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Kevin K

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Posts posted by Kevin K

  1. I haven't played in awhile but the new book might bring me back.  I completely skipped our OP phase sadly, but I like a lot of the changes in general.

    The Dragon Ogors now have rules that match their looks.  Bestigors are actually elite.  The book generally matches what I think the BoC should be.

    I'm sad about Chimera changes, at least on paper, but might still be good.  Also too bad we lost summoning, but probably simplifies things.  Point changes seem nuts, but if they are they'll come down so no problem long term.

    • Like 1
  2. On 9/1/2021 at 9:43 AM, Dolomedes said:

    Some more thoughts on us in 3.0 from my game.

    ...

    I think there's a good case to be made for chariot spam - they're super cheap and can get stuff done right out of turn one. 6 wounds means they're 2 models for objective capping, and they can function quite well independently. Their 4+ save means they'll probably stick around a bit too, and if they survive, they can easily get where they're needed. 2 Battle regiments means you can take 10 units, so I I'll aim to fill up the slots with chariots
    ...

     

     

     

    Totally agree on chariots.  I haven't played many 3.0 games yet, but I'v been taking 2 chariots in 2k games and they've earned their place for sure.  I like putting them on separate flanks and pushing then hard forward to take objectives and screen.  They are good/tough enough to survive incedental contact and weak enough to be ignored.

  3. I'm just getting back into AoS after a year off and trying to come to terms with v3 and how it effects BoC.  I have some questions.

    Are Bestigors as bad as they now seem or do I need to change how I use them.  In v2, I used them as MSU charging in waves and a unit coming from the back.  The loss of our battalions and the new cohesion rules make them not hit nearly as hard especially with all out defense available.  Is it better to use them in big blocks now?  That always seemed like a waste.

    With Bestigors so much worse, what are we killing with?  I only have one min sizes units of Bulgors but I assume that is the answer.

    I saw people saying to run DO in 6 but that sounds terrible with the new cohesion rules.  What am I missing. Note: I love DO and have 12 so if the new answer to BoC in v3 is moar DO, that would be cool.  :)

    It seems like DO/Shaggoth got worse with new rules (no champion, cohesion hurts 6, Shag is exactly 10 wounds, etc) but I'm seeing a bunch of lists that have them.  What am I missing?

    Thanks ahead of time for the help

  4. 1 minute ago, Oceanic_Eyes said:

    Affliction Cyst 140

    Blight Cyst 140

    Plague Cyst 140

    The Munificient Wanderers 40

    Nurgle's Menagerie 180

    Tallyband of Nurgle 160

    Thricefold Befoulment 60

    The Blesses Sons 40

    Nice!  So only battalions?  They must be rebalancing the battalion points across the board to match the recent books.  That is very good

    • Like 1
  5. I played a list a year or so ago that I think is good and don't see other people really play.  It suffers from the same -1 to hit problem that all/most of our lists do so can run into problems at times.  I don't take a battalion because I didn't really like any of them.  I used the Aethervoid Pendulum but unfortunately that no longer fits so there are 40 pts to do something with.  The witherstave could go on either the GUO or the DP.  I usually put it on DP for the scenarios but I think those have changed.

    GUO, blade, bell

    Daemon Prince, witherstave

    Sorcerer, Blades of Putrification

    Gutrot

    30 Plaguebearers

    3 x 5 Blightkings

    6 Plaguedrones

    1960 pts

    General strategy is to run the PB and GUO straight forward first turn to claim ground.  Gutrot deepstrikes with a BK unit.  Plaguedrones and two Blightkings stay back for counterstrike.  DP stays with the Drones.  Keep things in 7" of the GUO whenever possible until they are sent out.

    Turn 2 (or sometimes 3) the PB retreat and the BKs and/or Drones kill something.

    I typically use the GUO CA on the Drones and try (but usually fail) to get blades off on the Drones.  Fully buffed they are crazy but it seldom works out.

    I don't see many people use the DP and he does mostly suck in combat (but will sometimes surprise you).  A relatively tough hero that can fly and move 12" base is amazing though in this army.  I've pulled off crazy shinnanagins with him and the Drones.  His high movement is also great for summoning shinnanagins.  At best with bell and wheel and running, he moves 23" and can summon another 12".  I did a double sommon once with him (tree then 5 PB off that tree.  That is potentially 47" summon.

    Gutrot deepstriking is an amazing distraction and sometimes does some work.  I tried this with 10 BK unit and they didn't seem to be any better.  I did much better with MSU BK.

  6. On 11/3/2019 at 2:06 AM, schwabbele said:

    They clearly can not.

    Core rules page7:

     

    So the argument is that attacks are resolved prior to allocating wounds and the Evo's mortals come after resolving attacks which is the same time as allocating wounds. 

    Looking at the wording of the rules again, I think you might be right.

  7. Sorry if I reignited an old argument.  A friend and I were having this exact same argument and I was thinking of playing it, which is why I was hoping there was a consensus here.

    Personally, I think it is usable in the hero phase but understand the other argument.  I think because you clearly haven't "moved in the movement phase of the same turn" in the hero phase, you should get the +6".  The one thing that makes it potentially questionable to me is the implied past because of the wording "did not move".  If it was "has not moved" it would be clear but it doesn't say that.  They have created an undefined state, which is bad for rules.

    I think I will just not play them until an FAQ.  Having undefined rules with no community consensus in my army makes me crazy.

  8. 56 minutes ago, Envyus said:

    I Iuess the only real casualty I care about then is the Witch Hunter. 

    I'm leaning hard on "counts as".  Once the rules are gone, it opens up the model as a counts as.  Why not use the Witch Hunter as and Assassin.  Those rules will work well to represent him and should be useful.

    I'm planning on doing a lot of old high elves as something, not sure what yet.

    • Like 1
  9. 21 hours ago, Ravinsild said:

    Not to get nit picky but Khorne probably has the worst possible summoning that’s basically a “win more” button. In order to get anything out of it something has to die. If your opponent has especially tanky units that are hard to kill it can take forever to earn Blood Tithe. 

    I’ve had games where I earned like 3 Blood Tithe in all of 4 turns and you really can’t do much with Blood Tithe. Not to mention just because you get something for your units dying doesn’t mean you necessarily want your units dying because the rate and pace at which you gain Blood Tithe can never keep up with the amount dying. 

    Then you either have to spend summoning on the basically “special effects” table (which have some VERY powerful effects) OR choose to summon, and you can’t do both and Blood Tithe doesn’t carry over. So if you spend 6 but had 7 you simply lose the 1 extra. There’s no pooling or banking and you can spend say, 3 here and 4 there to equal 7. It’s all at once, pick 1 thing and that’s it. I spent blood Tithe is wasted, you can’t combine effects and you can only EITHER summon or use a special effect but never both. 

    Khorne’s summoning is a joke. 

    I actually like Khorne's summoning but the points you raise are exactly the costs and things that keep it balanced.  That was basically my point.  Free summoning is never really free and does not automatically make an army better than one that doesn't summon. 

    In the case of Khorne, you are either getting only small benefits from it or you design your army around it, which has serious opertunity costs.

    In any case the specific summoning rules are simply one part of the overall army power/balance.  Summoning can make balancing more difficult (in both directions) but is interesting enough to be worth it IMO.

  10. 2 hours ago, prochuvi said:

    I think is safe say free sumon is umbalanced (as every that is free)

    The god tier and 2nd tier are all free sumon armys,only dok and idoneths are there without it(even idoneths have free sumon with trhalls coming back but i wont call them free sumon army).

    I dont know nothing about khaos dwarf so i dont know where they are.

    For me it is so easy how: 

    get back free sumon only to opens play as allways have been

    Nerf every dok aura to wholy within. 100 points hag queen and 120 wytches

    Nerf idoneths eels

     

    With those easy fix the meta gonna be so much balanced 

    They have built in costs for all of what you are calling "free summon".  I actually really like the summoning systems that are in the game now.  You say that somehow this chart shows that "free summon" is unbalanced but there are summoning armies all through the list including true free summoning in Nurgle and Khorne both in the back half.  There are also plenty of non-summoning lists near the front.  I'm not sure what evidence you think that chart has that summoning in unbalanced.

    That being said, there certainly are areas where the system and points probably need to be tweaked, just like all aspects of the game.  What makes AoS great is that they are doing that kind of thing on a regular basis.

    • Like 3
  11. What I'd like to see is:

    1. Clear definition/diagram of scenarios on a 4x4 table.  Most aren't that hard now, but it creates a discussion and is not exactly obvious.  Around here, this makes most people just do 4x6 for 1k games to avoid the confusion.

    2. Limit max unit sizes.  Small games play great when they are basically the same number of moving parts but fewer total models.  1k games can tend to just skew hard because of other factors that encourage big units.  Units of 30-40 in small games make for less fun games.  My first thought would be minimum sized units only, but there are probably units which would be too hard hit by that so maybe they could just have a separate max for 1k vs 2k games.

    3. Some summoning probably needs to be adjusted, but not all.  That is covered well in other peoples posts.

    • Like 3
  12. 8 hours ago, Synidus said:

    I used to use 3 hunters as battleline, but I'm swapping them for liberators because hunters like the holding power and even lethality. Even the mobility they have and the shots they put out really didn't make much difference to my games. I might keep 1 unit, possibly to hurricane them across the board to capture a far off objective. I'm really hoping the liberators and their special weapons will do some work.
    
    Someone pointed out that if I can actually charge something with my evocators and heraldor, either i'm really lucky or my opponent made a mistake, because you can always calculate the evocators' threat range. I'll try this out first. But if not, i'll swap the comet for a heraldor.

    As for using 2 units of 3 Palladors, I can tell you they're really disappointing. When there's only 3, you can really feel the lack of punch they put out, and they also feel more fragile. 
    
    Perhaps i just don't know how to play disruption 😅

    I totally understand about Hunters but Liberators aren't much different in groups of 5.  I only use Liberators when I need the extra points.  Sequitors at the same 120 are probably much better, I just don't have any built right now. 

    I agree with the units of 3 Pallodors but what I'm finding is that even with 6 they don't hit hard at all.  As Celestial Vindicators they can become a bit of a hammer but without the extra attack and reroll they are only an annoyance.  They can probably do that job just as well in a unit of 3 and then I can have 2 annoyances.  That very much changes the army though and at that point I might drop the Aquilor.

  13. 10 hours ago, Kazimer said:

    Whatever triggered second. If its a passive ability, its always first for example. So since Taurus hits the board after a command ability triggered to fight first, it has priority. First on, last off. Like a stack of dishes.

    So if the Taurus was moved between turns (already on board) and a CA is uses at the beginning of combats that says to fight at the beginning of combat, they would fight first? (one of the realms does that - Hyish I think)

  14. On 2/22/2019 at 4:31 AM, Synidus said:

    Here's a tweaked list that i made::

    Allegiance: Stormcast Eternals
    - Stormhost: Tempest Lords
    Mortal Realm: Hysh

    Leaders
    Lord-Aquilor (200)
    - General
    - Trait: Bonds of Noble Duty 
    - Artefact: Patrician's Helm 
    - Mount Trait: Aethereal Stalker
    Lord-Ordinator (140)
    Knight-Incantor (140)

    Battleline
    5 x Liberators (100)
    - Warblade & Shield
    - 1x Grandblades
    5 x Liberators (100)
    - Warblade & Shield
    - 1x Grandblades
    5 x Liberators (100)
    - Warblade & Shield
    - 1x Grandblades

    Units
    6 x Vanguard-Palladors (400)
    - Boltstorm Pistols and Starstrike Javelins
    10 x Evocators (400)
    - 5x Grandstaves
    - Lore of Invigoration: Speed of Lightning

    War Machines
    Celestar Ballista (100)
    Celestar Ballista (100)
    Celestar Ballista (100)

    Endless Spells
    Everblaze Comet (100)

    Total: 1980 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 128

    I know the point about having only one spellcaster to cast Everblaze, but unless i have a stardrake or tauralon (both of which i don't have) there's not much else i can do to increase my casting chances.

    The ordinator, ballistas & evos will be deepstriking. While the Aquilor will be roaming and flanking with the palladors.

    What do you guys think?


    Thanks in advance

    I've been running a very similar list for awhile.  I really like the Pallador and Lord-Aquilor models and am trying to make a list where I can use the.  The list is supr fun to play but my win/loss record is not great.  Lots of close games against good players though.  I use the same blocks of 10 Evocators and 6 Palladors with a Lord-Aquilor mostly there to move the Palladors around.  I go back and forth between Celestial Vindicators and Astral Templars.  With the Templars I've used 3-4 Ballista with an ordinator, I typically have 2 Ballista.  I've never used the Comet, but I'd like to try it.  Some thoughts on how the parts work:

    Six Palladors hit really hard as Cellestial Vindicators when buffed (reroll ones to hit on charge and extra attack from command ability).  Without the command ability and reroll, they are usually disappointing.  Still good for getting a medium hitting unit in the backfield or at least forcing them to prepare for it.  I've been thinking of changing to two units of 3 when running as Astral Templars and just using them for disruption.

    Dropping in Evocators doesn't really work if you don't have some way to buff the charge.  Even with Cogs (which I use sometimes) it still isn't really a great chance.  I've been using them with a Heraldor.  They work much better given a run and charge.  They do great work but tend to draw all the fire and die pretty quick.  It makes them tricky to use well because if you don't get the attack off on something useful, you end up wasting a lot of points.

    I usually use two units of Hunter as battleline.  They aren't great but the shooting and coming it at 7 inches is good for disruption.  They're only 20 points more than liberators and otherwise serve the same function.

  15. 1 hour ago, Myrdin said:

    Received a newsletter from Mierce Mini.

    Sooo..... yeah.... this guy is a thing now !
    The different head makes it looks so much betters.  

    (not sure about posting links, hence Spoiler tab. If its still an issue please let me know before cruelly banning me ><  Free Azyr of Stormcast Oppresion ! Long live the Great Beast Go(d)at ! Baaaah ! :D)

     

    Looking mighty fine for a Shaggy right there, buddy old chap ! :D

    *Just not sure if it can fit on the 90x52mm base hmm

    Does anyone know the size base it is on in the picture?  It says 94mm to the eyes which look to be more than the base length but it is hard to tell in the picture.

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