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Nos

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Posts posted by Nos

  1. 3 hours ago, Overread said:

    Yeah but if you launch a new game with new models for more than one faction then many are going to assume that those new models are going to set a tone for a wave of new models for other factions too. Just like how Shadspire has the expectation that people will get new models or each army/force added to the game.

    Kill Team got hardly any new models. Much of it's appeal was that you could basically buy an existing set and have your gang or whatever. There was the Rogue Trader set later and a few heroes but that was it.

    • Like 2
  2. I’m surprised it wasn’t FAQ’d as they’re moving away from modifiers for special abilities.

    Not that I’m complaining as I’ve done this with Ordinator with Hammers (Of Judgement)  a few times. Scioned  him and ballista behind a unit where the enemy is screening a buffing hero like a necromancer or Tormentor,  Celestant and co charge the unit and Ordinator charges the “safe” screened hero. Used Celestant ability on the hero, +5’s on 6 dice usually comes good. Never once considered that you could do the CA multiple times though, that’s clever!

    Also works as a good monster hunter even without the Celestant ability. Drop ballista in with its high rend shots then go in after the monster with LO and you’ll usually hurt it pretty bad even on 6’s.

  3. 14 hours ago, Requizen said:

    What do people think of running a Dracoth with the same suite as the exploding Stardrake? A Staunch/Lantern/Molten Helm/Azyrite Halo Dracoth is, of course, 9 less wounds and doesn't have some of the abilities (table wide MWs, bite attack), but it frees up 340 points compared to the Stardrake. 7 wounds on a 2+RR will still take around 250 wounds to kill on average, though it is much more susceptible to MWs popping it out. 

    Still, as a mini-bomb and not a full centerpiece of the list, you could buff it up and chuck it into Skeletons, Grots, Gors, etc and just watch them blow themselves up. And then you'd also have points left over to bring more to the table than just the minimal support pieces, which I think might make a more TAC list than the traditional Stardrake build.

    Not tried it yet but there was a guy a few pages back asking about how he could make a Fulminators list and I suggested that a LC equipped with the above might be the best way to utilise a Dracoth at present. I intend to try it some point certainly!

  4. 8 hours ago, Mark Williams said:

    On the topic of a gryph hound stopping a unit for a turn, I see nothing wrong with it, but further to this, I don't even see that it would work like your saying except in the form of deep striking. Whenever I've had small units on the field and I'm going up against a large unit that's assaulting me, they typically assault straight past me, touching my few models with however many they feel is necessary to kill that model while still taking the fight on past it. If anything that lone gryph hound will actually help opponents engage with you faster, while doing nothing to provide any sort of attack strength in the process.

    In your hypothetical scenario, 40 skeletons will charge the gryph hound, and the majority of them will flow right on past him into the units behind him, and behave exactly like your imagined "wade past the lone guy".

    There's nothing a single model can do to stop an opponent from leap frogging past it and going for another model behind it. And in fact, the charge rules are quite a bit more favorable to the opponent with the large unit than the one with the small unit. Gryph hounds have poor saves and generally will just die in a puff of smoke the first time they engage anything. They aren't good units, and you're talking about them like they break the game or something. If I saw my opponent stick a gryph hound out in front of his army expecting that to slow me down or protect his army in any way, shape, or form, I'd probably just laugh.  Single gryph hounds aren't "screens" - they don't have a big enough footprint for that, and I'd argue that the larger packs are some of the worst models in our arsenal that you could use as a screen, in general. They are very expensive, and have pretty low survive ability unless they go first, and that's only because they can retreat, which won't win you any objectives.

    They are a nuissance/harrassment unit AT BEST. Stop trying to make out like they are some form of cheese. I don't even know where you're getting that idea.

     

    I’ll say whatever I like thanks 👍🏻 

    The Gryph Hound impeding a way larger units than itself is an established thing that I happen to find quite cheesey.  What you explain as happening is that the massive unit still detours round the single individual, it’s movement is affected by it nonetheless. If you read that in a piece of lore, that a unit of skeletons formed a conga line to skirt past a gryph hound rather than just simply trample over it as though it wasn’t there, you’d find it plausible?

    But note I’m not demanding it be removed from the game or that other people agree with me. I’m just stating what I think and why. Never once have I told someone to change their behaviour over the discussion like you just have.

  5. 10 minutes ago, ledha said:

    It's a game, not a balanced simulation of warfare. Why the archers would be able to fire at a monster wrecking them ? Why aren't the boat immune to melee attacks ? Why does a 20-tons mawkrusha can't smash trough a sylvaneth forest and go where he want ? How the hell a stardrake can eat a kurnoth hunter ? For the same reason that a handful of models can halt the advance of bigger regiments.

    This being "realistic" or whatever is absolutely not important or even meaningful here.

    In that case why all the realism elsewhere? Why doesen't everything fly, why can't people run forever, why can't I pile in 17" away, why aren't weapons made of cheese, why can't a skeleton eat a Mangler Squig ?  Fun game this. 

    It's a simulation and 90% of it's rules follow that basis. It's quite easy to imagine a unit of archers having a component firing in from the back ranks while the front engage the charge. The Mawkrusha can fly so he basically can go where he wants. A stardrake can eat a Kurnoth hunter by biting off it's head, I don't think it literally means it's gobbles it up like Pinnochio with the Whale, it's clearly intended to imply that the Stardrake, having huge powerful jaws, can end the life of something with ease, ditto the Dracoth rule. It's very easy to imagine a unit engaging with a boat skimming over the battlefield with it's crew hanging off the gunwwhales etc. Not only is it easy to imagine these things, it's a huge part of the fun and the spectacle of it all, it's an important bridge between the rules and the narrative of what's going on. 

    Your turn, how does a gryphhound impede 80 skeletons? 

  6. 15 minutes ago, ledha said:

    That's how the interdiction area of 3" work. It make lone characters and small units very good to block massive units, and make massive units less mobile and more vulnerable to that sort of manoeuvers. It's the entire purpose of skirmishing units like skinks, freeguild's archers or aertherwing. If your opponent bring ton of big blocks of unit but don't have any plan against those 5/10 models units, then he messed up

    I understand how it works, as I stated above.

    But the idea of one dude/less than gigantic creature somehow stopping a regiment without the aid of magical assistance is ludicrous. I'm supposed to believe that 50+ of something are honestly going to prevaricate over how to get past one guy rather than just running him over? True on the battlefield a massive regiment is unwieldy etc but that's because it has to co-ordinate movement on a colossal scale, and even then that only goes so far because that's based off historical example, there's no lore based reason why non-humans with supernatural capacity for war or magically animated beings who can't think, get confused, have no freedom of will etc should find maneuvering difficult .

    But all that aside, there's nothing remotely complicated about a horde walking in a straight line over or past one man/woman/dog/bird etc.  And there's literally no way you can explain how a Gryph Hound halts 80 skeletons or 80 anything unless they all chase it like they're in Scooby do, and why would they do that.  The press of big units is recognised in how their attacks, to hit/wound etc is modelled, so the idea that they somehow lose that momentum and power when faced with literally one of a human-sized something just because they're walking feels pretty dumb. 

    I disagree that it stops horde armies from taking big units as well, because the armies that have horde options don't need their hordes to move, they can sit on objectives, take up a massive footprint to mess up alpha striking, while still having access to units that allow them to take objectives or tabletop you regardless.  

  7. On 2/9/2019 at 3:24 PM, ledha said:

    area denial : asingle 40mm base create a area of interdiction of 8" your opponent can't cross except if he fly or charge.  

    Just run 3" in front og a big blob and look it having to take the other way around because of your single gryph-hound. If he charge your gryph hound, he will have to attack it first. If he doesnt.. the gryph-hound can attack, retreat in front of the ennemy unit but outside its reach. Rince and repeat.

    Or charge the edge of a blob while another big unit charge somewhere else, making pile-in more difficult.  It make another very big area denial against deepstrike. Very cool in games where you don't have to "waste" a unit staying behind to prevent deepstrike in your a**.

    In low-points game, he is very useful for his big move+charge+move after attack. He can quickly flank the ennemy army, and your opponent may not always have enough units to use one to chase your gryph hound. And if he dedicate one to this, it's still a whole unit who had to go in the outsides of the board to chase a free model. If your opponent don't chase the gryph hound, he can grab or contest an objective. His single base also mean that few models can attack him, so his survival is better than it look.

    And, of course, near a gunline, he can scare some deepstrikes.

    Of course, against shooting, he is usually shot off before doing anything good. But against full melee army, he can be a real pain.

    I ended up 5th of a 1000 pts tournament with a weak list (no sacrosanct, only liberators, protectors, a castellant and a veritant) thanks only to the two gryph hound who are an enormous pain to deal with.

    I did the Block a unit thing with it once but never again.  The idea that a single dog bird can block advancing mass of 80 skeletons etc is clearly an unintended accident of the rules.

    Dont get me wrong it’s in the rules and everything and anything goes in tournaments  but in the context of friendly matched play it’s utter cheese.

  8. 55 minutes ago, Marzillius said:

    I've been thinking about something I've been unsure about. What do you people usually do with the free Gryph-Hound you get when you take a Lord-Castellant? I've not found ways to make it useful yet.

    If there’s not any shooting units to benefit from its cry/no risk of reserves then usually put him to whichever objective I worry about being most closely contested to provide the extra body

    • Like 1
  9. 24 minutes ago, AdamR said:

     

    If you're not running mass sequitors you could just make your Incantor the general and enjoy your flying 1+

    That’s true, although SD on Sequitors with their re-roll of everything save and SD on other stuff without that is less of a big deal.

    Although as I’ve said elsewhere I like Incantor on Dais for 2 dispells, 3 with Scroll for one turn, and being able to fly in for kamikaze flask attacks. So I suppose if you don’t need another general specifically and you take an Incantor then adding a portable SD to the Incantors arsenal is hardly a bad thing!

  10. 9 minutes ago, Requizen said:

    Anvils CA on Cats would be hard there since you have to have the nearby Hero to use it, but it's possible. Plus, if you burn it when not in combat, it just gives the Dracolines an extra 3" move in the Hero Phase!

    Likely he was using it for the occasional extra shot with the Ballistas. A Ballista isnt' the best use of a Point, but it's not bad by a long shot and 3 Ballista + Ordinator will ruin so many things it's not even funny.

    He was running LA on Dracoline with the pack leader trait and CA so he would have been able to gurantee it pretty much.

    Edit: I stand corrected! Wonder if he dropped them in. But then the Heraldor wouldn’t be able to use his stuff. Mysterious.

  11. I had a look the other day and Unbeknownst to me the highest ranking SC list at Cancon ran a list almost the exact same as the 6 Dracoline one I’ve been playing. Except he went Anvils so presumably did a double pile-in with the cats, yeesh. Even bigger splat on impact. Think he also took two ballista where I take 2 Liberators which is interesting. 

  12. Just now, Requizen said:

    I see this sentiment a lot but again, it's a lot easier to say on paper than it is in practice. Even if you do bubble out your army behind chaff, then the Gav player is just going to charge in and blast them, and make a wall of 40 wound, rerolling saves units (two or more, likely) that you have to chew through before moving out on the map, and then countercharging with Evocators. 

    It's one-note, but one-note doesn't mean easily shut down when that note is "control most of the board and still deal lots of damage". We already learned that with Vanguard Wing, and this is basically the 2.0 version of that (or perhaps the 3.0 version of Warrior Brotherhood).

    I think it’s more the one-note aspect to be honest, the overkill of it all. Gav and 10 Evocators to Deep Strike, plus 10 separate Evocators to either start or deploy elsewhere, that’s still incredibly powerful and also far less eggs in basket. 

    If you strike with 20 Evocators you basically win or lose in one go, as you say, ala Vanguard wing. It’s a DDOS attack with dice. It’s dumb. However I think with unbreakable Gloomspite stabbas and their massive footprint to add to the horde meta it’s going to be harder and harder to pull off anyway.

  13. 49 minutes ago, CareBear said:

    Why do you think Gavriel hurts more then he helps?

    The plan currently is to deepstrike Gavriel+10 evocators to delete important targets, deepstrike ballistas+ordinator on an objective, keep the sequitors and the castellant on a point (defend it) and use the azyros to support the ballistas and the mortal wound bomb.

    Completley one dimensional and very predictable. And a good opponent will just screen and make it impossible for you to get your death blob within 9” of anything worth killing.

    Then without a Heraldor to boost your combat movement you can look forward to enjoying walking half an army’s worth of points around doing nothing for most of the game.

    Dont get me wrong if you get that unit to where it needs to be the turn it drops there’s few Elite striking options better than it in the game. But you’re spending a lot of points on a gamble badically. Oh and if Total Commitment cones up you’ll be amazed at how embarrassing it feels.

  14. 1 minute ago, stato said:

    Thats pretty much how every army is at top level, but i agree it would be nice to have some actual flavour put back into them. Who knows when that will be.

    If you’re not playing at top level though then playing armies with flavour and character is straight forward. 

    If you just play AOS to win then that’s a straight jacket of your own invention because as a game it’s imbalanced and prone to gimmicks and abuse, precisely *because* it’s designed to prioritise flavour and character over balance.

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  15. 5 hours ago, Barkanaut said:

    Kharadron, Fyre, Ironjaws all in dire need of help. 

    Kharadron placed very highly in the biggest AOS tournament in the world and came within inches of  beating the winning Khorne army with 3 Bloodthirsters which suggests people probably need to just play them better 

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