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Reuben Parker

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Posts posted by Reuben Parker

  1. 44 minutes ago, PlasticCraic said:

    That's almost true, but the Forbidden Power rules are officially still current, which adds in Fyreslayers and FEC as Mercs.  

    One interesting option could be the Arch Regent, for a 2-spell wizard who comes with 20 "free" Ghouls.

    True, I guess best in stompers with d3 command point trait for the summon and cover the lost CP. 

    • Like 1
  2. 22 minutes ago, Riff_Raff_Rascal said:

    has anyone played around with allies at all? i feel like a 2 MG list could squeeze in some fun toys to supplement the big boyz. particularly magic casters or something to prevent a full surround off on the big 'uns. 

    How do you mean? SoB can’t take allies and other armies can only take one MG.  The only way for two and other units is to play mixed destruction which was briefly mentioned a few pages back. You lose the holding rules but a cheap Skal battalion for chaff two MG with items and then whatever other destruction holding stuff you wanted to add could make for an interesting list. 
     

    something like this perhaps? I would probably still just play pure SoB but it maybe a fun switch up kind of a nod back to old mixed destruction. 

    CC78107D-A1C6-43D3-B311-53973F447EEF.png

  3. 1 hour ago, Kasper said:

    Stomper Tribe looks pretty solid against alot of armies - Gonna give it a spin next time with WS + 2x3 MC + 3x1 MC.

    I just fear it will do little against none horde armies, where as Breaker is pretty much always great. I wonder if this is a result of me and my mates playing AoS “wrong”. We typically make an all-comer list and dont modify it depending on what we face, but rather make a list as if we were going to an event. If I could switch up the Tribe depending on what I faced, I would probably give Stomper more credit. 

    I don’t think your playing wrongly. I love going to events so always make all comer lists even if I know my opponent ahead of time. 
     

    My analysis is similar. Stomper has the most potential power but the 1 big 9 small loses a lot on hero missions and against certain lists has zero buffs beyond the CAs. Breaker which seemed the least popular on preview always gives buffs and is the best at killing heroes. Taker increasing holding amount in actuality will often have little impact apart from single mancrushers holding vs 10+ models. 

    • Like 1
  4. always a good channel. Yes some mistakes on rules and maybe on tactics but still nice to see the giants really putting out the damage. 
     

    on the hobby side just working on my bases. One of my favourite parts of big models is using real stones in the basing. Will post pics once done just gluing the stones and sand currently. 
     

    also I’m going to adorn my Gargants with pieces of my old Tomb Kings army I guess the real reason they got wiped out was really the rise of the Gargants. 

    • Like 2
  5. 16 hours ago, 123lac said:

    https://www.warhammer-community.com/2020/10/22/metawatch-warhammer-age-of-sigmar-1-list-building-with-dan-street/

    If AoS were a video game, no one would play it given the current imbalance. Can you imagine dota/league/sc2 having the following 'meta':

    XPdb6PhPS6Z8hVXK-1024x792.jpg

    This is just embarrassing on behalf of GW's rules writers.

    You have at least 10 factions placing well (cutoff could be lower and include more). That’s a pretty healthy meta. It also covers all the major play styles. 
     

    with so many factions and the nature of slow turn around in a tabletop game that’s actually really impressive. 
     

    games like SC have 3 factions thousands of ladder games played every day and still have to be constantly patched. 
     

    true balance is impossible to achieve even a game like chess with equal pieces and rules  favours white due to starting with tempo. 
     

    • Like 1
  6. 1 hour ago, Kasper said:

    Submitted my questions! I urge you other guys to send in your questions so we can hopefully get some of the a little vague rules clarified. 

    aosfaq@gwplc.com

    I just sent one in as forgot to mention earlier. Gate breaker / breaker tribe breaking terrain does it remove all faction specific terrain rules and abilities. I believe it should but the wording could be read to only remove the rules like commanding, arcane etc. 

  7. 2 minutes ago, PlasticCraic said:

    With the exception that he can't use any CAs on himself, which is a huge deal.  Can't make a run 6", can't reroll a charge.

    It's very poor from a quality of life perspective, but unfortunately it's also pretty clear.

    If you have a second mega gargant within 6” they can CA the general. I don’t think the 1 stomper 9 gargant build is a good build anyway as it loses too much on hero missions. It does force you to run your 2 Megas close to each other though. Also if your going for a build that buys a CP and not using the d3 command points trait you can go 3d6 charge trait which helps offset the General not ordering himself. 

    • Like 1
  8. My order came in built the two megas super quickly. As I’m going to be playing either double gatebreaker breaker tribe or war stomper gatebreaker stomper tribe I made one dual use. Did the stomper body but put both club and flail on then will just exchange heads. I know you can magnetize all three Sets of hands but I’m a limited hobbyist and this solution was super simple. 
     

    Also looking at the gargants why as 12 wound monsters are they on such comically small bases. Was planning to do a rocks basing theme but there’s really limited room. Plus side for most game mechanics a smaller base is preferable. 

  9. 13 minutes ago, Ganigumo said:

    @Kasper
    Off the top of my Head:

    1. Can krakeneaters with the spellcasting artifact cast endless spells? Should they gain the wizard keyword?
    2. Does longshanks allow Mega Gargants to ignore the penalties for "retreating". Do they ignore the fact that they are in combat in the movement phase if the unit has a wounds characteristic of 10 or less.
    3. If run as a unit, can each mancrusher gargant trigger it's own Stomping charge, or does it only trigger once for the entire unit.
    4. can moving an objective with the Kraken Eater's 'Get Orf Me Land' ability change how much the objective is worth (for example in battle for the pass you could move your "home" objective out of your territory. Would it still be worth 4 points, or would it be worth 2)
    5. Are the artifacts exclusive to the different tribes?
    6. Can a warstomper general use Universal command abilities like 'On the double' or 'Forward to Victory'

    Some of these are pretty clearly laid out in the book, but are a bit wierd and make me wonder if it was intentional.

    Also longshanks in regards to walking over endless spells. (RAW they can’t)

  10. 1 hour ago, Moogypies said:

    I dont know what happened with the spam post making it appear three times.

    But I can use it to evaluate! without making one post too long.

    Rend -2 and -3 really hurt, whilst uncommon that they'll be run, those morghast where super dangerous and I couldnt do anything to stop them. 

    Catapults are very scary at a flat 5 damage a piece, fortunately it's rend 0, but if you run the catapult spam list, you could be seeing an early removal of giants. 

    We are...deceptively fast with decent charge rolls I had no problem covering the map turn 1. 

    I was questioned on the use of a second loathing instead of +2 attacks on the flail, and from using the combo of +1 hit rolls 1/2/3/4 saves and +1 to hit rolls of heros and wizards, I felt I could confidently smash anything with the 10 attacks that pretty much always hit going from a 4+ to hit to a 2+ is incredible. Maybe different combos would work better, but I stand by the +2 to hit for the general (against a good chunk of things) instead of + attacks. 

    +1cp vs a triumph? Hands down, that garaunteed 6" run made it possible to get to the middle objective and be positioned well. with a spare CP to reroll in a later phase (Which I needed for a charge) I think the safety of it is too good to not have. 

    Added a picture of turn 4 to see what kinda board destruction I managed

    20201020_201842.jpg

    The save rolls of 1 -4 doesn’t work vs heroes and monsters so the only cross over would be a non hero wizard with a 4+ or better. Lumineth jumps to mind but not much else. 

  11. 43 minutes ago, Gutlord said:

    Just for a bit of fun i did a 1 on 1 against Gotrek with all  3 Megas (seperatly of course, and i let Gotrek fight first every time) the results.......

    Kraken Eater....Draw (He fell on Gotrek and killed him at the end of the fight)

    Warstompa.....Gotrek won with 2 wounds remaining (obviously his club was useless against a single non monster model)

    Gate Breaker.....Absolutly battered Gotrek with 20 wounds remaining ( that flail attack is so powerful, imagine it buffed up with Gordrakks voice of Gork giving him +1 to hit)

    I know its the roll of the dice but i do feel like these guys are well worth thier points value....i didnt even have any mercenary or General abilities on them.

    And in a breaker tribe your probably going +1 to hit vs heroes & wizards making that flail even more lethal. If you add the +2 attack trait vs a character/ wizard he averages 16 at -3 from the flail never mind other attacks / impacts / ranged. 
     

    it’s very tasty :) 

  12. 4 minutes ago, Dankboss said:

    Grunnock as a merc seems pretty decent in some armies. I can see him having worth in StoD and Beasts of Chaos as an independent Hero who can do their own thing. At least, in my experience, StoD don't have a Hero outside of Archaon that can operate without an entourage following them everywhere they go, so having a big melee Hero like him is quite valuable. When you consider you can get Grunnock and 40 Marauders for the price of Archaon he actually looks pretty good. Also, StoD struggle with consistent rend -2. His earthquake is also absolutely huge, which can be used to protect your Marauders. The -1 CP isn't even that big a deal when you consider most StoD buffs aren't command abilities.

    I think he can bring quite a bit to my chaos dwarves as well. Who have great no rend damage output in fireborn but pretty poor melee rend attacks (bull centaurs should not cost more than spear eels). 

    • Like 2
  13. 2 hours ago, robotnik_taco said:

    Soooo, maybe I'm just being impatient, but is anyone else who preordered through gw still waiting for their stuff to even ship? Yes I know covid troubles, and yes I should have gone third party, just want my big guys.

     

    Edit: I'm in the US

    I’m in Canada and the same No shipping email to date. Support is also 10 day delay on email answering. My friend did another pre order to store last week and it never came in. I guess they’re having some logistics issues. I know it’s first world problems but I want my big guys :(  

  14. 35 minutes ago, Tropical Ghost General said:

    So in regards to the recent facehammer video, in the comments section they introduced a new element to rules debate, when asked about endless spells not having a wounds characteristic to be able to step over them

    We previously had RAW and RAI, and now we have IMO 😂

    Screenshot_20201018_220452.jpg

    Screenshot_20201018_220504.jpg

    My first thought was you could. However after you highlighted the “characteristic” part of the rule A couple of days back RAW clearly they can’t. My hope is RAI they can and FAQ will confirm that. However until an FAQ comes out I don’t believe giants should be walking over endless spells. 

    • Like 1
  15. 1 minute ago, Emperor of Zhong said:

    I was charged for the initial order. I can yes, I had originally gone for 2-3-1-1-1  now I have the models for a 3-3

    Just contact them and explain your short a box of Mancrushers and they will send you a new one. Up to you whether you tell them and return the extra Mega. I’ve spoken to their support before (When I received stuff I didn’t order) and they care more about making sure people get what they should have rather than getting back stuff sent by accident. 
     

    Especially as I do think in general the 2 mega 3x1 1x3 is the best setup (If you don’t know mission) if nothing else gives some objectives taggers with the solo crushers and 50 % hero 50 % battleline so balanced for missions that require one or the other. 

    • Like 1
  16. 3 hours ago, Scythian said:

    I think the detractors of this army are truly misunderstanding what this army is and what it can and will be. Like many other misunderstood armies, people are expecting this army to be a game changer, it is not. Much like Disciples of Tzeentch, people automatically thought that it was going to be a magic heavy army when in fact, the meta was shooting. Sons of Behemat create the same fool's gold effect. A player might be tempted to play the “camp on the objectives” game with the giant’s high wounds but this is a grave mistake. This is an army that should always be charging. The meta is the charge phase. Charging and attacking. They are not designed to be a “stand on and camp” army. Think logically about it. The Mega’s are just a 35 man unit with 4+ armor and limited attacks when you actually erase the model's stature and truly read the warscroll. Hardly what I would call a game changer, but rather just a larger than average horde unit by only 5 wounds. As for the individual Mega Gargant types, just understand that while the Krakeneater and Gatebreaker have tactical options, do not solely rely on them to be the game changer abilities you may think they are. Now, get out there and remember your ABC’s..........Always Be Charging!

    Agree the ABC is important. I do think though your downplaying megas slightly equating them to a 35 wound unit. A stomper takes 34 wounds it can still get 10 attacks with its club and have full damage output. A breaker with +2 attacks trait takes 34 wounds it’s still swinging 7 flail attacks. Also they obviously keep their impact hits till death. They have very little loss of damage output all the way to death so if your opponent can’t one shot them it spells trouble and 35 wounds on 4+ possibly with buffs isn’t super easy to one shot (obviously yes there are a number of insane damage output units that can but not universally). 

  17. 15 minutes ago, Super_Prototype said:

    Long live the cow flail!

    I think the hobby section of this book is good. The lore is definitely entertaining, and I appreciate the inclusion of name generators etc.

    Only thing left to do is figure out the proportion of megas to mancrushers I'd like to run and start finding models appropriately... And to wait for the FAQ. 

    I can't be the only one hoping that they do errata in the ability to take Endless Spells just to fill up the odd points gap and get a little more variety into a force.

    With 2 mega 3 and 3x1 Mancrusher you end up 1980 - 2000 and even in some other configurations with a larger spare amount a CP or playing under for a triumph is probably better. A single caster with no plus isn’t really worth taking an endless spell with most of the time. If the lantern allows you to dispel endless spells that would be its best niche really (and potentially quite helpful). 

  18. 7 hours ago, Ganigumo said:

    I watched this and while it is nice to see some positivity I find a lot of the discussion was overly so.

    Much of the strong aspects discussed, like breaking unit coherency, only work if the opponent piles in first, and doesn't pile in with the grabs in mind. 

    Some of the tactics they suggested were kicking an objective to the center, so you could group up your gargants over objectives and force the opponent to charge into multiple gargants. This seems like a decent strat but is heavily dependent on having space for multiple gargants to fit into, which often won't be the case with 5" bases.

    Another was to use a kraken eater with 2 mancrushers in front, turned sideways to create a power unit thats hard to deal with. But that costs 900 points...

    There were some good points about making careful charges onto the edges of units so they can't pile in much of the unit, although I worry about how much control we actually have over dictating the flow of battle that way. 10-12" move isn't slow, but it isn't particularly fast either

    Yeah indeed take some with a pinch of salt. Main takeaways was it won games vs maybe not the best lists out their but solid second tier like BW, FEC and OBR even after being alpha struck and down a mega. 
     

    The other big take away was from his description of the games they were deleting what they hit between the blows, special attacks and impact hits. I have been trying to argue for their damage output being fine (kraken without sandals withstanding) and it seemed to validate that from those games being still a small sample size. 

  19. 31 minutes ago, KingBrodd said:

    Me too!! Though the Audio Drama will be delivered straight to my ears.

    I’m just hoping they arrive in time for me to build them for the following Sunday for a couple of games. Will be bare plastic by necessity but I really want to get them on the tabletop. 

    • Like 1
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