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Forrix

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Everything posted by Forrix

  1. On the Tzaangor note, I haven't ran them yet but I'm building a unit of 20. With 2 in 5 having greatblades so 8 in the unit, then there are mutants and the twistbray. It almost feels pointless to give them dual swords as none of the front rank will actually consist of regular Tzaangors.
  2. Heroes getting command abilities that are just the same as generic command abilities is a major pet peeve of mine. I think I'll submit an FAQ question asking what is the purpose of command abilities like that? Who knows, maybe if they get enough emails they'll change them or at least provide a note in the designer's commentary about the thought process behind the rule?
  3. Hobby ADHD and enjoying variety in my painting has left me with a bunch of 1,000ish point armies. My goal is expand them out to fully paint 2K armies or sell them off. I'm looking at: Expanding/finish painting: Khorne Slaves to Darkness Tzeentch Kharadron Overlords Cities of Sigmar Nurgle Gloomspite Gitz Sell Off: Skaven Slaanesh 40k stuff minus my painted Knights and Dark Eldar I'm also going to try and get more games in. I'm aiming for averaging 1 game a week+ 1 tournament a month (3 game, one day mostly, depends on how often they are hosted). World of Warcraft raiding complicates this...
  4. I tried a unit of 6 (all I have) and they did okay in a game against Squigs. Wound up only getting a couple in for the mortal wounds and managed to roll a 1 for one of their charges but they survived for a good while. Unbuffed I found their damage from attacks to be pretty lacking but still felt they were worth 320 points just for the mobile 30, 3+ save wounds.
  5. Just remember those -1 to hits are for enemy MODELS within 3" of the model equipped with the fumigator and 3" of the Khemist. Really limits the Khemist in terms of protecting them and both abilities make for fiddly combat phases.
  6. While new armies are cool I think there is a danger is releasing a bunch this year after updating all the armies so quickly. I'm flooded in projects right now and would be very hesitant to pick up an entirely new army. A new plastic Fatemaster or some new Maneaters would be an auto-buy though.
  7. To clarify though, you can't use the Fumigators -1hit while the unit is garrisoned (I checked since I got excited for a second).
  8. Same here....except 50 wounds of horrors cost $100 ($30 PH+ 2 boxes of blues and brimstones for $35) and involves 50 models (though nice and fast to paint).
  9. I missed that... Damn that hurts. Really nerfs the subfaction that gives you an extra gold too as you'll hard pressed to spend it all.
  10. Anybody have a link to the new Tzaangor Warscroll? I've got two boxes of them I want to build but I'm assuming it changed.
  11. Anybody know why the app isn't getting updated? Technical issues or have they decided not to release warscrolls when preorders go up?
  12. I was thinking of the realmscape rupture from STD for the movement debuff and physically walling off without blocking LOS for shooting.
  13. Sorry if this has been mentioned but Gaunt Summoners (disc and foot) have both the Tzeentch and STD keywords (and daemon and mortal). So they can cast STD endless spells(hello realmscape rupture) in Disciples of Tzeentch and have access to both The daemon and (I think) the mortal/arcanite lore.
  14. I'm really hating the use of -1 to hit for enemy MODELS within 3 inches abilities. Seems super fiddly. I'd rather pay a few more points for -1 to hit for enemy UNITS.
  15. Honestly, if it's just two guys pumping out all these releases that might be a large part of the problem right there. They need more eyes reviewing these books and time to playtest and iterate.
  16. I'm assuming Tzeentch will be getting a lot of casts and bonuses to cast. LoCs currently match the lowest casting dice to the highest casting dice so they'd have a good chance of getting it off. I also expect they'll become 3 cast wizards in the new book to differentiate them more from the other Greater Demons . You will probably have enough casts with buffs to try tossing it out as a pot shot.
  17. Hard to say considering we haven't seen any Tzeentch rules and are missing a lot of the KO still. Entirely possible KO could be garbage and Tzeentch god tier.
  18. I don't disagree with any of this but is it that different from other years other than volume? I remember buying my Maggotkin battletome only to have it followed by Legions of Nagash and Daughters of Khaine. I think the release rate has drawn more attention to power discrepancies, most notably with MawTribes and Bonereapers being released on the same day with a box set together. Massive power discrepancies and straight up incompetent or nonexistent editing and playtesting is sadly par the course for GW. That said, I do feel rules are getting clearer and they are getting better at fixing things via FAQs on the whole.
  19. Weren't gunhaulers 260 points at one time? That is a relevant point though, these rules are great but points will be the final say in how competitive this tome is.
  20. Garrisoning in ships alone is going to add a lot of survivability to the infantry (though Thunderers don't get their bonus attack in ships). I won't be surprised if ships get +1 save either due to warscroll changes or some allegiance ability.
  21. Yeah, I feel like this one of those armies that might be skew tier depending on the points/rest of the rules. We are seeing some very powerful rules already. Anyone want to create a "KO, Hideously Overpowered?" thread in the main forum?
  22. I think Thunderers are VERY likely to be getting warscroll rewrite and my guess is split into two warscrolls (one all rifles and one with the special weapon loadouts). The rule definitely favorers larger units outside of ships. I'm thinking Arkonauts will become the guys you embark on ships and Thunderers will be more of your static shooting footsloggers.
  23. I'm kinda glad not every faction gets terrain. It feels like a mandatory purchase for armies that do and feels like it pushes defensive play and certain builds (Khorne being the worst offender).
  24. Made me realize how many factions I own.... but my picks 1.) Idoneth Deepkin mostly new rules that could result in lists without ANY eels actually doing well. They also have a limited enough roster that new minis would be nice too. 2.) Flesh Eater Courts-They need the Arch-regent released and some actual character clampacks for the courtiers. They've been a faction I've eyed for years but I don't like how courtiers are handled and the vargulf needs a new sculpt. 3.) redo old kits. Self explanatory. Death to finecast and they could do so much more with a remagined Daemon Prince kit among other things. Finally, I own Fyreslayers but holy hell these guys need some variety among their units. Its not just they the whole battletome only has 3 non-hero units. The Vulkite kit has 2 sets of 5 identical bodies and the Hearthguard kit (which builds aurics and berserkers) has 5 identical bodies with no customization options beyond the weapons. Its such a sad poor value kit compared to something like Militarum Tempestus (17 head options for 5 dudes in that kit). I love Fyreslayer lore and aesthetics but its such a difficult army to stay motivated own. Its an amazing study in an army with amazing sculpts taken individually but terrible when viewed taken as an army.
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