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Satyrical Sophist

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Everything posted by Satyrical Sophist

  1. I kind of wish there was a generic maggoth rider, feels like a missing thing. It’s kind of weird that lord of affliction is the only option for a non unique foot hero who isn’t a small foot hero.
  2. I don't know which way you are arguing RAI to be, I could see it going either way. I personally think the intent is that it improves the ward for them, but is hard to maintain. If their intent was to specifically disallow units with bigger bases a much better way would be to say "Wounds characteristic of 7 or less", which achieves the same result. Notably the vargulf base (90 by 52) is also too big to benefit. It would be easy enough to extend that to include Vargulfs in a few ways either by having it be 8 or less wounds or just excluding monsters.
  3. I read that rule. If you measure between the closest model then the closest model to the left side of the big monster is different to the closest model to the right side of the big monster. I think it's waiting on an FAQ which unfortunately won't be out for ages.
  4. Doko has strong feelings on things. I've found its best to agree to disagree. Battle line chaff is a hard thing to point. AoS doesn't tend to go below 80 points for a unit, so there is a fairly high floor, and when the objective is to die in place then you need to work out what benefits each has. Steel Helms. They get a ward and can benefit from human buffs, which can be pretty significant and they turn on a unit of hunters and fusiliers as battle line. I suspect a lot of lists run exactly one unit for this reason. The other thing is that I think the command corps are a solid unit and end up cheaper per wound than the steelhelms. Both of the Darkling Covens Elf battle line units are pretty much better than steel helms unless you are using synergies. I like the 6++ on an objective but its situational. I do like some bonus movement though and the extra bravery can make a difference. Having effective 7 bravery over effective 6 bravery means chip damage matters less and for these guys means that the sorcerer killing one doesn't risk more running. Duardin battle line feel a bit too expensive for me, When you are looking at 130 points I'm much more tempted by some of the conditional battle line. I might be misreading what you are saying but it sounds like you are choosing between a +1 to cast and the save buff? If you pick the save buff then the warforger can't cast spells at all. I think under the new wording you can run 2 warforgers, have one use the +1 save buff and the other cast the spell, but in that case you will not have the +1 to cast buff. I'm a bit tired and might be reading what you mean wrong though.
  5. Looking at trying a bit of a mixed list. Been very slow to to start assembling and painting due to real life stuff but this is what I'm currently aiming to paint up first. Fits in two battle regiments. Freeguild Griffon General with damage relic and can't be wounded on better than 4+ Alchemite Warforger Cavalier Marshal 20 Fusiliers 10 Steel Helms Free Guild Command Corps Wildercorps Hunters Freeguild Cavaliers 5 Drakespawn Knights 5 Drakespawn Knights Drakespawn Chariot Drakespawn Chariot Drakespawn Chariot 1980. Plan was for a somewhat reasonable list without spamming anything.
  6. I think I mind templates the least in rank and file games. The big problem with them for me is in skirmish games where you have a lot more control of coherency. Technically it really makes a massive difference being as spread out as possible Vs clumped up, but it's a lot slower to do right. In old world it's only skirmishers that you need to worry about.
  7. Two heroes only taking up one hero slot for 80 points each is pretty tempting.
  8. I will try to give a more helpful response when I get a chance but looks interesting! I have a couple of questions. Are you assuming that Steam Tank Commanders are meant to get the steam tank keyword for issuing the command to themselves and another tank? I'd be really tempted to see if I could find the missing 10 points to upgrade the steam tank to a commander, the extra shots and option for extra orders seem good. The other thing is that I don't think a hurricanum can take blizzard? It has to be a locus and has too many wounds I think.
  9. I think you are looking for stuff that does unusual stuff and doesn't depend on orders or unique magic. The command corps being able to stop commands is situationally very powerful, and the command corps are pretty cheap per wound. Keeping the spy and sawbones alive til last let's you keep stopping command traits and the unit can heal itself back up (it's not amazing at it, since you only expect about one model a turn, but it can spike). The khharibys (spelling is definitely wrong) is a relatively cheap monster that messes with the opponents morale. I don't think Dark Riders are good, but if the points drop slightly they also are a fast unit that messes with command points. I could also see some armies wanting to take scourgerunner chariots. 80 points for a fast shooting chariot. Some other stuff starts to bump up against the ally points limit, you can almost get a unit of drakespawn and 3 drakespawn chariots but end up 10 over.
  10. I think SCE allies can be used to fill a few roles. I think our wizards are too good to replace for most of them, and heroes come at a bit of a premium for CoS due to orders. The only hero I am interested in is the Knight Judicator and maybe Ionus. The knight Judicator can put mortals down field and also comes with a pair of gryf hound buddies who can help with battle tactics. His shooting profile is pretty good as well, and if I remember correctly Greywaters additional AoA doesn't have restrictions on targeting, just that it needs to be issued by a Greywater hero. Having a profile of 3+/2+/-3/3 upping that to 2+/2+ is pretty nice. There are three other areas where I think SCE fill a gap, one major and two niche. If you have built a more castle based CoS build you might struggle to grab further away objectives. Something like the questor soulsworn, palladors, or vanguard hunters with teleport on demand could really help get you those points without having to break up your castle. That's an area where khinerai or tree revs could fit as well. The other areas are pretty niche but interesting. Gryff hounds are a cheap unit and at 9 inches move they are pretty much fast enough to travel with and screen caviliers if you run with them. I also quite like vigilors for being able to put a +1 hit debuff on an enemy unit, which can help if you are running MSU.
  11. Rules for Ionus are up. At 400 he just fits in as an ally. I think as a Stormcast priest he gets access to the lethis prayer and can autosucceed on it. Might be optimism based on how cool I think the model is.
  12. Hasn't the Stormcast been hunting for a solution to the reforging problem, his dragon to a dragon afterlife, and the bug rider hunting to keep the memory of his god of the hunt alive? Those all seem like long hunts.
  13. My local shop has steam tanks in for some reason. Tempted to get some, had anyone tried steam tanks but not spamming them? Like 2-3? What do people think?
  14. Very cool. What was your list? I was wondering about the Pontifex or potentially the command corps in a steam tank list. The opportunity for a ward save or healing 3d3 a turn seem well worth it.
  15. I wonder how many spares you are left with to jazz up an old unit of ghouls. I think I saw someone counting heads and ending up with 19 or so? A head swap and an arm swap would make a big difference for old ghouls
  16. I would really hate strike first on the charge. It would massively weaken strike first as a mechanic and also really push alpha strike lists. At the moment you need to choose where and when to engage, strike first on the charge is a big push to just always swinging in with combat capable units. I'm in favour of more conditional strike first, and units being able to combination attack, but not just blanket strike first. Failing a charge would be failing to organise enough to advance as a group in battle ready formation I guess, which is why it is easier the closer you are, stuff like musicians make it easier etc. Its a game choice to have your unit not advance at all as opposed to charging with some kind of penalty, or lost models or whatnot.
  17. I think the best case for players would be to condense warscrolls and merge some of the Stormcast options. We already haven redeemers as a group name for Vindictors, Sequitors and Liberators. Merge the warscrolls, discontinue the oldest option and let people run them if they like the models, like how you can run phoenix guard as black guard. You can do the same for Paladins, maybe keep shield armed ones as a separate sheet, but otherwise it's just the same.
  18. Thunder wolf Cav is on 60 round. Gore Gruntas are 90 by 52 oval. Gnashtoof is on 105 by 70 oval. I did always think that the existence of the great gnashtoof very much pointed to the existence of the regular gnashtoof, still hoping that gets a model at some point.
  19. Interesting article. I think he might unfortunately be wrong with the interaction between the aelf command trait and the fleet master one. When you are triggering an effect on a role I think the player rolling the dice picks which effect, so the enemy chooses between 1 MW (command trait) or 2 MW (fleet masters 1 to hit), and can pick the single mortal wound rather than the 2.
  20. What's stopping you buffing the thunderers with Chemists or admirals? You can only bring one unit with each Hauler but transporting a hero with one and a big unit with another seems possible.
  21. Their own numbers have fyreslayers outperforming Idoneth, so that's what they buffed. It makes perfect sense for them. You can argue that their own numbers might not be as accurate as woehammers, but those are the numbers that they are going to use, it doesn't make no sense. My understanding is that GW metawatch uses more small tournaments than Woehammer or Honest Wargamer, with more of a casual focus. I can definitely see something like Fyreslayers doing better in casual games than Deepkin. Edit: was typing while request to move was posted, my apologies. One thing that is confusing me rumours wise is just what is happening with warcry. It's been a few months since we saw the Kruleboys warband, and we have now seen a total of 4 warbands spoiled with nothing out in what feels like ages.
  22. Doko has strong feelings about data and their own feelings on which data to use. That data also doesn't seem to include how many players of each faction are playing. Lumineth is only down there for 3 5-0 and 4 4-1 and is put mid tables. If there were only 7 lumineth players that would be an 83% win rate. Equally if there are 100 lumineth players who won no other games then it's a 6% winrate. We just don't have any information. If you want to use 5-0/4-1 you need to have information about faction play rates. I was surprised how much seraphon dodged in this update, but I think a decent part of that was that they nerfed the rupture incarnate combo that Seraphon and Tzeench were using, so I kind of get being cautious.
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