, the original fourth subfaction for Hedonites.
  10. A Firebelly update would be so damn epic. All it takes is a new Priest and 2 new units or even just a sprue upgrade kit for the NEW Gluttons and Ironguts!!
  11. Today
  12. I must have missed the bit where they said four battle formations apiece for each faction. So that means Hedonites will go from three up to four? Oooh. Well, that's intriguing. I wonder what it'll be...?
  13. I guess I don't agree with that, even as a khornate warrior-priest, it's a shirtless buff guy trying to fight a dinosaur, that doesn't seem like a battle he should be winning under most circumstances. If various wizards and priests get good melee profiles, it means actual combat heroes will either look lackluster in comparison or have to have heavily inflated melee profiles themselves to compensate. (Which, granted, maybe that would be fine, we haven't seen any frontline hero scrolls yet.) But I'm fine with priests and support heroes being fairly pillowfisted, they've got better things to be doing. The slaughterpriest still hits considerably harder than the average human, which seems about right to me.
  14. I think there's a general feeling that something like a Slaughterpriest should have a chance of sticking it to a Kroxigor.
  15. I like that they've made Priests and Prayers quite different now, and they're not simply wizards-who-aren't-really-wizards anymore.
  16. I would love a firebellis concept army and we are in asqhy the realm of fire 🔥
  17. I personally suspect Cities will see something like "Spell Lore: Light and Shadow", containing Pha's Protection, Mystifying Miasma and Tenebrael Blades, which will then all still be locked to HUMAN and AELF in the individual spell rules.
  18. From how it is written, the Priest is the one that gains the ritual points. So, I think that you are right about how this works. Priest (2) seems to be the soft spot for chanting shenanigans.
  19. Maybe GW will just delete dwarves and get dark aelves moved to DoK index?
  20. I too am quite hyped for 4.0. 3.0 rules never grabbed me as much as 2.0. Admittedly I hardly play but I liked the simplicity of 2nd ed, it seemed like a refinement of the 4page rule set of 1st. 3rd seemed to over complicate things with a return to a comparatively massive rule book, but maybe that’s on me for not playing often enough to be familiar. The minis are the main thing for me, editions come and go. The reality is that even if 4.0 is the best rules ever it will be gone in 3yrs time so I won’t worry overly. I love that in the community you still have people playing 2nd & 3rd ed 40k. I’m sure in time people/groups will play older editions, perhaps more so with the removal of certain armies.
  21. KO have aetheric navigators for at least unbinding enemy spells. And I hope they will remain spell in the bottle to have access to endless spells. Also, I don’t know about allies system in 4th edition, yet if it is still there, we can access allied wizards and at least them taking common lores. Just a guess though.
  22. Those Ogors are awesome! Thanks for sharing here.
  23. Just a detail but the slickblade attack bonus is against 1-3 wound targets not 1-2, so they dont fall off yet here. It's the hellscourge striders and daemon seekers who have the 1-2 wound range.
  24. Yeah I think Firebellies can keep their place(and even be built on for a Aqshy unit*) despite just having Gut Magic. Just move their powers to ranged flame attacks with the “can shoot in melee” rule(if Flamethrowers aren’t a universal thing) and one Spell Lore as a passive ability(like Billowing Ash reducing enemy hits in a bubble around him) and they can be extremely useful in the next edition. Then if they get an Aqshy themed unit they can do something fun like if in range of eachother they “stoke the flames” to increase the effect of flamethrowers & ash passives. *on that I forgot to post this in the “ideas for Ogors thread” but saw this fantastic Jungle Ogor army last month and would love them to be a new Gutbuster theme for both the hot tropics of Aqshy And all the vicious jungles(both natural & Realmshaper formed) in Ghur: But also I hope while in Aqshy we stop by the searing arctic & crackling ice coasts of Cotha for a new Beastclaw Raiders Everwinter priest(pretty please, GW. Be cool. 🙏 ❄️)
  25. Funny enough the Firebellies do have a strong connection towards Aqshy and the Fyreslayers as per the Soulbound and the Warcry Fyreslayer lore Don't see them being a full out subfaction but it defiantly a concept they could expand on and make like 2-3 units
  26. Slaughterpriests and Weirdnobs aren't able to stand up to Kroxigor twice their size under the current rules, I don't see why it's a big issue if they can't in 4th edition.
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