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Beliman

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Everything posted by Beliman

  1. imho, The system is not the problem. We have USR with a lot of diferent effects. A brawler could have Anti-Infantry (2 hits), exactly doubling his impacts versus infantry units. Give him a 5 attacks on a 2+ hit and he will be really good brawler. Just... don't throw him in front of a cavalry charge or let him fight monsters. He loves to be in the middle of a mosh pit.
  2. I love all the new dwarf kits in that list
  3. That's exactly my point: Remove the toxic community and GW will have an "smaller" (still, biggest commmunity on the market) but healthier. Wait for the incoming new people (that will be a lot better recieved, because, you know, gatekeepers and people like that are out) and create a new community from there.
  4. I didn't say that it will be the same. But we can see that there is an effect in the global market that can push sales.
  5. Fallout 4 had an increase of 7500% after their shows release. If GW can have a healthier community for 40k, and its show is good enough, pretty sure that it will be a win/win in a mid and long term.
  6. I don't think that damage is the issue here. To me, it's what they represent. And I'm not talking about their power-level. Just look at Chaos Lords, pretty sure that everyone knows what they are. To me: One of the strongest characters in the game (let's see how that can be made without being overpowered or turn to hero-hammer). Can take a hit, and still go on (defense!). Strong duelists (not the best, but probably at the top 5 generic characters, and can push back some named ones). Not specialized in buffing their army, more about intimidation and brute force than anything. Has some chaos-flavour (mainly chaos marks, but probably artifacts, traits, mutations, etc...). Slow on foot. Can turn in to spawn or Daemon Prince! (Eye of the Gods). ...probably more, but you get the point... That list is what you have in your mind for each of your heroes. What are they, why you paint them with this scheme, the main reason to convert them and maybe even why you started their army. Their rules (warscroll and battle traits) should have all of this represented in some form. If there is a lot missing in their rules, this heroes becomes just tokens that you take because they have an ability that you want for your strategy. To me, that's shoudn't happen.
  7. Yep, but instead of having a mainstay and restricted units, each hero just unlocks some units to be in their warband regiment. But you can still take whatever you want, it just becomes an auxiliary unit, but pretty sure that you will need a good strategy to do that. Come on GW, just release the shooting phase article with a few warscrolls!!
  8. I hope the dward release is a bit earlier. I've got a tournament early june, and I need some dwarf reinforcements...
  9. I think that we are missing the point here
  10. So, I have a tournament on june 2: 1500p, 3 units max repeated. Legends/Armies of infamy allowed. Anyone has a good list for fun? I'm a big fan of armies of infamy, but not sure if I can paint 80-120 slayers without going insane (already tired after painting 16 quarrellers and 12 thunderers, and it's so boring).
  11. A single Command Ability (skaven Battle Trait) that target "Skryre Heroes" would be enough to give him a role appart from eing a sniper. Let's wait until we see te whole picture.
  12. Compass and the small weights are classic kharadron props (a lot of KO models have this stuff). The metal-things with big gem that tie this beard is a Fyreslayers design.
  13. "Upcoming" dwarf release... still waiting...
  14. I can answer that. GW already build some hype with his book/white dwarf shirt stories, Broken Realms and even as easter egg for some books in early 2d edition. He is part of the Duardin race, but don't get me wrong, a commemorative model is awesome, but a playable unit is a must.
  15. Disagree. The only issue with this Grombrindal is that he should be permanent and have rules for Kharadrons and Fyreslayers. Btw, a new admiral is a welcome adition but still, a missed opportunity.
  16. Let's wait and see. The system already supports specializations, USR are so open that each heroe or special/magical weapon could be really unique and interesting without being crazy. As an example: #DuelistHeroe: USR: Anti-Heroes (mortal). Parry (ability). Passive/ Fighting Phase: Can't be hit with a better roll of 4+. Even artifacts and weapons can be really unique with that.
  17. Anything that let your character be diferent than a "completely generic one" is an small step to be "your dude". I'm all for it, but it seems that AoS is not ready for that little step. Yeah, I know, but it's not an option here. Pick up games (maybe 1 in a month) is what I have.
  18. Sadly, AoS is not designed to build your dudes.
  19. With the USR and abilities, I hope that GW find a way to make Heroes more interesting. Btw, I'm sad that there is no Challenge command.
  20. I never played LotR. And I didn't mean to say that I want Superheroes, I just pointed out that other games, with similar stats and a few abilities, can have a lot of diferent heroes that feel completely unique. 4oS has Abilities and USR with a bunch of stats and characteristics, it should be enough.
  21. Just to add something of interest. There are A LOT of games that, without using SvsT, their heroes have enough tools and stats to be diferent and unique enough. Btw, I don't have problem with S vs T.
  22. There is a lot going on with the chants/prayers, without being boring. Most of the time, you want to have at least 1 powerlevel ready with the most advanced wizzard because you don't want to see an sneaky Magical Intervention at the end of the turn (Unbind is a reaction). I'm not sure that I understand abilities with this wording: Does your unit gain the same keywords as the main original ability? If that's the case, it will not be legal to Counter-Charge after Redeploy. If not, the Counter-Charge Ability will be a gamechanger in the hands of skilled players.
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