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Satyrical Sophist

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Everything posted by Satyrical Sophist

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. What is your fun list Jack? How many points did you go up?
  6. I don't think there is anyway I'd put Nurgle as top tier right now, and the lists that are performing well are mostly very blightlord based, opening up other options is good. Your table there doesn't seem much like there like other meta results based lists I've seen and looks very focused only on 5-0 and 4-1..that's not all GW (and a lot of players) care about. An army that always goes 3-2 won't win any tournaments but isn't ideal to have with a 60% win rate. My understanding is that at least half of the vampire subfactions are doing well, with quite different builds? Seems like vampires might just be overall a bit too good, in which case a 10 to 15% point bump seems reasonable. I hope they don't plummet down the table rankings, but I don't think they will. One problem with spirit gale is just that it effects armies so wildly differently. Some armies are barely effected, other armies are going to be messed up by it. It's also very interactive.
  7. I think some of it is that it can turn limited factions into more indepth factions. Take Gloomspite Gits. If you want to go trog heavy you can, and there are rewards, but if you end up getting bored of just trolls you can branch out, get some squigs, or goblins or spiders. You don't need to start w completely new army. I suspect a lot of primarily trog players wouldn't have started if they knew the army could only ever be trogs.
  8. They've been pretty actively balancing and changing the endless spells. I think they might have just decided that they had enough? I think the incarnate turns out to be too powerful for what they were intending and it made them cautious about new ones.
  9. I might be wrong, but I think one unit of gutrippas, 1 unit of hob grots and a unit of brutes is the cheapest. Works out as 370, or effectively 123.3 per battle line choice. I don't know if the 50 points you save is worth it, but if it was tight.
  10. I think the fancy shield is called a Pavise, which I think is neat. The rule for basing is (as far as I can remember) that it should be the same size as the bases that come in the box. This one is a bit of a cluster frag honestly since they've changed base size with the same models sometimes. Nurgle piper came on a 40 but nurgle base size list says 32. I think the Warden King used be on a 25 and is now on a 32 etc. You should try and do this if you can, since base size can make quite a difference (25s being able to fight in 2 ranks for 1" range, or 3 ranks for 2"), and has a big influence on how much space the unit as a whole takes up, a little under 60% more space for a unit on 32s than 25s. It also makes a massive difference for coherency. Particularly if you are proxying, matching base size is a big one. Those Fusiliers look awesome Myrdin, hope you find out soon! From looking at Fusiliers I think they are on 32s, since they are visually distinct enough from the human characters that I don't think they'll feel the need to put them on 28s. I've not had a go working out from the photographs though.
  11. I thought it was the harbinger thing, the grimhold exile being one of them. The other reason is that FS are one of the 1st edition mini factions, and with FEC getting some kind of update, and rumours of Slyvaneth getting something as well.
  12. I think it's really good that female dwarfs look muscular and burly, I really don't like the world of warcraft approach where the males of a each species look distinct and the female version are just the human female with a slight colour change and maybe horns or cloven feet.
  13. Warcry bands have a reasonably good rate of playability. The true meme might be the pain of removing adorable pets. I fear running the new cities warband because you often will want to pull doggos first. I think a lot of the non chaos warbands are actually pretty playable, and some of the chaos ones are really good, there are just so many that having them all be good is a pipe dream. Thinking about it the only whiff I can think of outside of slaves to darkness is the Tzeench one, which has such strong competition from horrors (for durability) and kairics for cheap battle line.
  14. He's a big ol' boy. The lodestone seems WAY more consistent than I was expecting.
  15. My 2k + of rotated Aelves is dang well gonna be in cities. I have 10 actual black guard, but 30 Phoenix Guard will be joining them. Possibly if they get removed then I'll have old school dark elf Idoneth
  16. I'm trying to decide what to use my unbuilt frostheart phoenix for. Dreadlord on dragon is one possibility.
  17. They come in a bit ahead of Cannon without All out Attack and a bit behind cannon with all out attack when you account for points. I was considering Sevireth in Settler's Gain. He isn't super efficient, but he can do targeted mortal wounds in addition, and move ridiculously fast to threaten objectives.
  18. Would you mind spending a little bit longer formatting your messages, it is pretty hard to read and parse. I understand that english isn't your first language, but all the sentences are blurring together. I'm just talking about a book I'm quite enthusiastic about that looks like a lot of fun to play. This forum isn't relentlessly competitively focused, a fact I'm pretty happy with. I think there is a middle ground between tournament grinding meta seeking and wanting to play well. If a very new person was getting into AoS and wanted to start CoS I would recommend the following. The newer units are likely to be around long term. Older units might stay, they might not stay. If you enjoy the look and want to paint older units, go ahead but be aware that they might not be around in 3 years. It helps if you give some thought to where you might play the units if they rotate out. For example, Dawn Riders in Lumineth are the same base size as Drakespawn Knights, and both are Aelf Cavalry. There are a number of places for the Dark/High Elves to go, even if another faction isn't released. Some units are going to be harder to place though. I think Drake Spawn Chariots could be rebased on 90 by 52 ovals to be used as Sharks in Deepkin. Getting into an army takes a long time, and metas can change famously fast. I'd be more careful about buying a lot of copies of an Old World unit more than getting a huge number of Fusiliers say, but I'd still be cautious about getting 10 units of Fusiliers. Some units are better overall than others. If you want to play competitively you probably want to focus primarily on the better units. Some of the better units are only better due to finite buffs though. For shooting I think the first Fusilier unit buffed by a Warforger is the best choice. After that point though if you want additional shooting (You might, you might not) then I think you are better off using a different shooting choice. Potentially that is Iron Drakes, potentially Scourge Runners. Probably not currently cannons. Some of the less good units may be better in some different situations. If you have a sorceress then Dreadspears suddenly have an upside over Corsairs. There are definitely some units that I'd struggle to see the point in using, because the alternative is TOO similiar, but better. Examples of that would be I'd struggle to ever want to run a Sorceress on Black Dragon over a Dreadlord. Similarly I don't see myself ever wanting Bleak Swords over Dreadspears. Same for Battlemage on Griffon over the Marshal version. Maybe I should look more into some of these, but from what I've seen I'd struggle to justify them.
  19. Unfortunately I think there is a good chance none of that is errata. I've had a look through the book and every time you see Hammerer's appear in the art they don't have a command squad. I think this might be a deliberate choice they made. If thats the case its a shame, but there is a sort of thematic sense to it. I don't think the shield has rules, might just be a look thing. As for the iron drakes defence against shooting, I think that is also an intended removal, they already have 2 different unit rules, and they've been cutting down on them. As I said, I think black guard are probably better. They are more locked into a buffing piece than the ironbreakers though. Iron breakers can be buffed by a rune lord directly, but you could have that runelord buffing Iron Drakes instead, or buffing hammerers and hanging back close enough to the Iron breakers to still order them. The opponent doesn't know whether the runelords order is going to be shieldwall or counter charge. There are definite builds with the warden king working with hammerers as well, where he is there and can potentially order. I do agree that the cogsmith is fully underwhelming, he should definitely be cheaper, acting as a budget dwarf hero. I think you need to stop looking at things in such a simplified top trumps, it achieves nothing and only really makes people who like the non optimal option feel bad.
  20. Yeah, you are going to want screening units for them, which does add to the cost. One of the reasons I like corsairs is as a screen that can inflict some mortal wounds on the enemy as they go down, while also being a target to buff up with ten blades if you get an opportunity. Ironbreakers are behind black guard in my own personal rankings, but a 3 up save shouldn't be underestimated, particularly since you can AoD and Mystic shield on top of it. 3+ being able to get to 2+ can be pretty nuts. You do have access to the -1 to be wounded prayer as well. The sorceress can also do a -1 to wound, but that works on enemy units, rather than your own and is considerably more enemy dependant. I think direct comparisons can be a bit wrong here. Even if black guard are OVERALL better they have advantages and disadvantages and also lock you into a sorceress (who I think is a fantastic unit, don't get me wrong) if you want the ward save.
  21. A trio of scourgerunner chariots is actually more damage than you might think with fleetmaster buff. This is the output for a unit of three with AoA from a fleetmaster, which is pretty close on a points base to the flaming fusiliers. I've not factored in the fleetmaster in the points efficiency though, because I think you have him primarily for Corsairs, which the scourgerunner buff being incidental. 0+ 2.74, 1+ 4.59, 2+ 6.44, 3+ 9.19, 4+ 11.93, 5+ 14.67, 6+ 15.56, 7+ 16.44. If it happens to be vs a monster it jumps. 0+ 3.67, 1+ 6.44, 2+ 9.22, 3+ 12.89, 4+ 16.56, 5+ 20.22, 6+ 21.11, 7+ 22.00.
  22. Which order are you calling the Castelite one? Do you mean Advance in formation? Because plus 3 move is very useful even not getting the fortify part at the end, I think the movement boost might be even more important if you want to run a heavy dwarf base, since jumping to 7 movement is really important to them. I might be wrong, but I think if you want to have a second castle then Iron Drakes seem like a better choice than Fusiliers, they marginally underperform non flaming weapons command trait Fusiliers when moving and massively over perform when staying still. Since you can only have one flaming weapons cast a turn, it feels like any shooting you want separate should probably be either Iron Drakes, or possibly scourgerunner chariots. Speaking of other shooting units, the Steam Tank Commander's output isn't actually too bad, and with overload and AoA expects to do a total of 5.6 sounds to. 3+, 7.8 to a 4+, 9.9 to a 5+ and 12 .1 go a 6+, which seems like it has a very good chance of triggering suppressing fire. I'm hoping for something like this
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