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Warfiend

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Posts posted by Warfiend

  1. 4 hours ago, Beliman said:

    Maybe I'm wrong, but I usually hear that the main issue with 40k is their balance. Some of them have weapons that can't do any damage, others armies can shoot without LoS, others have weird interactions and others just don't have enough tools to play.

    But I don't see anyone saying that the weapons keywords don't work, or the game has too much going on (bloat), or it's hard to understand how the games works.

    I got a few 40k armies including an Aeldari one. And when the game released months ago they where horribly overpowered, which only got worse as people learned how too play. Then they nerfed the Aeldari significantly but it made no difference for balance because of how massively overpowered they where.

    Recently they've received some broad point increases and some nerfs while other factions have gotten point decreases and still they're a very strong faction. I'd suspect they're still going to win the majority of their games. Because not only did they not nerf Aeldari that hard, they nerfed the other OP armies way harder. I think they're still the best army in the game by a mile atm.

    One of the problems with balance has been weapon keywords. Not on it's own but in combination with army rules and stratagems 

     

  2. 27 minutes ago, JerekKruger said:

    the Maw Grunta: people have been asking for a Gore Grunta hero, but I doubt this is what they were expecting. Personally I do not like the sponson mounted Ironjawz, but other than that it's a very cool mini.

    I'm getting at least one for my Ironjawz army (probably two for the two variants). I really love the model it reminds me a little of the Gorbad Ironclaw model which is one of my favorites from WHF. But I agree on the side dudes, for at least one I'll just put them on brute bases and use them alongside the 3man warband for a 5 man standard brute squad. maybe I'll put some other guys on there but we'll see. 

    • Like 1
  3. 1 hour ago, RuneBrush said:

    The books are written 2 to 3 years in advance, so there's a certain amount of crystal balling needed to try and make sure that they don't dominate the competitive scene.

    This argument gets thrown around a lot and it’s a really bad one.

    for the lore part I understand it takes a while to write stories. But for the rules they could and should reflect and adjust them a month before the book goes into print. 

    It’s just a lazy excuse

    • Like 6
  4. I think you’re all playing the wrong game if you’re looking for balance.

    the whole debate on casual vs competitive is a idiotic debate because AoS or 40k have never been balanced.

    GW has proven time and time again that they’re either incapable or just don’t believe in balance.

    Balance in AoS has only gotten worse over time and the amount of unfun play experiences too. I see more and more people complaining about the game too.

     

     

  5. 2 minutes ago, Higolx said:

    Not really? Leave a d6 at the side of enemy unit and use that to count. If you reach 7 you can use something else but Im not so sure how common getting to 7 is going to be.

    Frankly I loved it. Its really translates to game well the idea of getting sicker as you fight nurgle

    Yeah leave a d6 along side it in addition to the wound counter and all spell effect counters, surely won’t be messy This is just bad game design. 

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  6. On 10/17/2021 at 3:33 PM, EccentricCircle said:

    Much as I love the old world, it is pretty much a textbook example of the Orientalism inherent in designing fantasy counterpart cultures. By making the humans your baseline "standard" faction, an making other non human factions orbit them, and draw on different cultural influences you sort of inevitably get the problem where your humans are all say, medieval germans, and everyone else in the world are orcs, skeletons, etc. Its great that the other human factions of the old world are finally getting some love, and it would be great to see that there are sub saharan-african inspired human nations in the south lands along with the lizardmen and orcs.

    I disagree, why have humans everywhere in a fantasy setting? It makes no sense. They should make new races instead of adding extremely boring and racist factions like araby, nippon. 

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  7. Doesn't look great for Ironjawz, we lost a lot.

    Ironjawz Waaagh is a once per battle buff now. +1 charge and +1 rend for all Ironjawz units.
    Mighty destroyers  and Smashing and bashing is the same
    Eager for battle is gone.

    Went from 6 to 3 Megaboss command traits:

    We had:
    Hulking Muscle-bound Brute
    Live to Fight
    Brutish Cunning
    Ironclad
    Bestial Charisma
    Mighty Waaagh!


    and the new tome has:

    Hulking Brute D3 mortal wounds on a 2+ after charge (on one unit in range of choice)
    Mega Bossy Can use mighty destroyer even if it is already issues
    Mighty Waaagh! Leader Reroll charge rolls wholly within 12 if you issued a waaagh.

    From 3 to 2 Ironjawz Wizard (was Weirdnob shaman) Command Traits:

    We had:
    Dead Kunnin'
    Master of the Weird
    Bursting with Power


    and we get:

    Touched by the Waaagh!  before casting a spell pick a unit within 6, deal d3 mortal wounds and add the mortal wounds to the casting roll. (doesn't have to be friendly, but if the caster chooses himself and dies from the wounds the spell doesn't go off).
    Master of the Waaagh! Pick one extra spell (not cast 1 extra).

    Went from 6 to 3 artifacts for the Megaboss
    Weirdnob artefacts are gone.

    On the Mawkrusha:
    Destructive bulk now deals 3(4 if gordrakk) extra mortal wounds if you use the stomp monstrous rampage.
    gets +1 save from using the riptooth fist profile.

    Brutes:
    New rule: Units within 3 with a wound characteristic of 1 cannot contest objectives.

    Ardboys:

    New rule: If this unit uses rally when a warchanter is within 12, models come back on a 4 instead of a 6.

    Footboss:
    gets two new rules: can fight if it gets killed in combat and hasn't fought yet.
    and: when it issues a command it can choose 2 unites to receive it instead of one.

    Looks like it's gonna be footbosses and brutes.

     

    • Like 2
  8. 1 hour ago, TechnoVampire said:

    Hi everyone, 

    Question about the units catagories for battalions:

    My friend wants to use a Lord Arcanum on gryph charger (wounds 7) to fulfill the "Comannder" role in his Warlord Battalion.  

    However we're unclear on the spcification for "Commander" as it simply says "leader". Does this mean it can be a leader of any wounds cost? "Sub-commander" is a leader with under 10 wounds, so does this mean any leader you use with less than 10 wounds is automatically considered a Sub commander, or can it alternatively be used as a Commander?... the wording doesn't make it very clear.  

    Thanks.

    Yeah a commander can be any unit with the leader battlefield role.

    • Like 1
  9. In the gaming industry there is this idea, or excuse (in management) that doing the job creatives do is a reward on its own. Which justifies in their eyes the low wages.

    And there are a lot of naive youngsters who are willing to jump in the field for little reward so they can do what they love, working on products they grew up with as kids. Which means anyone is replaceable in the eyes of the executives (many ship has sunk because of this line of thought).

    a lot of them burn out and quit after a few years because of the wage and the harsh working conditions.

    While I think GW is a much more relaxed place to work in general, I do believe they have the same outlook on the position of creatives and the rewards they deserve for their labor.

    • Like 2
  10. 1 hour ago, NinthMusketeer said:

    So either;

    -You believe that Stratigo does, in fact, know the salaries and stock options of GW employees.

    -Understand that isn't true and are claiming I am 'assuming' under unreasonable pretense. If I say the sky is blue, I am assuming that's true; after all I could be colorblind and not know it. But people acting in good faith know that isn't sound reasoning.

     

    Or you’re now making up a false narrative in your head to justify your aggressive demeanor. 

    I was merely commenting on your post and the way you presented yourself. Which goes against the guidelines this forum is build on. You’re free to disagree with someone but keep it civil.

    Since this is all OT I won’t respond further. 

     

    • Like 1
  11. 20 minutes ago, NinthMusketeer said:

    Stop. You have no idea what that information is, and have no basis whatsoever for making this judgement. This is made up from your own assumptions, an extremely bad-faith argument. It reflects poorly on you and makes all of your arguments seem less legitimate by association, even if they are completely valid. Consider that.

    This is just your opinion, just like what you quoted was his. And the way you’re stating it is extremely rude and makes you come off as extremely immature, get your act together.

  12. I think the lackluster content of the set also plays a big role.

    Many of the stormcast miniatures are extremely bland. Which is great if you like more realistic models like me, but this look is in stark contrast with their over the top helmets.

    It would be much better if they had made a realistic cities range with actual helmets, and made stormcast more over the top to fit within their God-forged narrative.

    Where they really went wrong with this release is the Kruleboyz IMO an entirely new range and aesthetic. My biggest gripe with them is their out of wack proportions (tiny legs) and the fact that they do not fit in with a the already established warclans factions. The kruleboyz as a faction are overly designed and many of their monsters look quite stupid. When some rumored a crocodilian type monster I could see myself really liking it, but the rumors were entirely false, we got a goofy looking anteater instead. The niche of a cowardly yet cunning faction is already taken by the gloom-spite gits.

    if you look at the latest 40k release a set of just orks (classic gw orks, that actually look amazing imo) it sold out within an hour in pretty much every region.

    Personally I believe the disappointing sales for dominions are entirely the result of the lackluster design of the majority of the models in the set.

    • Like 1
  13. 4 hours ago, SunStorm said:

    I think a couple of the heroes would work well as kitbashes, but not enough to warrant buying the whole kit. 

    Certainly I could see Zodgrodd Wartsnagga making a nice shaman from chamon or that had been modified by some evil dwarves. 

    I agree, gonna get a box myself to turn to chamon themed ironjawz.

    gonna get this guy to represent a mega boss with metalrippers-claw (going to remove his "hair" and squig-gun tho:
    mrcfEA2DYl7DmLMY.jpg.5d69a403e399614628edb9f822d43fb0.jpgalso going to get the squig hero twice for both his versions so I can make 2x3 squiggrunta units from the box.

    add some of the kruleboy shields from dominion to the boys to make some good looking ardboyz(couldn't find a good screenshot of a normal beastboy):
    krulejawz.png.5d0d0af892d934311271727485ebcd7c.png

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  14.  

    5 hours ago, Doko said:

    That is false .it is 100% clear that state only that you can bring kragnos or archaon who arent in big wag tome per example in a big wag army and being your general while you dont loose the big wag alegiances for your big wag units,

    Nothing in warmaster says that kragnos or archaon can get the alegiance skills as being inside the army and who use them as inside the army is a cheater

    I agree  it's 100% clear, but not in the way you believe.

    I posted a detailed explanation of the changes in this thread:

    If what you said is correct both Disciples and Maggotkin wouldn't be able to use their own allegiance abilities because Maggotkin or Discipes aren't keywords in those armies.

  15. A Commander describes any unit with the Leader battlefield role
    A Sub-commander describes any unit with the Leader battlefield role with a wound characteristic of less then 10.

    Nowhere does it say that a Leader with a wound characteristic of less then 10 can't be a Commander.
    Nowhere does it say that a Commander must be a General or vice versa; your general doesn't have to be part of a battalion if you take a battalion for your list.

    Ps: I know I answered more then you asked but I figured I'd make it clear

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  16. Answer: Archaon can still benefit from all allegiance abilities because they are all based on the god keywords; Tzeentch, Khorne, Nurgle, Slaanesh, Hedonite, Daemon or Mortal which Archaon all has.

    Explanation: 

    In the tzeentch battletome the word "Tzeentch army" that is to be changed too "Disciples of Tzeentch army" is listed 15 times. Yet none of these describe important rules or abilities. for example:

    Quote

    COMMAND TRAITS: Abilities available to the general of a Tzeentch army if it is a HERO (pg 72-73).

    which now becomes:

    COMMAND TRAITS: Abilities available to the general of a Disciples of Tzeentch army if it is a HERO (pg 72-73).

    the rules for their allegiance ability says "Tzeentch unit" not "Tzeentch army": 

    Quote

    Instead of making one of the rolls from the list below for a friendly TZEENTCH unit, you can spend one or more of your Destiny Dice. The result of the roll you would have made is replaced with the value on the Destiny Dice you spent. For example, instead of rolling a dice to see how far a TZEENTCH unit would run in the movement phase, you could spend a Destiny Dice to determine the distance. If you spent a Destiny Dice with a value of 5, the unit would run 5".

    Maggotkin of Nurgle's battle tome has this:

    Quote

    BATTLE TRAITS: A NURGLE army has the following battle traits:

    Cycle of Corruption: Nurgle's power and blessings follow a never-ending cycle of fecundify and decay.

    Roll a dice at the start of the first battle round of any battle that includes any NURGLE armies, before rolling to see who has first turn refer to the table etc...

    which now becomes:

    BATTLE TRAITS: A Maggotkin of Nurgle army has the following battle traits:

    Cycle of Corruption: Nurgle's power and blessings follow a never-ending cycle of fecundify and decay.

    Roll a dice at the start of the first battle round of any battle that includes any Maggotkin of Nurgle armies, before rolling to see who has first turn refer to the table etc...

    when we look at one of the stages of corruption it reads:

    Quote

    CORRUPTED REGROWTH: NURGLE units heal D3 wounds at the start of their hero phase.

    Nothing changes for the other battle tomes either: Since he has the Hedonite, Daemon, Mortal and all the god keywords he benefits from almost everything that he could benefit from.

    Edit: I believe the reason why they changed the way the armies are named in the battletomes is to remove confusion. If you'd take a StoD army where all models have the Tzeentch keywords you'd be eligible to use the Disciples of Tzeentch allegiance abilites (Don't think anyone ever tried this tho). Which is impossible now.

    Why I'm almost certain it's not intended to block Archaon from using said allegiance abilities is because it would also invalidate the use of allegiance abilities by many of the warscrolls of those respective armies. For example Rotigus doesn't have a Maggotkin keyword, and a Lord of Change doesn't have a Disciples keyword. while they're both clearly intended to benefit from the allegiance abilities. (Both of these keywords don't actually exist in the game as of now).

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