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Deadkitten

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Posts posted by Deadkitten

  1. 49 minutes ago, Honk said:

    Competitive play vs. Casual fun, 

    the classic drama.

     

    I'm not even sure it's that.   You can have a competitive scene with even power level.  Chess is a good example here.  And it's not just the casual crowd sounding the alarm here.  The Just Playing podcast had a nice critique I think.

    It's easy to have a conversation and self-police for casual games.  There's some work involved when it comes to Events.  I agree that it is well worth it though.

    Would a Feeding Frenzy once per turn be enough?  Once per hero?  The Gristlegore GKoZD ability should at least be a CP to activate I think.

    • Like 1
  2. 8 minutes ago, kenshin620 said:

     

    I'm NOT the person to 100% believe this philosophy, but theres always the philosophy of "you dont buy warhammer for the rules, you buy it for the models and backstory". People tend to bring that up in other topics.

     

    And plus AoS has survived many casual unfriendly strategies. Bloodletter bombs, Nagash, DoK. Whats one more to the pile!

    I think it comes down to matchup win percentages.  There will always be Tiers and that's not inherently a bad thing.  I'm not sure you even want a system that is 50/50% all the time.  What would we gripe about then?  When AoS2 dropped and some of the armies were released shortly thereafter we had something in the neighborhood of 65/35.  Iron Jaws could still go off and sneak in that win against DoK.  And all the new stuff seemed to sort of be dropping into that range of the armies with books vs those without.  There was a good build but everything else was fine.  Now with FEC, it's not the build that's good, it's one of the fundamental army traits.  FEC itself is good with win percentages like 90/10.  That's not fun.  

    I'll say that "I don't have facts to back this up" and I see there is a Powercreep thread here:

    https://www.tga.community/forums/topic/21862-powercreep-fact-or-fiction/

    maybe that's a better place to have that discussion rather than taking up any more space here.

     

    Oh and  Brets as FEC would be fine in just about any scene I expect.  You just might need to tell your opponent the inside joke if they don't get it.

    • Thanks 1
  3. 4 hours ago, Honk said:

    A casual nooby Khorne player just got devestated by me yesterday...

    feast day, infernal as general, gkotg, Regent, varghulf 2x6flayers, 10ghouls and Chalice... the feeding frenzy for free got me dominating the melee, if it is not dead, I just activate again. Turn 2b with 2CP I went for 3xFF with gkotg, varghulf in dueling and the flayers ripping out his spine...

    We need a handicap system.

    • Like 1
    • Haha 2
  4. 3 minutes ago, kenshin620 said:

    But there is a difference between "something is broken" and "people should learn how something works".

    Even a casual player can look up basic strategies on counter tactics.

    Now if 3-6 months pass and the only real strategy is to pray for RNG dice, then ok there is a problem.

    Also I do find the idea of people doing a 180 and not playing against FEC a bit ironic. Man one book and you go from "underdog hero" of death factions to "uberman villain"!

    That's not the problem though.  The gap between the good armies and everything else is just too much.  0 Tier stuff is bad for the meta.  It's the casuals that keep any game system going and if you're turning them off then that's a bad thing.  You don't want event attendance cut in half b/c half the room is playing a Tier 0 army in order to have a shot at the podium.   I was hoping that GW would reign in the power creep a bit and am sad to see it.  You can can only adapt so much but if you have no answers and "adapting" means just switching to the new thing, then that's just bad for the game as a whole.

    • Like 1
    • Thanks 1
  5. So I think LoB is pretty well positioned against FEC.  Granted I'm relying on the Orb of Enchantment to counter the Gristleghiest GKoTG but it is a decent answer.  Then, Blood Knights have the damage output to drop big fatties.  Thoughts?

     

  6. definitely need to figure out what the "right" amount of starting CPs are.  Not saying you're wrong here, just I don't know.  I do think you want the Flayers to be able to fly over the mid-field dog-pile that will occur here.

  7. 21 hours ago, Charleston said:

    Hi dear TGA Community!

    I want to ask you about your opinion and personal experiences on a topic that bothers me more and more in the last time: Frustration. And how to deal with it in the best manner possible. I am feeling quite unhappy right now with my temper after some frustrating situations, but often feel also overwhelmed n how to handle this.

    What I am actually refering to are situations in that a pretty nice game turns into 2 hours of simply beeing crushed. I have this quite often when playing against two friends of mine who like to play board and card games in a rather competetive mindset . We have  good games, but they end often in becoming salty because of some rules of the enemy that seem unfair or due to the feeling that the powerlevel of the game was ****** from the early beginning on. In the aftermath we often talk about the games and about what could have been done differently and come always to the conclusion how good (close/tense) the game was actually. Therefore I guess it is also about my frustration and how I deal with it.

    I would love to hear your stories. Do you have any tricks or tipps how to keep frustation away from the table? Or Anectodes which somehow match the topic?

     

    In Poker and Magic the Gathering what you're describing is called "Tilting" and there is a wealth of information written on the topic.  Here are a few articles:

    https://www.channelfireball.com/articles/no-more-tilt/

    http://magic.tcgplayer.com/db/article.asp?ID=11824

    http://www.starcitygames.com/article/26443_Tilting-And-You.html

    https://www.hipstersofthecoast.com/2015/11/btl-types-of-tilt/

    • Like 2
    • Thanks 1
  8. Allegiance: Destruction
    Troggoth Hag (380)
    Dankhold Troggboss (300)
    Madcap Shaman (80)
    3 x Fellwater Troggoths (160)
    6 x Fellwater Troggoths (320)
    6 x Fellwater Troggoths (320)
    10 x Squig Hoppers (180)
    Skitterstrand Arachnarok (260)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 126
     

    Spitballing here.

  9. So how do Troggs play?  I got crushed at an event recently.  I know there's the Battalion that does extra damage on a 6.  Doesn't seem great outside of needing reduced drops and the extra artifact.  Do they play aggressively?  Somewhat cagey?  Screens of squig hoppers or snotlings seems fun.  Is this an army of hobby love?  

    I kind of like the Fellwater model.  Not sure why everyone is so down on it.  

     

  10. On 3/7/2019 at 12:09 PM, Nevar said:

    @KoalaSnok @XReN

    Blisterskin Grand Court

    Abhorrant Archregent:  Hellish Orator, Eye of Hysh

    Abhorrant Ghoul King on Terrorgeist:  Gruesome Bite

    Crypt Infernal Courtier:  The Flayed Pennant

    x10 Ghouls

    x6 Crypt Flayers

    x6 Crypt Flayers

    x6 Crypt Flayers

    Deadwatch Battalion

    1950 Points  +2CP

     

    From what I understand, if you have a zombie dragon/terrorgeist rider you get to choose a mount trait, and it seems like an auto include to reroll bite attacks with Gruesome Bite.  Likewise, this list can summon in two more units of Crypt Flayers to make use of the Blisterskin command trait even if the other units are getting thrashed or are committed to an objective.

    Regent can also summon x20 ghouls for bodies if needed instead.  With Frenzy and the Deathwatch, it seems to me I could get six pile-ins and combats out of the three crypt flayer units.  Three natural ones, and three Frenzy ones.  With an additional pile-in from the battalion on the next hero phase.  With Orator potentially increasing CP gain to x2 per turn... you could get six more pile-ins on the 2nd turn via two frenzies and the battalion pile-in.  That is an amazingly good alpha strike and follow up if things go well.  Add in a terrorgeist to either distraction carnifex or actually just go on a rampage with him as well...

    I can see how this is much improved on my earlier lists.

    9-6-3 is the configuration I'd be looking at.  I think with gobbos and skaven we're going to be seeing 40 blocks.  20 Sequitors is a thing.  No, I don't expect to always get all 9 in but I think even 7 or 8 will matter.  SO many things have the potential to pop units when they hit and I think Mustering is too good not to take advantage of.

     

    EDIT:  I REALLY want to squeeze that Chalice in.

    • Haha 1
  11. 10 hours ago, Franek said:

    Hey guys, I was thinking about the best way to play Vampire Lord on ZD. Two most interesting combos I thought about are: Legion of Blood (+1 attack), Blade of Endings (+2 to Damage on a hit rolls of 6+), Walking Death (Legion of Blood battle trait). The Second option is the same but with Ghyrstrike (+1 to hit and to wound).

    Do you guys have an idea which one is stronger? Maybe you have a anorher idea ot some extra combo on top of that?

    I run mine with Sanguine Blur for the +2 M, Pinions and the Orb of Enchantment.  Basically looking to take out a key piece.  I've found the Orb to be a hard counter vs some problematic stuff.  Blood Knights aren't exactly top tier so I like having an ace up my sleeve.  

  12. 27 minutes ago, Marthen said:

    So here’s a question. Is it still worth it to go Gristlegore even if you’re not running a Royal Menagerie? I have over 60 ghouls and can run a Ghoul Patrol with a GKoZD and GKoTG but don’t have any big beasties besides that. Would I be better off using the Feeding Frenzy delusion?

    EDIT: The post I was responding to since we're on a new page now....

     

    @MarthenBy "the Feeding Frenzy Delusion" do you mean the one that allows you to FF once per turn without a CP?  That is a very strong one.  Anything that is looking into dragging a combat out into your opponents turn would want to be looking at this one.  Basically, I think all the FEC builds need to address CP management.  Thankfully, we have options and so the best one probably just comes down to builds/preference at this point.  Story might be different a few months from now.  You prob need more ghouls for Ghoul Spam.

  13. I'm leaning towards yes.  I think the good thing about Gristlegore is being able to manipulate the combat order.  Combined with Feeding Frenzy, it's bonkers.  Yes you give up a lot going with a more general all-comers list and then going Gristlegore just for the general.  Having said that, I also don't think you're maximizing Gristlegore's potential doing that.  You need a couple of hammers hitting at the same time with the CPs available to put into FF.  Ideally with 1 or 2 of those combat spells.  That's a lot of hoops to jump through but I think the payoff is there.  OTOH, Gristlegore is asking a very specific question of your opponent, and if your opponent has an answer for that question, then I think it will be an uphill struggle because you might not have the tools you would otherwise have in another Delusion where the answers aren't so obvious. 

  14. 4 hours ago, Honk said:

    Since there is only one unit delivering the pain, I‘m not quite sure if blisterkin or feast day is the way to go. To protect flanks the barrier is supposed to work quite well.

    maybe upgrade one infernal to varghulf, the general switch might also be nice, upping one ghoul unit to 40... with the max unit it’s cost neutral.

     

    a unit of 9 flayers, stricken by malicious and black hunger, going on a feast day...  sounds like DoK

    Yeah, it is by no means tuned.  What I like here is that there are the 2 big blocks to grind.  However, I'm not sure there's enough Mustering here to do that, after dedicating a couple heroes to the Flayers.  I figure you could just spawn the other Courtiers to support the Ghoul blocks.  It's not like there aren't good answers for monsters so it would be good to have something to pivot into. 

  15. FEC
    Abhorrant Archregent (200)
    Abhorrant Ghoul King (140)
    Crypt Infernal Courtier (120)
    Crypt Infernal Courtier (120)
    30 x Crypt Ghouls (300)
    30 x Crypt Ghouls (300)
    10 x Crypt Ghouls (100)
    9 x Crypt Flayers (510)
    Chalice of Ushoran (40)

    Total: 1830 / 2000
    Extra Command Points: 3
    Allies: 0 / 400
    Wounds: 131
     

    Some room in there for a Battalion, Endless Spells or just the CPs.

  16. On 3/4/2019 at 1:56 PM, Gdead909 said:

    So I recently played a dead watch list into a seraphon list, here are somr take a ways

     

    3 knights dont Do much. Had 2 units of 3 flayers and they did almost nothing.

    The chalice healing up dragons is amazing.

    The courtiers bringing back full elites is great too, but for that to happen we need units of 6 or more to take the hits. 

    Makes me with we had a battalion with just flayers and ghouls.

    If youre not running a court then you can take the feast day delusion. This means you dont have to stockpile your CPs as much.

     

    Yes, I'm wondering if a block of 9 with a couple of Courtiers following it around is legit.  More of an investment than the GKoTG but so much more redundant.  Hand of Dust and Skaven shooting terrifies me.  A behemoth hero is so good in a lot of missions though.

     

  17. On 3/1/2019 at 1:15 PM, walheim said:

    Hey guys! I'm going to be in a tournament later this month, not looking for first place but a solid fun experience. What do you think of my list ?

    Allegiance: Flesh Eater Courts
    - Grand Court: Court of Delusion - The Feast Day
    Mortal Realm: Aqshy

    Leaders
    Crypt Infernal Courtier (120)
    - General
    - Trait: Cruel Taskmaster 
    Varghulf Courtier (160)
    - Artefact: Medal of Madness 
    Abhorrant Ghoul King on Royal Terrorgheist (400)
    - Artefact: Blood-river Chalice 
    - Lore of Madness: Spectral Host
    - Mount Trait: Horrible Resilient

    Battleline
    9 x Crypt Flayers (510)
    6 x Crypt Flayers (340)
    6 x Crypt Flayers (340)

    Battalions
    Deadwatch (110)

    Total: 1980 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 112


    Anything you would change to better this list? :)
    I just picked aqshy caused we have to pick a realm, any other realm that has spells i could take advantage of?

     

    I'd break up one of those 6 Flayer units.  I'd use at least 3 to run as a screen specifically.  I'd be sorely tempted to take the 9 up to 12, but it could fold into the other 6 easily enough.

  18. 10 hours ago, SwampHeart said:

    Edit - I misunderstood your point. Are you saying you don't think the bull works on the Gristlgore turn at all or just that it wouldn't prevent him from attacking? The bull 100% works in both players turns - it is not the player with priority who chooses the order for abilities to work, it is the most recent ability (this is stated explicitly in the FAQ). This is why the Taurus works on an IDK player in the high tide turn regardless of who has priority. Hightide and the Gristlegore ability will never be the most recent ability because they're both always on. An example of something that would meaningfully interact with the bull is the hysh command ability because it could be triggered after the bull. The Gristlegore trait however is never activated and thus cannot be the most recent ability. The Wildfire Taurus stops the Gristlegore command trait from functioning, period, end of story. The only "debate" (I don't actually think there is one because its silly RAW) is if the Gristlegore general can fight at all after being affected by the Taurus. 

    So I'm wrong but for a different reason:

    Q: If several abilities are triggered at the same time (at the start 
    of a hero phase, for example), how do you determine the order in 
    which they are used?
    A: If several abilities can be used at the same time, the 
    player whose turn is taking place uses their abilities 
    first, one after the other, in any order they desire; then 
    the player whose turn is not taking place uses their 
    abilities, one after another, in any order they desire. 
    The same principle applies to any other things – such 
    as command traits or artefacts of power – that can be 
    used simultaneously.
     

    I'm not sure how this ruling interacts with the other one quoted specifically mentioning the Taurus.   My original thinking/understanding was that during the BoC player's turn, when they cast Taurus, that the GK would lose the strike first ability including the part that says he can't fight normally bc the ability was indivisible.  Now I'm really not so sure.  I would need to read up on Endless Spells to see how the triggers happen since they happen at the beginning of the Battle Round before each players' turn.  And I might even be wrong about that part.

    That bit I quoted is from the Designers Commentary for the core rules.  

  19. 17 hours ago, SwampHeart said:

    So upon some further reading - the current RAW would be that a Gristlegore character would not be able to fight at all (see attached wording). Once the bull hits him he must fight last and since the Gristlegore ability says he fights before any units are picked and can't again he's no longer able to fight. This is a super strict RAW interpretation that I'd never actually try to play to be clear. 

    image.png.682c2fae711da1b6d7d7d70a06665c34.png

    The player with Priority chooses the order in which the triggers stack.  So the Taurus would work but only on the BoC player's turn.  The Ghoul King would still get to fight bc the Taurus ability (attacks last) would superced the Ghoul King's ability (cannot fight in the combat phase).

    So doable but Gristlegore will be a problem.....  The Taurus is one of the more obvious answers.

  20. The Alpha Strike lists go lower than 3-4 drops though.  How much do you really care about anything not at that level?  Say 5-8 Drops?  In a Monster Mash sort of list I think the Battalions compete for more ghouls.  You need some number and anywhere from 1300-1500 pts are tied up in the monsters themselves.  It's an interesting tension.  The Battalion gets you lower drops but at the cost of less Ghouls but the Ghouls provide the screen to survive that Alpha.  After seeing the Chalice perform this weekend, I think it's a no brainer over a Battalion.  The real benefit I see to the Battalion is the Artifact & Trait.  And from what I'm seeing the list is extremely CP hungry.

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