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Showing content with the highest reputation on 06/16/2018 in all areas

  1. Say hi again to Hamilcar and Gardus.
    8 points
  2. So, while everybody seem occupied with pointless matters like rules ( ) , I noticed something : the leaked GHB points for the Stormcast mention a new Unique character (even more costly than the Celestant Prime), Aventis Firestrike, Magister of Hammerhal. He is supposed to be the guy on the new flying mount from the attached artwork. I can tell you we already heard about him ! Yes, in this MP short story : The Good and the Great, follow-up of Cause Célèbre. Amazing right ? Aventis Firestrike is apparently a member of Hammerhal's Grand Conclave (the Stormrift Conclave, based on Azyrheim's Lord of the Heavenhall). He seats there as the "judiciary representative of the Stormcast Eternals" : https://malignportents.com/story/the-great-and-the-good/ (Oh and Malendrek from this story is apparently the bad guy in the "Battle for Glymmsforge" too : https://malignportents.com/story/the-hero-of-glymmsforge/ )
    7 points
  3. So I think a reduced points balewind is far more important for us than we are giving credit. It's 40 points to give a weirdnob a second spell, +1 to save and 6" on their cast range. At 160 points that is actually quite a potent caster. As @Ollie Grimwood said the extra unbind range and his amazing bonuses to cast mean that at 320 points we can now rock a strong magic game AND have good anti-magic ability, something we have traditionally struggled against since magic is a big source of mortal wounds. The ability to save command points AND only have to IP reactively are also big buffs for us. Since it means we can have those huge turns, with the tactic @Sangfroid has been using recently (Crouching Grot, Hidden Playtester???) the 5 man Brute units are HORRIFIC. All of which is only made even better for us since smashing and bashing is now "Immediately activate another Ironjawz unit" rather than the closest, this means on those big turns we can chain combats in the perfect order rather than having a random warchanter stop us from doing so. With regards to the Ironfist, it's still going to be mandatory just the 20 points has moved from the MK onto this basically nullifying both changes for the standard IJ list. For most of us the only change will be that we get a 2nd command point for free compared to some other armies. The reduction on the Bloodtoofs means that both mega battalions are now 120 so assuming Ironsunz hasn't changed we get the extra moral/charge for the cheaper price. The command points change also makes the Footboss more of an attractive option as our only way to properly make use of the extra CP's. Hopefully we can also spend CP's to use allied command abilities because that would let us use the Great Waaagh! Boarboss from Greenskinz instead for the same 140 points. Similarly the Fungoid Cave Shaman is a fantastic in our armies now even with the Mystic Shield nerf. At -2 to hit (look out sir) and a 5++ save having one rammed right up into enemy lines on a balewind is seriously scary. Suddenly his Spore Maw is d6+6" range which is far healthier, the same is true of green-puke. Not to mention after eating his Deathcap you get 3 casts off him in one turn! This lets us actually put down a very scary wizard list (without the stupid weirdfist). Depends on what realm spells we have access to suddenly IJ could have some of the best spellcasting in the game! Another important thing to note is the Cogs spell they go on about. A +2 to charge range means that our army is now has +3 to it's charge range while Ardboys are sat at a phenomenal +5. The endless spells give us options for reach and utility we were sorely lacking before. Big G is now more viable than ever since not only is he now 540 points (?) but he doesn't eat our Commander Trait or stop us from using Waaagh! later in the game. The final thing to remember is that while we got "meh" buffs some of the other factions (Tzeentch/Fyreslayers/KO) took such a massive strapon nerfing that it actually opens up the field again. So while we didn't get super buffed, there's a solid chance that we gained position by others getting nerfed. Going to have to wait and see, I'm not optimistic but we might be overreacting a little bit.
    7 points
  4. The mist! They came from the mist! That sickening green mist emerged from the shore, and they came for us. We who bear the black spot, we are doomed. Hello! First post here, I'd like to introduce myself with a project i've been thinking around since the experimental list of the Vampire Coast, and now with the rules from the Wraithfleet (or the surprisingly similar Legion of Night) and the release of the idoneth shipwreck I knew that the moment has come. Orval Vesh is the supreme admiral of the Fleet of Bones and self-proclaimed Mortarch of the Deeps, a deathlord wannabe whose greed is only overcome by his ego. He even "assembled" his own dread abyssal, Dagonys, out of the corpses of some of the greatest creatures from the seas of the realms, like the deepmare of Cerinthgaile, athelian queen of Fuethán, or the two headed lurkinarth that hunted the deeps near the Coast of Tusks. The fleet keeps growing with the corpse cart (corpse boat?), a drowned banshee and a necromancer: a soulscryer who thought he could negotiate with the undead pirates in exchange for new souls for his idoneth soldiers. Now his own soul is trapped in the dead man chest and he is a slave of the pirates, helping the fleet in pursuing the souls of the very idoneth he swore to protect.
    5 points
  5. GW PDF Links for the Free Warscrolls for Endless Spells from Malign Sorcery Aethervoid Pendulum https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Aethervoid_Pendulum.pdf Balewind Vortex https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Balewind_Vortex.pdf Chronomantic Cogs https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Chronomantic_Cogs.pdf Emerald Lifeswarm https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Emerald_lifeswarm.pdf Geminids of Uhl-Gyish https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Geminids_of_Uhl_Gysh.pdf Malevolent Maelstrom https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Malevolent_Maelstrom.pdf Prismatic Palisade https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Prismatic_palisade.pdf Purple Sun of Shyish https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Purple_sun_of_shyish.pdf Quicksilver Swords https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Quicksilver_swords.pdf Ravenak's Gnashing Jaws https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Ravenaks_gnashing_jaws.pdf Soulsnare Shackles https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Soulsnare_Shackles.pdf Suffocating Gravetide https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Suffocating_gravetide.pdf The Burning Head https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_The_Burning_Head.pdf Umbral Spellportal https://www.games-workshop.com/resources/PDF/Downloads//ENG_Malign_Sorcery_Umbral_Spellportal.pdf
    5 points
  6. "I don't know why do you insist on me wearing helmet! Maybe that Gardus guy would need one, but I, Hamilcar Bear-Eater, I'm too tough to be possibly wounded by arrows or bullets. They would just bounce off my handsome face."
    4 points
  7. That's a bit wishful or hopeful, isn't it? Who says what a good player "should" be doing? They can play however they like, and maybe one reason they are good players is that they can spot armies that are better and get even more out of them than average players can. I don't fault a good player for not lowering himself or herself just for a challenge. Edit: Actually, I would be somewhat upset if my opponent in a competitive game deliberately chose options he or she knew to be weaker. it's like them saying "I can beat you without really trying, so I will go down to your level." Rather insulting, actually.
    4 points
  8. There's no such thing as rat-men
    4 points
  9. So copy pasted from Reddit: Spirit of Durthu: 400 to 380 (-20 points) Kurnoth Hunters: 220 to 200 (-20 points) Spite Revenants: 80/420 to 70/360 (-10/-60 points) Dreadwood Wargrove: 200 to 90 (-110 points) Forest Folk: 110 to 140 (+30 points) Forest Spirit Wargrove: 160 to 140 (-20 points) Free Spirits: 90 to 120 (+30 points) Gnarlroot Wargrove: 180 to 130 (-50 points) Guardians of the Alarielle: 220 to 200 (-20 points) Harvestboon Wargrove: 200 to 100 (-100 points) Heartwood Wargrove: 160 to 80 (-80 points) Household: 70 to 100 (+30 points) Ironbark Wargrove: 160 to 80 (-80 points) Lords of the Clan 110 to 100 (-10 points) Oakenbrow Wargrove: 180 to 80 (-100 points) Sylvaneth Wargrove: 200 to 80 (-120 points) Winterleaf Wargrove: 200 to 90 (-110 points)
    3 points
  10. What I also see is that you can get 2 greatmaces for every 5 models instead of 1 for every 3 models. Combined with the fact that you still get the free upgrade on the champion you can have a unit of 10 Sequitors with 5 great maces for a total of 11 "3+ 3+ -1 rend Dam2" attacks making them quite killy and easy to use.
    3 points
  11. It'sbit of a stretch to compare Warhammer to competitive sports. I would say that most players play what ever they fancy and the players that play the most powerful list just because it's the most powerful are not so common. Of course people play armies that have chance of winning, but buying and painting army just because it's the best in latest meta is only for few people.
    3 points
  12. I would disagree here. A stronger opponent that values player skill in winning should be challenging themselves to be better players constantly which they are not doing by playing against a weaker opponent with a stronger army. As the weaker opponent will not be capitalising on their mistakes making the stronger opponent become lazy when playing an opponent of equal or greater skill. Taking a 'handicapped' army will ensure that they are not relying on any crutches that they may be dependent opening their understanding of the game so more list building building options will be open to them and they will be more likely to be able to find the list that drives the meta going forward. Therefore, crushing weaker opponents helps nobody but someone who needs their ego stroked as the weaker player is more likely to quit the game in frustration instead of growing their skill over time and 'getting good' and the stronger player wastes their time and effort because they were not able to match wits with their opponent on an easy win that was not in doubt before the game began.
    3 points
  13. Eh, the old way, which could result in a blob of midels far removed from one isolated model far away standing in some aura range was distractingly gamist. The split unit rule isnt great, but imo its an improvement on that.
    3 points
  14. Um, Ironjaws looks great compared to some of the other adjustments out there. On first pass, they have a number of very strong builds. I'd encourage people to dig through the battalions and give everything another look. They have some potent tools in their arsenal now and a number of those combos have been discussed here. They are in a strong position moving into 2.0.
    3 points
  15. I don't think continuing to go over the same point is going to add much to this thread.
    3 points
  16. Great job, Sigmar. Sends Stormcast to find Alarielle - Stormcast lead the hosts of Nurgle straight to her doorstep. Sends Stormcast to find the last surviving Deathgod - Stormcast reveal the god to Nagash. Apparently godforged giants in huge suits of flashy icon laden armor are not well suited to clandestine missions. Who would have thought? Mocking Sigmar aside (he deserves it :P), another great story. I do not think these are the background of any specific Nighthaunt, but another look at the Underworlds in general.
    3 points
  17. As an aside, . I don't get this 'replacement' & 'this unit is worthless' talk. I see what people mean - in a vacuum, objectively, some units with similar functions are better in a competitive environment. So if your main concern is that competitive environment, get those units. There will always be shifts with new releases. New stuff will always be good. You guys are playing SC - so if you want to be the best, get the best. But I get the feeling that the majority of people complaining aren't the top players you see winning a bunch of tournaments and I say that only because those types just tend to pick up the best units and get on with their winning. In my experience, that's what the best do. They may not even build or paint the units. Or they rush it. 3 colours minimum including the base exists for a reason (and for me that's a ludicrous 'minimum standard' for an army, often a single basecoat and a shade above grey/undercoated). Some people are in it for the gaming only. By all means if you're an average joe (like me) and want to finish bottom 30 instead of bottom 10, you can take your sequitors and optimise below the mid tables. You can do that, you can feel a competitive urge and have a competitive drive but still not have a grasp of what all armies do, what mechanics do etc. Maybe you make mistakes during the game. That's just normal unless you devote tons of time to the game. So at that level - the level of the majority - optimisation plays a part too. Again though, just get the best if you want to do well. I'd argue, that the flavour and fun of your army is far more important unless you're realistically challenging for top spot in a tournament. Or maybe you're into narrative and open. In which case how can a unit be better than another based on points and efficiency? So the way I see it is you've two options (and I'd love to read a third or fourth or fifth from anyone who feels I'm glossing stuff over): 1. Be competitive - find out the best, get the best, try to win. 2. Be about variety and fun - play with what you like.
    3 points
  18. Hi everyone. A short while ago I was asking how you the TGA community would like to help support the running costs of the forums. One of the ideas was sponsorship, and while we don’t have any direct sponsors or adverts on TGA, we are an affiliate of Element Games. What this means is that when I recommend Element Games, and you click the link before buying, I earn a commission . I signed up for this because I am happy to promote Element Games. I use them for all my hobby purchases and have only ever had amazing service. So get yourself some great savings, and at the same time support TGA by clicking the image below to get your AOS preorders Thanks for supporting us!
    2 points
  19. Assuming the now-available information is correct, we can now do some nice comparisons between LoN batteline options. I'm only going to focus on basic battleline stuff here, not subfaction specific battleline. I'm also going to ignore zombies for the moment because I'm fairly certain that they stack up poorly against the other options. I'll be doing offensive and defensive efficiency comparisons. Note that for offensive efficiency a higher number is better, but for defensive efficiency a lower number is better. OFFENSIVE EFFICIENCY Offensive Analysis: Chainrasps are the most offensively efficient option for small squads, although Dire Wolves are close on the charge. For large units, under realistic combat scenarios Dire Wolves are very inefficient while Chainrasps are mediocre compared to Skeletons, which are better even without a hero in range. With a hero in range they are by far the best on offense. Under ideal conditions, the Chainrasps close the gap slightly but the Skeletons maintain a solid lead. Note that it's a lot harder for a unit of chainrasps to achieve ideal conditions than it is for Skeletons to do so. DEFENSIVE EFFICIENCY Defensive Analysis: Against rend 0 and mortals, Chainrasps and Skeletons are identical but Chainrasps are far better against rendy attacks. In small unit sizes, Chainrasps actually beat out Dire Wolves against high rend, but Dire Wolves are better against rend 0, 1 and mortals. With access to a Corpse Cart, Dire Wolves blow the rest of the options out of the water. INTANGIBLES Skeletons and Chainrasps both benefit from being good platforms for buffs, although in a LoN army I strongly suspect that Skeletons will be more buffable. This is particularly true for Grand Host and Legion of Night. Skeletons also get to debuff enemy bravery with their banner. Skeletons can also benefit from cover. Chainrasps, on the other hand, are quite a bit faster and can fly. However, they cannot benefit from cover. Dire Wolves are by far the fastest of the lot and take up more space on the board (which can be a good thing and a bad thing). They are also less vulnerable to battleshock. CONCLUSIONS Skeletons and Dire Wolves both still have a clear niche. Dire Wolves are the best defensive option, being both defensively efficient and fast. They also take up the most space, which tends to be desirable in a defensive unit. In large units, Skeletons are the best offensive option by far. Chainrasps are in an odd place. In small unit size situations they clearly beat out skeletons but lose to Dire Wolves. In large units their 1" range becomes awkward and causes them to lose out quite badly vs. Skeletons. Meanwhile they are still worse than Dire Wolves on defense. That said, comparing 40 Chainrasps vs. 30 Dire Wolves may not be quite fair. The main reason here is the new summoning abilities. It's going to be very difficult to fit a unit of 30 Dire Wolves into a single gravesite, while 40 Chainrasps can fit pretty realistically. It may turn out that the tactical necessity of clustering your gravesites in order to bring back a huge block of Dire Wolves becomes a serious impediment to using that warscroll in a massive regiment. In that case, it's more fair to compare the defensive efficiency of 40 Chainrasps against small unit sized Dire Wolves. In that case, they compare favorably with no Corpse Cart and are mostly a wash if a Corpse Cart is present. EDIT Now that we have the warscrolls for some more of the new units, I'd like to add a couple more things. I don't quite see the point of Glaivewraith Stalkers at the moment. Their unit size is really strange and there is really nothing remarkable about their stats: Glaivewraith Stalker offensive efficiency (charging/not charging): .067/.044 Glaivewraith Stalker defensive efficiency: 7.5/7.5/7.5/15 So on offense they are only slightly better than Dire Wolves, and slightly better than Chainrasps when charging but much worse when not charging. On defense they compare very poorly with all of the basic options. I really don't see the point in them at all unless they get some very specific and very large buffs from something that we haven't seen yet. ***NOTE***: all offensive calculations after this contain a weighting system I devised that takes rend into account. Rend 1 attacks are multiplied by 1.33, Rend 2 by 1.66 and Mortal Wounds by 2.16. These weights are slightly arbitrary and may be incorrect but they are based on solid reasoning which I'll be happy to explain if anyone cares. Myrmourn Banshees are somewhat interesting: Myrmourn Banshee offensive efficiency (full sized unit with dispel/without): .061/.12 Myrmourn Banshee defensive efficiency (full sized unit): 8.75/8.75/8.75/17.5 Defensive efficiency is very poor, while offensive efficiency is unremarkable unless they've unbound something. Their unbind is shorter range but it does get a potentially hefty bonus. Normally I'd write these guys off as a niche unit, but their relatively high value attacks make them a good platform for buffs and the fact that they are summonable is huge. They will be pretty easy to destroy, but they will also be easy to bring back and will generate a fair amount of value by being brought back. Grimghast Reapers are the most interesting of the new warscrolls IMO. The natural comparison is against Grave Guard. I'm only going to put the math in here for Great Wight Blades as that's the most common configuration for GG. As both units have similar reach (2" but 32mm bases for the reapers, 1" range on a 25mm base for GG) I'm not going to bother with handicapping large unit sizes for realistic number of models in combat. Just keep that in mind when comparing to other units listed above. I'm also going to assume single wound targets for the Death Knell ability, so Reapers will be very slightly worse when fighting multiwound models. Offense Grimghast Reapers (Max size, vs 5+ models/vs <5 models) - .116/.080 Grimghast Reapers (Min size, vs 5+ models/vs <5 models)- .107/.079 Grave Guard (Max size, Great Wight Blades) - .107 Grave Guard (Min size, Great Wight Blades) - .102 Defense Grimghast Reapers (Max size): 6/6/6/12 Grimghast Reapers (Min size): 7/7/7/14 Grave Guard (Max Size): 9.33/11.67/14/14 Grave Guard (Min Size): 10.67/13.33/16.67/16.67 Against units with 5+ models, the Grimghasts are better than Grave Guard on offense. Against smaller units they are worse but still pretty solid. Meanwhile, on defense the Grimghasts are actually pretty respectable particularly against high rend (as you'd expect) albeit weak to mortal wounds. Grave Guard on the other hand are absolutely miserable against everything. Both units are summonable, but it'll be a bit easier to return 30 Grave Guard than 30 Grimghasts due to the smaller base size. Both units are good platforms for buffs, although it's a bit easier to buff Grave Guard in Grand Host. Grimghasts are also reasonably fast and can fly. Basically, Grimghast Reapers have offense that is at least generally on par with Grave Guard but are way faster and way more efficient on defense. They seem like a very strong candidate for use in Legions of Nagash lists. They are particularly interesting in Legion of Sacrament and Legion of Night, both of whom lack an obvious hammer unit. Legion of Blood has Blood Knights and Grand Host has either Morghasts or Grave Guard (with the diadem/lord of nagashizzar combo). Grimghast Reapers could be a great solution for Sacrament and Night.
    2 points
  20. I have a terrible reputation for keeping up with my contracts but reports and marking always get in the way. I want to try and paint my Malignants box set in preparation of Soul Wars, I also want to finish painting my Lord Relictor This is my pledge for the rest of June
    2 points
  21. Heroes can count towards Mortal Khorne, but you have only 2 slots left anyway. My version is different: Skarr and the Lord are part of the Bloodmarked Warband alongside the StD units and 2x Reavers. If realm armies and the new spells become a thing, I'll probably use the lens from Hysh (negating Mortal Wounds from spell in 6") as 3rd item. I'm still unsure what the best units for MSU are, but this will probably take some testing.
    2 points
  22. Yes-yes! Finally that pesky Hamilcar-thing has fallen into the clutches of the great Skaven empire
    2 points
  23. Will this new chamber get new special characters? edit: Found this on DakkaDakka from the user, Insane Ivan.
    2 points
  24. Great work starting this post @Rock Lobster what @Malakree is referring to is that I have been using #BRUTES for a while now as multiple units of 5 under the premise that I’d rather waaagh and get the extra attacks (but occasionally suffer battle shock) than have a big until of 10 or 15 that have to be babysat with inspiring presence. (The new change to command abilities and the rumour of the new “Golden Toof” may change this again btw....) and no I’m not a secret play tester (I wish!!) yesterday I was a bit negative but as the day progressed and I thought about it I’m more sanguine about it now and can see that for one thing we now have a few more build options (even if our relative Tier power remains unchanged) One highlight for me is the weirdfist is now viable not just because ardboyz at 160 mean you can go 3x10 or 1x20 (as well as 1x30) but also because it gives us one of the very few casters that can do a spell from outside of the 30” new dispel range (Morathi is another) Balewind down to 40pts and suddenly you can sit 36” away +3 to cast and only need 2 out of 5 dice to be 1,2 or 3 and it cannot generally be dispelled (slanns can). That’s a better than average chance to roll and also arcane bolt (conservative choice) auto cast and easier to roll the 10 cast roll for extra wounds AND a foot of gork each turn again 7+ Cast roll so average chance. That’s pretty massive I think, add in a fungoid or similar to be your endless spell bot if you want to take them. Also gives us command point, artefact and 6 unit down in a drop. Something like this: mawkrusha (golden toof if this gives auto BS pass) weirdnob (or golden toof here and a weapon on mega boss) fungoid warchanter 10 brutes 10 brutes 3 x 10 ardboyz weirdfist balewind = 1960 (so room for another 40pt endless spell, altogether now, NOM, NOM, NOM ?) ardboyz can screen characters and brutes while trying to save up command points to use later for 2 or 3x waaagh with the Krusha and 20 brutes. 4 drop army too! The brutes and Krusha at the key time with an extra 2-6 attack’s each will procc the smashing and bashing and ruin an opponent, the weirdnob just targets the key ranged or magic threats Edit: unsaid but being able to be out of dispell range for Nagash or similar “super” caster and put the hurt on early could be massive, it’s no unreasonable to imagine with average dice rolled your hitting out maybe 10 or so mortal wounds but without limit if you get really lucky
    2 points
  25. Oh man, you know you ****** up, if the "wrong" version is actually better than what you intended... It is depressing to see that there will be another year of factions with good battalions deciding who is going first by default. I'll never understand why they did not abolish this whole "deploy the whole battalion in one go" part.
    2 points
  26. Also one more spell you have to cast to get it back... and you paid points for it, your opponent didn’t. its certainly not the worst endless spell but I can’t see it being used competitively outside of metas with massive amounts of shooting AND small elite things to be protected worth a significant investment of points and spell casts. anyway, off topic for an AMA thread. Need an endless spell discussion thread
    2 points
  27. The realm stuff (spells, artifacts and effects), some battleplans and Grand Alliance abilities/artifacts are in the Core Book. In my opinion, if you are not getting the starter set, it's not worth it. There are other ways to get those couple pages... TBH, this whole, Malign Sorcery, Core Book and GHB thing this year feels like one giants ****** move. I can see similarities to The Hobbit, one movie would have been packed and probably difficult to manage, two would have been fine, but three was just a cash grab.
    2 points
  28. 2 points
  29. Boats got cheaper Wizards can ally Navigators got cheaper 3 for you there Plus 4 more bonus things I thought of for you Realm artifacts and command abilities Less Balloon spam (as wardens went up) Admiral cheaper brock Cheaper
    2 points
  30. You choose what realm your army is from for the purposes of artifacts (not spells, they’re based on what realm you’re fighting in) They work exactly like any other artifact tables other than that. So extras from battalions can be chosen from these tables too, no limit. Unless I’m missing something, but I don’t think I am!
    2 points
  31. Page 99 of the thread for when we note the death of competitive Daemon Tzeentch. How you tease us Changer of Ways!
    2 points
  32. Imagine if Ironweld Arsenal become some sort of 40k Knights. With steam tanks, cogforts, steampunk shootink walkers on 2 legs...oh boys...
    2 points
  33. The miniwargaming guys ramble through that whole part and didn't even read the whole rule. I don't regard the Community Twitter feed as an Official Ruling. I'm Old Skool. Those two sentences are being read as Propositional Logic statements. That last one is constructed as an imbedded If/then statement which has a very specific meaning (in addition to being fairly complex sentence construction.) You can never grab one part, either the If or the Then clause, and consider it independently of the other. Finally, in order to reach the conclusion that first turns are handled the old way, you must ignore the first sentence. That's inconsistent. Why doesn't the first sentence carry any weight? I'm totally willing to concede that the RAW and the RAI may be different, but if that is the case, then they surely did mess it up. https://en.m.wikipedia.org/wiki/Logical_connective
    2 points
  34. Sweet lord, this is turning into the moanfest of AOS2. This used to be one of the best threads on the site, now its really being dragged down Turn it around guys look at all the great positives from the changes, don't focus on the stuff that you dont like.
    2 points
  35. So far nobody is talking about the buffs to their armies. Maybe I lurk in all the threads for naff armies but I'm ok with the changes in general. It will take some reworking of my list but I'm excited by playing. Looking forward to mixing in a few spells and generally just waaghing my way through 2nd If Warhammer weekly says there is good lists then I trust them
    2 points
  36. They didn't increase the point of the slann at all, which you would figure they would since he is the summoning unit. So, yeah. In a tournament, points are usually awarded by how badly you beat your opponent. A tough fought match between two great players can lock both out of the top ten, a blow out moves you to the top tables.
    2 points
  37. Would love to support. Do you have a similar relationship with a reliable US retailer?
    2 points
  38. So if my "Just Play Better" thread is any indication, I'm not the type to skim over something that looks real bad without at least giving it some solid testing (even if it tragically proved to be correct). **snip** The rules turned out to be different than I knew about at this point, so edited out.
    2 points
  39. Having hit scroll capacity for my Battletome (15 unique warscrolls, not counting Battalions) and whilst waiting for parts delivery I've instead started looking at generic destruction characters not unlike the Harbingers to add some flavour to the destruction alliance. Bringing back a little bit of the old character to a very specific Maneater conversion (Paymaster+pistols from the mournfangs). Designed to integrate with the new command point system as a resilient short range shooty utility hero.
    2 points
  40. I don't know about anyone else, but I've always viewed Bravery as a simple term for a unit's leadership abilities in the heat of battle. As someone alluded to above, although in the rules it's simplified to 'the models run away', I like to think it's a little bit more complicated lore-wise. For example, if a Battleshock check is made on a unit of Arrowboyz that just got shot to bits that turn, the models you lose are definitely models that have run away. If you have a unit of Phoenix Guard in a desperate fight to defend an objective, in my mind those guys aren't running away. A failed Battleshock test that results in models being removed is representative of a breakdown in communication and leadership in the heat of battle, some of the warriors being isolated and overwhelmed by the enemy. The same can be true of Stormcast. Despite their seemingly heroic nature, it still takes leadership and discipline to stay alive in battle. A failed Battleshock test is a momentary lack of that discipline. Perhaps one or two of them made a foolhardy move to defend their comrades that cost them their lives, or perhaps the fight got so savage that others were lost. Looking at it this way took the sting out of some casualties in my narrative games.
    2 points
  41. Adeptus squikus and their knightly ratty legions.
    2 points
  42. That was a nice story, especially because of all the subtle ways reaching Realm's End in Shyish tamper with one's mind, memories and perception of the flow of time, Shyish being a place where time doesn't necessarily bring to death, and what's a life lived but a collection of memories. Nice concepts behind the narrative. This is what I want, high concept worldbuilding, and not fights and battle scenes.
    2 points
  43. I guess there are a few factions that need a tome and not a new edition to be relevant again and BCR are one... ... but the increase of 40 pts for skal has me in stitches. Like someone has thought "it's time to sort the massive skal problem out, no more shall the skal rule BCR lists or tournaments!" In reality it's because it's a cheap way to get a command point but STILL. It's funny to me.
    2 points
  44. Consider the whispers on the winds of Ironjawz phase 2 in the near future. Perhaps changes were made/not made because of the impact new models/rules will have.
    2 points
  45. I'm struggling with the same thing. Was hoping for bigger drops. There are a few good things though: Chronomantic Cogs giving +2 move +2 charge is very nice. Multiple command abilities could be very strong with stacking Mighty Waaagh, Waaagh, and the Greenskins Waaagh. Golden Toof and Boss Skewer are much better, and there is a chance some of the malign spells and artefacts could be great fits. Less people are going to daisy chain long lines of cheap chaff roadblocks because of new battleshock rule so there is potential we could actually attack an important unit. While more point drops would have made the army as a whole more competitive, I don't think any of our units are that overpriced on their own. I think the problem is that we don't have the basic tools that most armies have, all we have is melee hammers. I don't think we will ever be a good army until we get more units that allow us some range or some flying.
    2 points
  46. Well to counter what you just said. First - not everyone brings an Admiral. Second, since every character can use Command Abilities, you can get far better coverage. Frequently our characters/units are split up on the battlefield, so having Battleshock benefits wherever we like You say "only two units" like that's a big penalty. We have a small battletome - two units are a big deal. Especially when those two units are among the most powerful we can field. Folks who still Clown Car will be happy rerolling Charge rolls for Riggers, when they are trying to hit something 9" away. How many tournaments will use Realms? My guess would be all, since all signs point to Realms not being an optional part of the game now. Realms are like Terrain effect rules - the default setting is that you use them, especially if Endless Spells are allowed, since they are closely tied together. Additionally, the few that they have shown seem quite useful. Chamon grants a 6+ Ignore Wounds save. How many times have KO players complained about not being resilient? Now you have a fix if necessary. Typically I am a fairly cynical person, and am not terribly comfortable being the force of reason/positivity. But the level of vitriol amongst KO players is really discouraging (especially since we haven't seen any errata yet), and is forcing me to speak to this. Do you people not see what you have wrought?!?!?
    2 points
  47. I got 99 problems but the fluff aint one
    2 points
  48. Why not both? I think it's the most overlooked quality of Age of Sigmar. Here's what I would do: Get a retributor gold spray can. Get the sancrosact models painted up quick and expand that with wanderers/free guild to a thousand points. Now get that chosen faction up to 800 so your stormcast are your allies. Now get 200 points of the other faction. That is relatively easily done, 1K games are amazing fun already and you can actually already play. Build the 200 pts faction up to 800 points and now you have a second army you can play and it allows you to play both allegiance abilities of Wanderers (great tactical army with movement shenanigans) and Freeguild (an army that excels when supporting itself and functions as a whole). And then you add on until you get the army with your favourite playstyle up to 1600, with 400 points of allies from the other faction and vice versa. I would start with getting the faction up to 800 that you will paint the fastest. Doesn't matter if it's because of model count or just sheer excitement but from that point you actually can play and will know better what you are choosing. From a personal experience. That's what I did with Daughters of Khaine. I had a sizeable army of Darkling Covens but no witch elves. Daughters of Khaine was announced. I added about 300 points of witches to play 1,5K games. expended that group until I got to 800pts with 200pts of Darkling Covens allies. Which allows me to play the stuff i'm painting, getting a feel for what i'm missing and it keeps me excited for the project. At least this works the best for me Hope this helps. And about the Wanderes vs. Free Guild. I'm guessing there will be a human order faction in the future somewhere so that might exclude whatever you paint now or be a fantastic expansion to it. There's no way to know. I don't expect them to redo wanderers though. So what you see there is most likely what it will be. Maybe a Daughters of Khaine redo if you're lucky. So I think I would start with the Wanderers, the playstyle is exiting, the models are still super cool and fit AoS (magical flaming bows anyone?) and based on the current points it looks easier to get them up to 800pts so you can start playing with the allegiance abilities.
    1 point
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