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JackStreicher

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Everything posted by JackStreicher

  1. Apparently with more (Allegiance Abilities?) rules for S2D?
  2. I figured as much... I guess I might ally the new Tzeentch hero on disc (so I can block enemy units by summoning a spawn into combat range). Yet a gaunt summoner seems the way to go.
  3. Doesn‘t change the situation, one sideways takes the area of 2,5 knights and 2 more could support him . —-> the room for 3 is still occupied by 3 knights. Your suggestion would work if the enemy has a big enough frontage though
  4. I don’t count on magic. Without exaggerating: in the last 5 AoS games I did manage to only get 3 spells off total while having an average of ~1,5 Sorcerers per list. By Sigmar I just can‘t manage to roll higher than 5 concerning magic.... (my Warshrine sucks as well he managed to not bless anything for 4 turns in a row...) I‘ll try the Khorne-DP however =} @Sinfullyvannila on paper that might seem right. My experience showed however that it is already REALLY hard to get more than 3 knights into attacking range, their base is just too huge and they block one-another, or are blocked by terrain etc. they also really do not like battleshock tests and they‘re not exactly very tanky
  5. I need some input, feel free to correct me if I get something wrong. My Model range of S2T is currently rather limited and I usually play them as mono Slaanesh (10 Chaos Warriors, 5 Knights, 3 Varanguard, Chaso War Mammoth, Warshrine, Choas Lord on Kraka & on Foot, Chaos Mage, 6 Harpies, Iron Golems, Untamed Beasts, Daemon Prince) My Arch-Frenemy is the Big Waagh! which is a hard nut to crack with S2D. In terms of efficiency (esp. VS the Waagh but also in general) I am currenlty at a loss concerning how to use some units without relying on multiple buffs. The mentioned units: Chaos Warriors - They can tank damage IF you use 10+ of them which is just too expensive to be parked on an objective. They really need more damage somehow. Chaos Knights - Lances are plainly rubbish, you lose out on too much compared to swords, swords are okayish but only a 4+ save for 180 pts? These need a 20 pts points drop, or more damage/tankiness. Chaos Sorcerers - They're okay, though I couldn't find a way to make one cast twice or grant them a bonus to cast (while not being part of the Kabalist Subfaction) Daemon Princes - Well...they're okay as a General in a Despoiler Subfaction but let's be real: 210 points? If they were Sorcerers as well that might be justified. More damage or a way to make one a sorcerer would be what's needed. It feels to me like I am missing something important since most units just seem to be rather bad (compared to Orruks, I haven't had a lot of issues against any other faction really). It feels like no matter what I do the orrk player always has more bodies, more damage, more tankiness, better magic, more speed and I feel really handicapped when facing them (it's like playing against an enemy while fileding 500 points less in a 2000 point game). Clear question: Do you have ideas and input on how to use the named units more effectively without having to invest a lot amount of Command Points and Auras to make them being worth their points?
  6. How much is the subscription, and would it make sense to ask s.o. From Spain/UK to subscribe for oneself?
  7. I use Bloodreavers and I upgraded them with shields. I had to rebase them though which wasn‘t an issue (25mm) it‘s also easy to go back up on 32mm bases (if you feel lazy you can just glue the 25mm atop the 32mm bases)
  8. JackStreicher

    11.jpeg

    thinned down basiclianum grey -> Drybrush with wraith bone. thinned down wyldwood -> Drybrush with pallid which and wraith bone
  9. Hello, on this blog I am sharing my WIP concerning my Slaves to Darkness Army. 16 Marauders done, another 24 to go! —————————————————————— The shields arrived from Shapeways, I am not satisfied with the print quality (usually the quality is superb), but they‘ll do.
  10. Alright.... I am working hard on getting this army up and running - I might start a blog soon 24 to go!
  11. This is by far the most positive one for sure. all the others experienced too much of GW‘s practices and became rather bitter and negative ^^
  12. I want ALL friendly models to be able to board such a boat.
  13. Mhm... they‘ve already spilled all their tea on the two factions. I hope there will be more news on other releases.
  14. 1) Idoneth (so MUCH unused potential) 2) Shadow Aelves 3) Skaves to Darkness: War Mammoth, Marauders, Chaos Warrior Kit, Chaos Knight Kit, Daemon Prince Kit.
  15. Varanguard are okay if you use the ensorcelled weapons but they feel like being priced for Archaons host only. Imo they should always get to choose from the circles. I‘d rather get a War Mannoth for 320 pts
  16. If both players have no more units to pick (that are not affected by fighting last) the player having the turn fights first. I have to admit: The activation wars are really badly implemented.
  17. I assume this might be right since the Start Collecting does not include any Banners, Musicians and the likes 😃
  18. honestly I don't think you can change his opinions with logic since his arguemnts are not based on logic... well just leave him be it's not like his or our opinion matters anyway.
  19. Your entire point is based on a assumption that is easily waved aside by one project: The Ninth Age. balance != Boring I don‘t know what you assume competetive means but balance and skill is the major factor for any competetive game.
  20. I don‘t mean to offend but your opinion is naiv. You think everything and anything is about competetive play, though it‘s not. They might do it on purpose so people will buy the new strong models (Selling factor) which primarily has nothing to do with comp. gaming. though it will attract most comp. players If they wanted to appease comp. players the Game would be perfectly balanced and only skill would decide about who wins.
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