Jump to content

Forrix

Members
  • Posts

    666
  • Joined

  • Last visited

  • Days Won

    2

Posts 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.

    • Like 2
  2. 2 hours ago, Causalis said:

    I have to ask again: Why do people think the Admiral is "amazing"? He is an ok combat character but other than that he doesn't bring much to the table. His abilities are meh. The re-roll 1s for a ship is literally the same as the generic command ability we have in the rulebook. The run + fire ability is redundant as our ships don't run anywhere, they simply fly high. The +1 to-hit in melee is quite gimmicky as our Dwarfs have almost no punch in that phase and the Skyriggers can't profit from the ability since they can never garrison a ship. And the re-roll charge ability is (again) the same as the generic rulebook one. 

    So why take this guy, apart from his warlord traits or artefacts? He won't be winning combats against any dedicated melee units and his abilities can be used by other heroes, simply by employing the generic rulebook ones. 

    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. 8 hours ago, Troll.exe said:

    Everyone else having a good run with Mighty Skullcrushers since the point drop? 400 points for 6+ a bloodstoker is pretty deadly. Last game I wiped them, dropped both bronzed flesh and killing frenzy and charged them in unsupported at the start of round 2. They did some serious damage. Lost the roll off and ate a double turn. Didn’t even matter, they couldn’t be moved on a 2+ save. Had 2 left at the end of the battle. Easily the MVPs of the game for me.

    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. 5 hours ago, Kramer said:

    Question, is there any trick or endless spell that can get our Thunderers into 3" before the shooting phase?

    I can't find one. And playing thunderers to take the punch on the chin seems counter intuitive. (although I'm going to try it though. 2 wounds, 4+ save re-roll all saves, -1 to hit from the fumigators, -1 to hit from the Khemist)

    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. 4 minutes ago, crkhobbit said:

    Another question is whether or not Fumigators are worth running. It's only enemy models within 3" of the Fumigator, not enemy units, so you're not guaranteed to catch everything in that small aura. It keeps peak efficiency even while garrisoned, but the 9" shooting range on the Fumigator means you can't use it after Flying High, so is the loss of shots in those scenarios worth it? I think this one will definitely be answered only through playtesting.

    To clarify though, you can't use the Fumigators -1hit while the unit is garrisoned (I checked since I got excited for a second).

  7. 5 hours ago, AverageBoss said:

    I'd rather have 50 wounds worth of Horrors for 200 points than 20 wounds worth of Chaos Warriors for the same price.. and I get a spellcast, shooting, etc from the Horrors as well.

    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).

  8. 2 hours ago, TheadTheOgorSlayer said:

    Speaking of spell in a bottle, it appears geminids specify melee weapons for one of its debuffs! I think it will be the best choice of the malign sorcery endless spells

    im doing research on the faction specific ones right now. The issue with a lot of them is they either effect certain models or don’t effect specific models so aren’t no as universally effective as malign sorcery. 

    I also don’t own the new set of spells but I do know they provide very good movement shenanigans, however I’m unsure we need those

    I was thinking of the realmscape rupture from STD for the movement debuff and physically walling off without blocking LOS for shooting.

  9. 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.

  10. 7 minutes ago, The_Dudemeister said:

    Can someone sell me on the spell Parchment Curse that is granted by Tome of Eyes? A Casting Value of 8 seems really high for what it does. And it's made much worse by having a 1 and 2 after that doing absolutely nothing AND you also don't want to end up with just a 1 on your third dice roll for damage. That seems pretty nuts.

    Mathematically, rolling an 8 with reroll (thanks to Tome of Eyes) has a 58% chance, I think. Then needing a 3+ and wanting at least 2 damage means that even if we disregard denying, we're looking at a 26% chance to deal 2MWs and subtracting bravery by 2.

    f3ffdc4a.jpg

    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.

    • Like 1
  11. 7 minutes ago, Banshee1978 said:

    Something tells me it will be hard to sell of the tzeench part of the upcoming box..

    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.

  12. 28 minutes ago, sal4m4nd3r said:

    If you are ok with an inferior product for quantity, I dont know what to tell you.  they released half a dozen books that have such crazy difference in power level to other books. Its either blatantly writing rules to sell models and then nerf later, or just put incompetence on the rules writers side of things with a complete lack of oversight by the play testers. Or maybe they are apathetic and just don't care. I dont know which option is worse.

    You point to StD as a balanced book.. except for the game breakingly broken command ability. "Oh but they will FAQ it.." give me a break. It should have never made it passed an editor with even a basic grasp of the rules of the game.  Another one is so bad there is a twitter campaign to shelf the army by a hobby content leader. FEC winning 80% of their games (backed up by statistics.. not opinion FACT) for several months was "fun." 

    I think you are blind if you think the content they released in 2019 was up to the quality of books they have released in the passed. It was bad. Plain and simple. 

    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.

    • Like 1
  13. 1 hour ago, Malakithe said:

    These previews look amazing. I dont even care anymore about not getter terrain. Wish there was dice though...

    Only thing im not going to like is paying the premium in points costs for all this new stuff. Wouldnt be surprised if its silly like 300pt frigates, 200pt gunhaulers. 

    Weren't gunhaulers 260 points at one time? :P

    That is a relevant point though, these rules are great but points will be the final say in how competitive this tome is.

  14. 5 minutes ago, TheadTheOgorSlayer said:

    That’s actually epic. Sounds like command points won’t be needed nearly as much a sense usual. And if they upgrade things to better armour the rerolls will help KO not instantly implode when charged by a Grot holding his spear backwards

    (an exaggeration I know but I thought it was a funny visual)

    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.

  15. 14 minutes ago, crkhobbit said:

    So the embark/disembark rules might not change.  But garrisoned units can leave during the movement phase.  Based only on what we know right now, you can absolutely have a 3 drop army that can teleport almost anywhere on the board, then have units jump out and only need a 3" charge.

    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?

    • Haha 2
  16. 20 minutes ago, cofaxest said:

    New rule for thunderers looks a bit silly. Yes now they are more dangerous in close combat. But as far as I know they can't survive the charge. So what is the case? 

    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.

  17. 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.

    • Like 1
×
×
  • Create New...