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Beliman

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Everything posted by Beliman

  1. 3.0 only has a few models with CAs in their warscrolls (all others were removed), and all new battletomes have a lot less tables (artifacts, spells, etc...) and all their Abilities are completely simplified: 3 main abilities+1 subfaction ability (Nurgle seems to have the most "complex" ones...). Maybe it will be diferent, but I suggest to lower your expectations.
  2. I think that the best armies are the ones that already want to spam battleline. Anything with 2" range that caps at 30 models or less and hit like a truck or loves to be buffed: guttrippaz, Paladins, Fulminators, new-martis, eels, etc... But the most powerful ones will be ranged battlelines that do mortal wounds or have really good dmg output: DoK snakes, sentinels, boltboyz, etc...
  3. Can't believe that I failed my prediction so miserably.
  4. Remember that KOs (even Thryng) don't use the Book of Grudges anymore, but some type of contract-grudge called Rune of Marks: You will think that they are a bit less grumpy than their old kin, but think twice because we have Grudgehalls, ENTIRE DISTRICTS dedicated to writte and settle grudges made against the Kharadron Society!!
  5. Triple post!! New Kharadron-based Terrain STL files from Tired World Studios: https://www.kickstarter.com/projects/tiredworldstudio/zilvren-skyhold Some pics!!
  6. Beliman

    Oh, Gotrek.

    @Doko there are some 5-0 (DoK, Seraphons, SCE, etc...) and 3-0 (Fyreslayers, Cities, KOs, etc...) winning lists with Gotrek. More than half of the armies that struggle in competitive are using Gotrek. In other words, if your army doesn't have all AoS 3.0 good things (Monsters, Good Melee Heroes, Mega-Gargant damage checks, etc...), Gotrek will always be a good option. And armies that can buff him or have some type of synergy with him, are going to be really strong (even winning tournaments). The only thing that can stop you from picking him is because Gotrek will not contribute "enough" to your army or your own playstyle. Note: I suggest to stop using "winning lists only" to know how strong is a unit.
  7. The one in the middle seems to be cursed to understand how KOs works in 3.0. Poor guy....
  8. I can't speak for other people, but I don't care about how good or bad are our rules. Just a simple FAQ in less than one month can change our favorite unit (remember that the first AoS warscroll changed in an errata/faq was our Grundstock Thunderers). Or even GHB can turn one army to a Tournament Destroyer Machine (again, remember pur One-Drop Zilfin Vortex after GW lowered our points). Imho, I expect a more simplified rules because we are on 3d editon, but how good or bad we are, can be changed in less than a year. But everything else, and I mean 70 pages of stories, concept arts, illustrations, new characters than only have an story of 4 lines, etc... are going to be less than 33% of the book. Btw, what other things did Orruk warclans have in this soup'd battletome? Kruleboyz! Yes, they are amazing, but just look at Ironjawz and Bonnesplitterz. They had exactly 0 new kits (unless you subscribe warhammer+ for a year for an alternative model). That's not a good omen... In other words, I don't want to have 6 or 10 good pages of rules that can and will change in a matter of time. I want a good battletome about my precious, awesome and sexy army.
  9. That's Barak-thryng! We need more focus on our dudes, a 100% steampunk battletome. But I can accept a soup'd battletome with the return of the runic-system and a second wave of KOs (5-6 kits, maybe more). That's ""fine"" for me.
  10. It seems that we could have some "news" in the LVO this thursday-friday: I really hope to see a second wave than a soup'd batteltome. Time will tell
  11. One of 2021 White Dwarf had an story of Grungni "forging" Grombrindal to unify all the Dwarfs because everyone knows that Grungni can't do that by himself. It is not clear if the dwarf in the Broken Realms is Grungni or Grombrindal. He emanated enough respect to silence the whole Geldraad (a ruling council of the Kharadrons society) and power (confronting Be'lakor, increasing his size, or machines working a lot better in his presence) that pointed out to Grungni, but his behaviour had more things in common to good ol'Grombrindal (being disguised, smoking his pipe, etc...). As a Kharadron Player, give Grimnir to Fyreslayers, Grungni to Dispossessed and Grombrindal to Kharadrons. And remembe, Trust Aethermatics, Not superstitions Edit: I'm late
  12. New Soulbound preview about Kruleboyz. Really nice concept arts of the playable archetypes:
  13. Champions of Destruction preview! Da Kruleboyz!! https://www.cubicle7games.com/aos-champions-of-destruction-kruleboyz-reveal/
  14. Completely non-biase prediction based on nothing: 2nd Kharadron Overlords wave with awesome new kits. Our first dedicated melee "on-foot" troop (copperheads), a new unit of dwarfs with minning-exoskeletons with melee-drills and all this kind of stuff as "monstruous troops" (conpletely customizable with a lot of new arms and weapons, shields and portable anvils like on-foot endrinmaster), a kit to upgrade one of our skyvessels to Heroes (with one option for a named Skyvessel), new hero (logisticator) as a CP/aether-gold battery, a unit of cogmunculus as chaff (with lot of options to make them a bit more dedicated to capture objectives, take a hit or support other units) and our terrain feature (zonbek). Of course with a new rehashed book with a lot diferent ways to play and unique customizations!! But we still need our 140$ god-like character, so.... give us Grombrindal (we don't need Grungni...) on a Big Skyvessel (with the option to go on foot like Magmadroth riders). That could be fine.
  15. 40k Metawatch has some tables that shows this things. Some armies that have better DS have a bit more winrate than others that can build a castle from the start.
  16. Completely agree. AA is not as easy to be implemented as it seems, and usually needs a whole system around it. But that's the same for AoS: +1 CPs, Endless spells and doubles tries to mitigate double turn, and Imho, it's not enough. We still see debastating double turns that destroy what could have been a fantastic game, like@JackStreicheralready said above. I think that people wants to win or lose because hood or bad decisions based on their plastic soldiers: their range, damage, position/movement, etc... double turns in IGYG doubles that. Double turn needs a lot more than just a few patches to fit in IGYG systems. And we can see a lot of ways to fix AA imbalance on other wargames. That's why people that played this other games feels that are better designed and balanced than AoS (I'm only talking about double-turn here).
  17. @Dogmantra All games with AA have their own solutions for your questions: summoning give pass tokens to enemies, not using pass tokens give you some buffs in the end phase, units can flee for pass tokens or their threat-zone is still important for the game (even if it's one model), ... not a big deal, and usually, it's something easy to use and have some strategy around pass tokens without breaking the game. Some Malifaux masters (generals) even use pass tokens as a resource and Nords in Conquest can chain-activate without losing pass tokens to gain momentum. I'm a hugh Malifaux fan, and even with all it's faults, I still think it's one of the best 1v1 games out there. Btw, if we just focus on wargames, Conquest, Asoiaf and Legion uses AA too, and they are well designed (I really like Conquest).
  18. @Ghoooouls I suggest to look for a game/demo of Conquest: the last argument of the kings. It's a regiment-based game but uses objectives, AA and Priority Roll too. It's faster than AoS (1.5h to 2h after a few games). Melee armies are really good and use all type of diferent mechanics to win: the classic shock/fast units (cavalry/monsters), decaying units like Nurgle, full armored guys that don't care about ranged attacks or fear/ambush tactics (bravery...). The main selling point is that all units do their job really well and can be changed to be more specialist or generalist by some customization/ hero that leads them (AoS buffs). As a AA game, you expect that players activate the most optimal unit at the right moment, but take in mind that Conquest uses a deck made of your unit's warscrolls to know the order of your activations, and must be build at the start of each battleround, so you can't change your activation order (there are a few tricks to manipulate the deck but only for a few factions with a high cost). In other words, you don't know when the enemy will activate that unit. Maybe at the begining of the battleround, to capture that objective... or at the end of the round when units are already engaged... or maybe after a Hero cast a powerfull buff... Alpha strikes and full pew-pew-pew armies are the advanced tactics to use because you don't set-up units, they arrive from your table edge... maybe your 70" archers can't arrive until turn 3 because they are Heavy (type of unit). It's a well designed game because everything plays with the same rules. And it seems that everything you don't like abou AA has been taken in consideration.
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