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JackStreicher

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Posts posted by JackStreicher

  1. Imo List building with SCE is already really tight. I mostly can't justify to add 3 slow Praetors to defend a cheap hero.

    Edit: If they were Battleline if Hero X was the general, this could change

  2. 11 hours ago, Howdyhedberg said:

    I dont get it. How to read the graph for 40k? Seems like main is over 100% when space Marines, chaos Marines and eldar main is over 100%?

     

    Edit: nvm. The bottom is total of 100%

    The question wasn't single choice. So you can generate a percentage for each faction.

    • Like 1
  3. 22 minutes ago, DocKeule said:

    Deepstriking Thralls could also be an interesting concept to get them to the targets you want them to hit. But then you also want the supporting heroes to go with them plus you need to find the points for the Soulscryer(s) as well. 

    Only thing I am pretty sure of now is that charging multiple units of Thralls into the opponent's line head on at the same time does not work.

     

    I tried it: Yup does not work. Could work if you wait until turn 3 though.
    The Thralls simpy can't take any retaliation, they die in the dozens. Getting them all including the Thrallmaster in is also quite a hassle (placing models in range of the table's edge and the priest etc. takes ages).

    It might be way more effective to simply DS Reavers and shoot anything you are in range with off the board.
     

  4. 11 hours ago, Marcvs said:

    Three lists also went 5-1 in the TTS Tournament ReRelease the Beast 2 - Winter is Coming (104 players, but there's probably quite a few having dropped along the way, it was one game per week I believe).

      Hide contents

    Mathmallow

    Allegiance: Stormcast Eternals
    - Stormhost: Tempest Lords
    - Grand Strategy: Beast Master
    Triumphs: Inspired

    Leaders
    Celestant-Prime, Hammer of Sigmar (325)*
    Knight-Draconis (300)*
    - General
    - Command Trait: Shock and Awe  
    - Artefact: Luckstone  
    - Mount Trait: Thunderous Presence

    Battleline
    2 x Stormdrake Guard (340)*
    - Drakerider's Lance
    2 x Stormdrake Guard (340)*
    - Drakerider's Lance
    2 x Stormdrake Guard (340)*
    - Drakerider's Lance
    2 x Stormdrake Guard (340)*
    - Drakerider's Lance

    Core Battalions
    *Battle Regiment

    Total: 1985 / 2000
    Reinforced Units: 0 / 4
    Allies: 0 / 400
    Wounds: 91
    Drops: 1

     

      Reveal hidden contents

    Alex Bulavinov

     

    Army Faction: Stormcast Eternals

     

    Army Type: Scions of the Storm

     

    Subfaction: Hammers of Sigmar

     

    Triump: Inspired

     

    Grand Strategy: Beast Master

     

     

    Core Battalions Battle Regiment

     

     

    Knight-Draconis (General)

     

    Battalion Slot Filled: Commander

     

    Battlefield Role: Leader

     

    Enhancements

     

    Command Traits: Battle-lust

     

    Artefacts of Power: Amulet of Destiny

     

    Mount Traits: Celestial Instincts

     

     

    Celestant-Prime

     

    Battalion Slot Filled: Sub- Commander

     

    Battlefield Role: Leader

     

    Points Cost: 325 pts

     

     

     

    Stormdrake Guard with Lances

     

    Battalion Slot Filled: Troops

     

    Battlefield Role: BattlelinePoints

     

    Cost: 340 pts

     

     

    Stormdrake Guard with Lances

     

    Battalion Slot Filled: Troops

     

    Battlefield Role: Battleline

     

    Points Cost: 340 pts

     

     

    Stormdrake Guard with Lances

     

    Battalion Slot Filled: Troops

     

    Battlefield Role: Battleline

     

    Reinforced: Once

     

    Points Cost: 680 pts

     

     

     

    Total Points: 1985 pts

     

      Reveal hidden contents

    Anttu

     

    Army Faction: Stormcast Eternals 

     

    - Army Type: Scions of the Storm 

     

    - Army Subfaction: Hallowed Knights

     

    Triumph: Inspired

     

    - Grand Strategy: Hold the Line

     

    Every unit in battle reg for a 1 drop

     

     

    LEADER

     

    Gardus Steel Soul (150)

     

    Knight-Draconis (300)- General- Master of Magic- Arcane tome- Celestial Blades- mount trait: Celestial Insticts

     

    Lord-Relictor (145)- Translocation

     

     

    BATTLELINE

     

    Liberators (115) - Heavens-wrought Weapon and Sigmarite Shield

     

    Liberators (115) - Heavens-wrought Weapon and Sigmarite Shield

     

    1 x Stormdrake Guard (680) -  Drakerider’s Lance

     

     

    OTHER

     

    1 x Vanguard-Raptors with Longstrike Crossbows (480)

     

    Holy Command: Thunderbolt Volley

     

    TOTAL POINTS: (1985/2000)

     

    Such variation xD

    • Haha 1
  5. 15 hours ago, Elmir said:

    Are they really planning on destroying a bunch of older models to clear out shelf space? If so, the heads up is nice...

    Guess what GW stores do if they need to clear shelf space. The heads up is astronomical.

    @Gailon Seraphon are one of the worst books Imo. It forces you into shooting and other cheese while entirely neglecting melee combat of Saurus, which were supposed to be an elite infantry. 😕

    • Like 1
  6. 41 minutes ago, Malakithe said:

    Im reeeeeally tired of once per battle garbage. And part of this 'battle trait' is baked into the luck of rolling a 6.

    The ward-rune save should have been an army wide battle trait from the start. Ive been saying that for years.

    Most armies should get a 6+ vs mortal wounds anyways tbf.
    Idk why they keep adding more and more MWs in order to fix their save stacking? o.O It simply nullifies normal damage.

    I like those changes, it's sad that those are locked to an allegiance ability though (I'd love to use some FS mercenaries)

     

     

    • Like 1
  7. I've tried a fun list with lots of Grave Guards and 2 Vampire Lords (one martial one arcane). I was able to beat 2 Tournament lists (Knights of the e. Throne and Shootcast eternals)

    Overall: The new LoB makes foot Vampires more useful and actually worth their points. I am not blown away by Black Knights - still too expensive, a warscroll rewrite would've made sense for them. 
    LoB still isn't that great though. If you want to utilize it I'd recommend at least one caster vampire (mostly for dispelling and delivering an endless spell) and that's it. You could also do well with multiple Zombie Dragons.


    Edit:
    About the Legion Trait: It's rather useless. Your Deathrattle has either the issue of dealing no damage, dying in droves or both. A negative modifier to hit is rarely an issue (+1 to wound would be ace...). What this legion would need instead is a +2 movement for deathrattle or a save stat increase of 1 across the board, getting them anywhere is a chore (too slow and too fragile) unless you spawn them from the grave.

    I know that the designers wanted to make LoB more attractive, however, both Legion Traits (Blood and Kastelei) should be accessible in every Legion imo.

  8. @Bruteforce my opinion on skellies is quite the same.

    in this super elite edition even 30 die too quickly without achieving their role as a tarpit. The fact that they have to take battleshock tests for every model They‘ve lost does not help.

    imo they‘d either need a better, defensive profile, more protection from battleshock or a bigger minimum size (15-20) to be good.

    Zombies are much better while also being able to deal damage. The skeleton attacks are more of a gimmick that waste time instead of dealing any damage.

     

    @warhammernerd skellies look super good imo. It’s frustrating however to remove all 30 off the board after your opponent swings at them. The same goes for Grave Guard.

    • Like 2
  9. 1 hour ago, Marcvs said:

    don't much care for defending the double turn at all costs (the game could be better designed with or without it) but I don't think this is a valid argument. A significant portion? How significant? Based on which piece of opinion poll, market research, anything?

    I participate in the Warhammer for schools Programm with my pupils (You g people of 16+ years). Let‘s just say that not a single pupil liked the DT, some were really put off and joined the 40K players instead.

    just to name some citations „what? That’s not fair“, „why!?“, „that sucks“, „I can’t do anything again?“

     

     

     

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  10. 1 hour ago, Kadeton said:

    Chess was your comparison, dude. You brought it up. I was pointing out that it made no sense. I'm glad we're on the same page, sort of?

    You jumped to the conclusion that, since chess has no random element one couldn't compare them at all. It does not in this case. If you look at AoS from a distance it is a IGYG System, like chess, in which Models perform certain actions/interactions. Which interactions are perfomed is irrelevant, even how they are performed is irrelevant to this comparison. Both use turns, both have the issue of whoever goes first/ or second has an advantage. AoS's solution: DTs (as people have stated), Chess disagrees. Now enough of chess, it's too often utterly misunderstood as a comparison.

     

     

    1 hour ago, Kadeton said:

    Not at all. What I'm saying is that everything is already random, and picking one random element out of the crowd and saying "This one is bad! All others are good!" is nonsensical. "Because other games don't have it" (or, I suspect, "Because it wasn't in the game that this one replaced") isn't a good reason to single it out.

    Wrong. Not everything is random. Your move stat and other stats are constant. You don't roll for your normal moves. So the base interaction of moving is in its core not random. AoS adds randomness to the game whenever a die roll is required. This factor of randomness varies from the roll required and the sort of Dice being cast (D3 VS D6).
    the DT is not a random pick of a random element. It is the only random element present in the Turn System, which again, is a seperate thing from model interactions. Does adding a DT add more depth or value to the game? As other, better, older, more sofisticated games have not included such a mechanic, it is implied that it does not.

    to summarize: It appears likely that the double turn does not fix  IGYG issues nor does add more tactical depth according to games that had a way longer period to develop, which never made use of such a mechanic.

    1 hour ago, Kadeton said:

    Sure. And removing (/not enough) randomness leads to the "I'm bored, let's do something else" issue: the game is predictable, nothing exciting or unexpected happens, and it's not much fun. The game might be more skill-based this way, but you won't get much entertainment out of it since predictability is a counterforce to engagement.

    There's a sweet spot where tactical planning and random chance interact to make a fun game, and the amounts of each needed to get in the right zone will be different for everyone. It sounds like AoS is a bit too far towards the random side for your liking, but it's in the right place for mine. Perhaps a different game might work better for you? (Have you perhaps considered... chess? It's very tactical.)

    I don't know where that idea of a predictable game comes from to be honest. No AoS game is entirely predictable due to the randomness factor of model actions/interactions. Let's for a moment assume the DT did not exist:
    - You get into position to hold an objective on the right, intending to destroy a unit in the middle so you can pose a threat to the opponent's unit trying to take the right objective from you.
    - You roll badly, fail to slay the unit in the middle -> out of a sudden the whole situation has changed and you have to adapt.
    It is not predictable in the way you are claiming it to be.

    Suggesting that AoS is nothing for me is an insult and a bold claim, I'll discard that comment. I like the randomness of AoS, the DT however adds nothing to the game imo, it adds an unfair advantage to a game with a random factor since you can't really plan ahead.
    If you like the DT it's fine, however it does not belong into the "Matched Play" Category since that mechanic makes games "Mismatched" due to the way it works.

     

    1 hour ago, Kadeton said:

    I can think of one older IGYG gaming system that did, more or less, have random initiative added to fix and improve the game: Warhammer Fantasy Battles. And it seems to have worked out well so far!

    I am not sure if this is sarcasm that failed to deliver the message or a serious comment: Did you ever play the game? It died, that had little to to with the initative though, it had lore and other reasons (imo the whole system was just bad, ASoIaF is so much better). Players rolled off at the Start of the game, setting the order of turns for the rest of the battle. This is the way AoS should be. You can actually plan ahead and get an equal amount of phases in a row. Yet there are the same random elements concerning model interactions/actions which make the game rather unpredictable.

     

    Tl;dr if you like the DT it's fine, it should be a narrative or open play mechanic but not a matched play mechanic since it makes games mismatched by the way it works.

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  11. 1 hour ago, Kadeton said:

    Chess has no randomised elements at all. Nobody has "had the idea" for the Queen to roll for how far she can move or to see if she can deal enough damage to capture an opposing piece - do you think those random rolls (e.g. charge range, attacks) should be removed from AoS as well? If not, why not?

    The comparison is lacking. You are comparing turn sequences to model actions/interactions, which makes no sense. -> comparing apples with bananas. Apples aren’t curved so bananas shouldn’t be as well. This leads to a false conclusion.

    Having random elements in a game has nothing to do with the turn order which is overarching the game as a whole. It’s also no valid argument to say: We already have random elements so making everything random is the way to solve/improve the game. Which is what you are implying.

    Adding more (/too much) randomness leads to the Gloomspite/Goblin issue: Everything is random, tactics don’t matter as much since those are very likely to fall apart with a single roll. It’s chaotic. The army might be fun to play this way, but you won’t be able to get good results based on your tactical prowess since randomness is a counterforce to planning ahead.

    -> One obvious proof to this is the fact that Tournament Players prefer mechanics and armies with as little randomness as possible so their skill in planning ahead matters. You can see this in 40K: D6 damage stats are removed in favor of the more reliable D3+3 damage etc.

     

    tl;dr: Other, older, more refined Gaming Systems using the IGYG System did not add a DT to fix or improve the game, which implies that it simply does not fix or improve it.

     

    Now let’s step away from chess and have a look at all other more similar games.

     

     

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  12. 7 minutes ago, zilberfrid said:

    It isn't a perfect comparison, because you are not limited from just moving a single piece multiple times, but I think alternating activation is closer to chess than IGYG, but the argument that a turn is defined very diferently in chess compared to wargames is also strong.

    The point (to me) is that you don't have to wait for a long time while the other player does everything.

    It’s kind of irrelevant how exactly chess works. The argument I am making is that the one going first (or second, can’t remember and I don’t care) in chess has an advantage. They did not add a double turn to the system to fix that. Apparently it also doesn’t add more tactical depth as chess players would embrace that.  chess has been around for ages and no one had the idea to implement double turns, because that might just be a bad idea. And this goes for all alternating turns/phase systems in games I‘ve ever come to know.

    Now people are suggesting the DT is good ( the rule-masterminds of GW added it to their game) is funny to me: You do actually remember what they did with Slaanesh, then Tzeentch, then Slaanesh And, oh yes, SCE Dragons? :D
    So GW‘s

  13. 39 minutes ago, Kadeton said:

    Are we using these terms the same way?

    IGOUGO: I get to act with all the forces at my disposal, then you get to respond. (e.g. AoS, 40K)

    Alternating activations: We take it in turns to act with small portions of our overall forces. (e.g. Necromunda, Malifaux, Infinity)

    In chess, IGOUGO would be getting to move all your pawns, minor and major pieces in one turn. Then your opponent would do the same. Alternating activations would be moving one piece, then your opponent moving one piece, and so on - the way it's normally played.

    What you're describing with the pawn sounds more like simultaneous activations?

    @Lord Krungharr Imo IGYG is Chess, since you can only move one piece (dictated by the rules) in your turn. So they are moving with the whole force they are allowed to move. If chess had an alternating system there wouldn‘t be turns but one perpetual turn with an endless circle of alternating activations.

    Alternating activations requires the players to do so within a single overarching turn. (As far as I can tell) The amount of models that is being moved isn’t relevant.

    You could also have an alternating system in which you move your whole army, then the enemy moves their whole army. Then the next phase starts with shooting etc.

  14. 12 hours ago, Kadeton said:

    Perhaps, as a demonstration, you could prove the inverse?

    One example of a game with IGYG that did not invent double turns to fix their problems with the system: Chess, or any game apart from AoS really. It might be worth to think about that.

    In a IGYG game you can actually plan ahead without the whole game being predictable. The ability to reliably plan ahead makes the tactical decisions meaningful. Making even this pivotal aspect random makes the whole game a gamble, nothing more (the outcome isn’t necessarily a gamble though).

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