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Beliman

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Everything posted by Beliman

  1. I think that will be the standard for all armies: Two abilities (or less) for low-wounds heroes and move on. Of course we are going to see some others like Wardokks, but I think they the exception of the rule. Time will tell
  2. Yes of course. I know some of them are already in AoS, but they are just anecdotes or a shadow of what they can be used for, but I will list the first ones that come to my head. I'm pretty sure that there are a lot more: Auto-Hit and Auto-wound: Vanari Bladelords, it's a mechanic that should be exploited. Ex.: To Hit Rolls of 6 Auto-wound the enemy. Bonus dice: Add one dice, and then discard the lowest Ex.: Instead of 2D6 to charge, roll 3D6 and then discard the lowest. Minus dice: Add one dice, and then discard the highest. Ex.: Instead of 2D6 to cast an spell, roll 3D6 and then discard the highest. Fixed defense: Abilities that ignore/reduce/have a bonus to enemies rolls. Ex.: Wound rolls of 1-3 are never successful. Table edges: Each number of a dice roll points to one edge of the table. Ex.: Ambush mechanic. On a 1, nothing happens, on 2-5, your units come from an specific table edge, on a 6, you chose the edge where they come. Change "Ambush" for "tidal wave" spell that hits all units within 9" of that edge. Confronted dice: What we have as a starting roll. Ex.: My Hero will attack first if He/She wins a confronted roll vs your engaged Hero. Conditional bonus to Movement/Roll: Add Dice/Movement if a units move over a Terrain Feature/Quarter/ Within X" of an enemy/etc... Ex.: Add 1D3" to your run roll if the movement for that unit passes over a Terrain Feature. (Non-dice related) Attack Last Weapons: Strong weapon profile that can only be used if the unit attacks at the End of the Fight Phase. Attack First Weapons: Fast/Weak weapon profile that allows the unit to attack at the Start of the Fight Phase but only with that weapon profile. Sniper: Ignore Look Out Sir/Cover/Garrison rules Anything Bravery-related: Whatever that is not a roll to remove models or that can be ignored. Bonus for targeting X role: Instead of having bonus versus other GA alliance or a specific keyword, add X to your To wound/Hit/Save/Spells/Prayers/whatever when targeting/being the target of/by a specific Role. Ex.: Add +1 to casts to your Mystical Shield when you targer a friendly battleline unit. Take in mind that some of them can be expanded in a lot of diferent ways, but I tried to simplify as much as I could.
  3. Unpopular Opinion: I think that GW is not using all the potential mechanics for a game that uses 1D6 dice, even if it helps the game being faster and brings more interactions between players. Instead, we have a mix of basic mechanics (add +1 to something, re-roll 1/dice, and add X", etc...) and complicated interactions.
  4. Yep, we have access to the generic and special triumphs!!
  5. That would be a dream. With maybe a new Hobgrot hero and a new troop/cavalry... Btw, the Hobgrot from the Underworlds Warband is awesome!!
  6. Battlelines and subfactions in kruleboyz are really an step behind the whole 3.0 design. Instead of having a lot of cool kits to buy, we are just fishing for boltboyz/guttrippaz from Dominion or buy a few boxes.
  7. Ummm, maybe I'm wrong, but the problem you are talking about is the "meta"builds used in competitive environments, also known as Cookie Cutter Lists. I mean, that's the price you pay to jump on the competitive bandwagon , the arms race between friends that ends with a perfectly optimized builds that always follows your local meta. I'm not saying that's wrong, a lot of peope likes to find "meta-breaker" combos or just clash their perfect lists, but that's exactly what we always had: 1-dropZilfin lists, Changehosts lists, Anvils of pew-pew-pewhammer lists, triple-keeper matrioska, etc... I imagine that Dragons Rampage or Stormcasts Pew-Pew-Eternals are going to be good candidates to join the "meta" lists. Even if I was one of them in 1.0, (60 arkanauts, 20 thunderes and 32 balloon boyz...), it wasn't for me. But I understand why some people loves (and follows) the competitive scene and I really respect their dedication.
  8. Nop. The units come at the end of the movement phase. That's when everything already has happened, same timing as leaving a garrison.
  9. Unpopular Kharadron Opinion but I think that's really popular overall: More ranged restrictions for everyone (cut ranged dmg if needed!! Yarrr). More charge buffs overall: I want to charge after leaving my skyvessel, as a true pirate!! Maybe unpopular: Lord Magnate of Barak Mhornar should be called Long Drong, or better, it should be the same Long Drong because [reasons]! I know, I know... Slayers are not KOs business, but what about pirates? And everyone knows that we have better beer than your Magmalt Ale!! Not sure about that, I mean... we only have 2 battletomes and they doesn't feel like Slaan-71%winrate-nesh. At least that's my perspective.
  10. It's a bit dificult to answer that at this moment. KOs had a really diferent Battltomes through the first two editions. Our warscrolls too, and I'm not just talking about our profiles, but stats, abilities even the loadout that our units could equip. Some mechanics have been completely changed to the point that a warscroll ability has become our defining ability (Fly High). I don't know what will happen, but 3.0 seems to be more agressive in re-writting old battletomes, and with rumors of an unified-dwarf books... it's hard to predict what will happen to our favorite bearded dudes.
  11. 100% agree. (not a leak, just a joke) Note: I don't have any problem with this barbarian btw. It's not my cup of tea, but he seems a nice dude.
  12. Yep. Cover just give you +1 to saves when a condition is met: When you are behind a terrain feature (to know if you are "behind", just imagine an stright line from the attacking model to any part of your unit base, if this line must pass over a terrain before touching any of your models, they are behind). When you are wholly on a terrain feature Remember that units with 10+wounds can't recieve any Cover bonus and if any of your units charge, they lose any possible Cover bonus too. Another thing to take in mind is that Garrisoning a Defensible Terrain Feature will not grant Cover, instead, your unit will recieve +1save/-1 to be hit that has nothing to do with Cover bonus (that's diferent from AoS 2.0).
  13. Here: https://www.warhammer-community.com/downloads/?orderby=post_created&order=desc&lang=en#warhammer-underworlds
  14. It's a bit rare that Mannok is a Breaka-Boss and not a Santcha-Boss. Even his crew has a paymaster and an ability to take slaves...
  15. Are we sure about that? From my perspective, AoS had always both designs: The more grounded and Fantasy-style and the over-the-top Cosmic/mystic level design. Yes, we had KO that were a bit "advanced", but we had some stories/books about random dudes or just Ironjawz that were just Big'Uns with more Waaagh Mojo. The first big campaign was about SCE and some allies taking down some chaos-forts, flying around the battlefield and all that "magic" stuff, but the second one was about some Cities/bands/ vampirates(?)/... trading and fighting over some territoris to sack them or build a settlement, something that could have been done in Fantasy too. Stormvaults could pass as "Old-One Tombs under some random LustrianTemple that only the first generation Slaans remember". Btw, Warhammer Quest: StormVaults anyone??? I want to sack that vaults with my band of outcasts!). What I'm trying to say is that appart from Sigmar smashing a mega-giant with Mjolnir Ghaz Mharal or Nagash building an army of Bone-Golems, we always had that rat-catcher or mercenary walking around doing exactly the same thing as before. Of course it was never developed at the same level and precision of Fantasy, but it was still there.
  16. Yes, I suppose. It Tzeent'chaon can use Destiny Dice because he has the keywords to do use them, I suppose that Mirebrute and Sloggoth can get the super-regeneration too.
  17. That's how old 40k worked and Horus Heresy still works!! It has some problems but a lot of good things!! No need to do the same as Warhammer Fantasy! I just said Challenge as a mechanic to kill that 5-wounds force-multiplyer Hero that has 30 Zombies/ Skavens/ Dwarfs/ etc... around him, and you need to kill ASAP no matter what. Instead of going full pew-pew-pew or magic, just throw an assassin/big dude/whatever to challenge him/her. If not accepted, that Hero can't use their abilities or issue commands or whatever (for a turn), but if he/she accept, LET'S BRAWL!!! Win/win!!! The perfect blockbuster experience!!!
  18. I think that 3.0 has a santandard of: Champions: +1atk Banners: +1 Bravery Musicians: +1 charge I know that some units have an special ability (Ex.: Vanquishers), but that's just for some special cases.
  19. That means that armies that don't have magic will not have Mortal Wounds, and armies that can abuse magic will have a high number of mortal wounds. Imho, I think that Mortal Wounds should be delivered by unique and special conditions/ weapons as unmodified 6 to wound rolls. Something that it's nice to have but not mandatory to play. Ex.: venom/magic weapons/spectral claws, etc... Everything else can just be tweaked to high rend attacks or Auto-hit or/and Auto-wound attacks (even magic).
  20. They already did that: In other words, if I don't have Disengage, I can't shoot or charge. And if the engaged enemy unit has fly, I can't even shoot with Disengage. That means that my balloon-dudes can't shoot or charge after they use Hitchers when they are engaged, no matter what... Notes: And that's without couting that some tournaments only allow to disembarc in the end of the Movement Phase, that means that my Ship can't move for a turn if I want to disembarc. And all my garrisoned units doesn't count for objectives. Btw, I'm not mad about that, I think it's healthy for the game.
  21. Not-sure-if-it's-an Unpopular Opinion but: Look Out Sir should be a 2+ bodyguard instead of a -1 to be hit. Challenge should return to engage (and kill) that pesky characters that stays in the middle of a unit (with Look Out Sir). I know that there are a lot of buffers in the game that must be killed ASAP for gameplay reasons, but it's boring to kill them with magic/pew-pew-pew. We see the villains engage with the heroes in a one-on-one fights in movies. Sometimes using swords, sometimes just with bare fists. But always with pure epicness!!! And Age of Sigmar should try to emulate that! Heroes on foot should fight other Heroes on foot, in a ferocious battle!!
  22. I completely understand your point. But try to understand mine: An Alpha Beast Pack is a battalion that need two skyvessels (Frigatte and Ironclad), only one of this skyvessels can teleport with High Fly and they can only transport "Marine" keywords (Riggers can't use Hitchers in the Hero Phase anymore), it's once per game and only in the first turn. Translocate is a prayer that can target any SCE, on a 3+ roll. If Translocate used 1CP and could only target units with Mounts (?), it would be understandable. If it was a combo of a Mount Trait and Artefact, it would be understandable. If it was an interaction of a Stormkeeps abilities with an Ability from Evocats warscroll, it would be understandable. If it was an exlusive stormhost ability "once-per-game", in the first turn, it would be understandable. But just a 3+ prayer? That was a bit strange But I thought that the movement from Lumineth Fox was a mistake, so... Btw, Celestial Menagerie nerf is so random that I can't understand the logic behind.
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