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XReN

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Posts posted by XReN

  1. 9 hours ago, JackStreicher said:

    Quite honestly: All instant slay abilities should just be removed from the game and granting it to a 200 pts model is just stupidly too strong.

    if your enemy gets lucky he/she can oneshot a frakin‘ dragon. Who the Frakk thought that was funny OR a good idea?

    „Ha I just killed your Vampire Lord on Zombiedragon!“ - SUCH FUN, INCREDIBLE! Almost as much fun as getting all your valuable models removed by hand of dust - what an utter design masterpiece, could it be that they slapped that on a model that costs 65€ on purpose? GW? Nah never.

    It needs to drop like what, 9 wounds before it can? Instant slay abilities are fine, after a year of playing FEC and multiple instances of rolling hot with Gaping Maw I can't see an issue. Last saturday my GKoTG destroyed following things in 1 combat phase with only  Gruesome bite and Feeding Frenzy: 

    Dragonlord
    Shalaxi
    KO Frigate
    4 and a half gore-gruntas

    And objectively those abilities should exist to counter things like Ethereal 3+ save monsters, Petrifex Elite Nagash, double 5++ shrug Verminlord Warpseers, ect. There isn't even much of those abilities presented at the moment.

    • Like 1
  2. 11 hours ago, PJetski said:

    Fair enough haha

    I think Jezzails have the same issue as Longstrikes, but since Skaven don't have crazy damage multipliers on their shooting it keeps their power in check. If Skaven had the Anvils command ability to shoot in the hero phase then you would have to make Jezzails cost a lot more than 140p.

    They can up their damage to 3 though, so that's around (because I think their MW's ability is flat 2) 75% damage for 82% price, kinda feels fair. Not counting the cost of heroes, but jezzails can sit near bombardier and WLC and all 3 units will shoot stuff and get buffed, whille SCE don't really have this sort of synergy

  3. 53 minutes ago, THUNDERHAMMER said:

    Is the aegis immortal battalion worth it? Seems like an over investment just to buff archai

    It doesn't just buff archai, it buffs immortis too, gives you RD point each round and an artefact, whille also reducing your deployment choices. Well worth it if you want protection for your heroes.

  4. 12 minutes ago, PJetski said:

    My goal is to make the LCOD a staple choice in Stormcast armies again. He was the original Stormcast hero model but his warscroll has not been updated in a way that makes any sense to the modern version of the game. I effectively moved Staunch Defender from a passive Command Trait into an active Command Ability. In addition to costing a command point, it can only be used once per turn, and it requires that the LCOD is your general - that's a lot of opportunity costs.

    Is a +1 save boost to units wholly within 12" too powerful? I'm not sure it is. In the first edition it certainly would have been an extremely powerful ability... but the game has changed a lot since then. There is a lot more mortal wounds in the game now, and the game isn't defined by two army bricks smashing into each other in the middle of the battlefield so the range is a big restriction.

    I totally support your intetion here, I've meant to suggest making all such commanders equally powerfull as army's generals.

    17 minutes ago, PJetski said:

    The Lord-Castellant granting +1 save bonus has been a big problem for the design of the faction as a whole. If the Castellant is too weak, there are other ways to boost him without bringing back a save bonus. For example, what if instead of just 1 unit it affected all units near him? 

    Even like that, I can't see a point in having a 6+ prevention roll in elite army, it just won't cut it in my opinion, especially comparing to our other heroes, some might be underused, but that is influnced by current meta, you don't really need Heraldor in shootcast, or Lords Celestants in any form. Pretty much all of our buffing heroes have really good abilities and this change would make Castellant from our most desirable character to fit into list to least.

    22 minutes ago, PJetski said:

    My version of Lords of the Storm does still include a gryph-hound, because it would be spawned from the required Castellant and/or Veritant. I think the reason the current battalion has them is because the Lord-Castellant comes with one, and it's a vestigial remnant from the first AOS battletome that brought Gryph-Hounds as single models. The reason I removed them as a unit choice is that it doesn't really make sense for this battalion to have a big pack of 6+ gryph hounds running around it. That seems more like a Vanguard Chamber thing.

    Yeah, that makes sense

    23 minutes ago, PJetski said:

    I took the Knight requirement out because I feel like the battalion is nearly impossible to ever play when it requires 6 heroes/leaders. I want to open up more options for list building, and having a relatively inexpensive battalion for the underused Warrior Chamber heroes goes a long way towards that goal.

    As someone who likes the lore-driven rules and structure I'd suggest making it 1 lord Celestant, 1 Lord Relictor, 0-4 (or 1-4) Lord's Castellant/Veritant and 1-15 Knights, since the only under represented character here is Lord Celestant, it doesn't make sense to me to throw out knights

    27 minutes ago, PJetski said:

    The original lore of the Devastation Brotherhood did not include any Judicators. I wanted to make the battalion easier to put into lists, so removing the requirement to bring 160 points of Judicators helps open that battalion as an option. I would consider changing it to a 0-1 Judicator requirement.

    I remeber that, but since we moved on from it long ago - we need judicators. 0-1 reqirement is fine by me.

    • Like 1
  5. I really like having a hard copy of the book and after I buy it I don't see the point of buying digital as well. 

    I use the App or battletome to look up the rules, I use AoS Reminders for stuff I haven't memorised yet and I buy warscroll cards mostly for tokens but usually use only old 1st ed SCE objective tokens in my games. It's much faster to memorise and my opponents haven't complained about forgeting some important effect that I used and vice-versa. 

    I'd gladly start using digital books if GW would print an unlock code in physical copies to gain a digital one for free and if they would update those digital copies with FAQs and Erratas.

    • Like 2
  6. Steamtanks can be good I think if you find balance between tanks and bodies, 3-4 tanks might be pushing it, but with just 1 CP and Lord Ordinator behind them your opponent will get a few painfull 2+ 2+ -2 d6 shots per turn, whille hoardy units with trash saves will really feel the steam guns. 

    Additional artefact suggestions: you can give Tank Commander a 2+ save in Hammerhall and Greywater (and some extra range for all tanks in the later) which is awesome

    And you can reliably finish some Keepers of Secret and Terrorgheists with mortal wounds by charging in with those Steamtanks

  7. There are 2 (generaly) ways to include units without proper keywords into <army> - allies and mercenaries. As described in their rules - they only count for max. battlefield role restrictions like leaders and behemoths and not min. battlefield role restrictions such as battlelines.

  8. 9 minutes ago, Harioch said:

    Quick question for you guys because I can't figure it myself. What is considered a nadirite blade or shield? I mean I get it when it's written in the name of the weapon (on warscrolls) but let's say for..Inda-khat or whatever other named weapons in the battletome,  it became less obvious if those are, in fact, nadirite loadouts. Must we consider all weapons and shields of the OBR as nadirites' or just those with the keyword written in the name ? Because i don't want to abuse buffs if it's not allowed...

    P.S. sorry if it doesn't make sense. I'm not really fluent in english.

    Only things with Nadirite in the name get to benefit

    • Thanks 1
  9. Really disagree with LCoD and Lord Castellant

    If LCoD gets something that powerfull as CA - other Lords Celestant, Lords Arcanum and Lord Aquilor have to get equally AMAZING CAs

    Even if Lord Castellant would drop to 80 points (which doesn't seem you feel like) he won't be usefull, he will just be gone forever. 

  10. 1 minute ago, Heijoshin said:

    Sure, I'm not saying that they can't charge in general. I'm saying they wouldnt be allowed to pile another unit from say 15" away. 

    U wot?

    They are eligible to pile in if they charged, don't you get it? Other criteria doesn't matter in this case

  11. 5 minutes ago, Heijoshin said:

    It does not matter if its stackable or not, as it doesn't matter if you can move an extra x", you still have to be within 3" of a unit to make a pile in. If what you are trying to say is: you charge, dump CP, kill the unit, then pile in another unit thats far away, fhen you can't then pile into another unit more than 3" away. It gives you EXTRA distance when making a pile in, not declaring one. 

    The Sisters of Slaughter Dance of Death ability on the otherhand specifically States it can't pile in FROM 6" and pile in 6".

    You can pile in on a turn you charged no matter what my man

    image.png.756375c4bb35c58ba6afc7b2c556d478.png

    • Like 1
  12. Just now, Tropical Ghost General said:

    So the battalion might be useful as it doesn't state how many models need to be in the units, unlike a lot of other 'special boxset' battalions.

    But isn't Volkmortian locked into the 'Mortis Praetorian' legion, so can't be used outside of that legion?

    He can be used inside any legion, the same goes for Katakros and Zandtos. They just don't get to benefit from legion's abilities

     

    • Like 1
  13. 29 minutes ago, Dracan said:

    I didnt get feast of bones, do you maybe know what the rules , requirements and points are for the Volkmortian batalion?

    It was somewhere on the previous pages, the composition is Volkmortian, a unit of morghast (archai I think?), a unit of stalkers and a unit of mortek guard. 

    You can return 1 model in 1 unit near Volkmortian in each your hero phase. The point cost you can find on wrascroll builder, picture of battalion's rule was somewhere on previous pages

  14. 2 minutes ago, Souleater said:

    What if ten one wound models were slain, and you passed, say, six of the rolls - could you then bring back a Morghast?

     

    The rule does seem written to allow that.

    No, it doesn't work like that. Each time you roll - it's a separate roll and you check what model you can ressurect for each separate roll.

    • Like 1
    • Thanks 1
  15. 9 hours ago, GDD said:

    Hello people, I've got a couple of questions I'd like to hear your opinions on.

    First off, is it viable to not run any healing in an Ossiarch list at all?
    I don't like to run special characters, and I'm not too keen on the Boneshaper or Harvester. Can't we make up for not having any healing with all the other great stuff in OBR? Do we really need it?

    Second off, what do you think about swords vs spears for Kavalos in the battalion?
    I was planning on running two units of 10 with spears in Petrifex, and then have "Empower Nadirite Weapons" on a Soulmason. That sounds like it could be worth it in the battalion, but the swords would also be oh-so-good in Petrifex.

    Appreciate your thoughts.

    I think you can, especially in Kavalos-heavy lists. On the other hand healing your heroes and ressurecting unit Hekatos' can be very usefull (I imagine some people might start including "slay choosen model" mechanics to counter OBR) 

    That is a tough one since I'm going to apply my vision of how I want to build my army, I probably want 15 Kavalos with spears and at least have 20 total. So I could magnetise 5 of them and run 1 unit with swords and 1 with spears in a list like yours and chose targets with them - swords against better saves, spears against bigger numbers. Or I could magnetise 10 and run 2 units with spears and charge with them one unit at a time, at full strenght with all buffs. Than once they start taking casualties - use the unit with most models to recive buffs and the 2nd one to charge weaker targets.

    Another possible way is to go ham on spears and bring a unit of 15 with them, saving some points and a unit of 5 with swords that will go on it's own.

  16. 10 hours ago, choocheelo said:

    i dont know something? I cant imagine that terrain, where i can hide morghasts.

    Custom made one of course. And I've been talking about hiding Stalkers, since Archai are less vulnerable and faster than Stalkers are they don't really need to hide

  17. 4 hours ago, Hellstorm42 said:

    The rule specifically says that the bonus applies to "... casting, dispelling, and unbinding". It does apply. 

    I don't see why First of the Mortarchs wouldn't affect where you can place the endless spell. It said that it increases the range of spells cast by wizards. Endless spells have a range and are spells so I would guess that they would be affected. 

    Then @Pitt should have quoted full rule

     

    4 minutes ago, EMMachine said:

    I think @XReN haven't seen the Update of Arkhan in Ossiarch Bonereapers.

    I saw it, but didn't get a hold of it yet

  18. 45 minutes ago, PJetski said:

    I have been been making some house rules to update the stormhosts.

    I'm pretty sure these aren't balanced, but let me know what you think anyway

    https://imgur.com/a/Fom4XcZ

    Looks pretty good, but have some buts:

    Hammers of Sigmar - I think the command trait should be something different

    Hallowed Knight - I'd rather not change the established Battle Trait-Command Ability-Command Trait-Artefact structure, instead making general a priest that can know a prayer and chant it even if another priest already chanted the same one would be cool, whille a general that is already a priest knows an additional prayer and can chant and dublicate (but not those he chanted himself)

    Vindicators - fair and square

    Anvils - see vindicators

    Knights Excelsior - No Mercy might be pushing it, the artefact should have the same once per game effect but without random involved and activating at the start of the combat phase

    Warbringers - see Hollow Knights about structure, the CA might be +1 to cast, unbind and dispell until the next your hero phase non stackable

    Tempest Lord - alright, but obviously the less strong than most

    Templars - fine

    • Like 1
  19. 5 minutes ago, Sleboda said:

    I'm sure you realize this, but since it's a line of thought that comes up often across many unit discussions, I'll just point it out anyway -

    That's not a 200 odd point unit. That's hundreds of points committed into the unit on top of its cost.

    In other words, that's more like a 600 point unit, in a way.

    Yes, this is what people need to learn

    The example features taking 340 points worth of heroes, as well as another 130 points hero with an artefact to improve death save. 

    Also to make morghasts 2+ save you need them to be in cover. Purely assault unit in cover. In Cover. Such things rarely happen and the more models you take (as you should because you commit you heroes to it) the lesser the chances to get cover.

    With all that, Stalkers are more fighty than Morghasts whille Immortis are more resilient - both for 10 less points raw. The niche roll for morghasts is to be flying flanking assassins, you would need a very specialised list to make them into shock troops.

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