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JackStreicher

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Posts posted by JackStreicher

  1. 5 hours ago, Marcvs said:

    but it feels a bit extreme in terms of simplification

    Simplification of general game rules is fine. This isn’t a simplification but a removal of choice. Once units have no choices left they become boring since they can’t diverge from the behavioral pattern that’s been set for them.

    This is a case of a unit becoming boring (and once again more a token than a gaming piece). 
     

    The removal of optional choice is seldom a good thing.

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  2. I am surprised the following models weren’t ditched:

    - Dracoths (hero & Cav)

    - All Vanguard models (they’re next though)

    - Lord Celestant EDIT: I meant the Clestant Prime

     

    🤷🏼‍♂️

  3. 18 minutes ago, Sception said:

    Not sure where the reduced weapon skill is coming from?  If anything, wouldn't Neferata's blood have superior weapon skill?  Maybe reduced strength if we wanted a penalty.  Leadership debuff also feels to strong to give out to every vampire - maybe a one off vampiric power?

    It's in the 6th edition army book. Lahmians aren't warriors.

     

     

    18 minutes ago, Sception said:

    What's the point of making them necromancers?  Doesn't do anything.  Again I'm iffy on messing with the grand army's restriction on vampiric powers, would rather add enough caster friendly powers to allow a few necrarch style vampires without repeats

    Grants access to different Magic Items, restricts every army to max one Necrarch Count.

     

     

    18 minutes ago, Sception said:

    There's already mechanics for AoI using cross-faction units, ie mercenaries.  If we go for this sort of thing, then that's the mechanic you should use for Sylvanian human levies.  There's already a vampiric power for calling bats & wolves - it heals rather than summons, but that's still a bit too much overlap imo.  I think we should avoid messing with the limits on vampiric powers that exist in the grand army.  Not sure what the +15 points is for?  Ideally base modifiers for bloodlines should match advantages with disadvantages to net no points modification.  Also we should avoid charging more than once (ie 1 points per vampire hero) for a benefit that only applies once (access to empire units in the army)

    One could use them for sure, or simply the allies (which wouldn't work since Allies need a commander). The idea was for him to summon a Fell Bat instead of 2D3 Zombies.
    The +15 points were for having access to shooting.

     

     

    18 minutes ago, Sception said:

    By 'strigoi counts' do you mean ghoul kings?  ghoul kings and vampires are different enough in options and rules that I'd be inclined to just introduce a separate unit entry for 'Ghoul Prince' rather than trying to turn thralls into one.  IMO strigoi should be treated as its own thing, and not try to roll it into the other bloodlines

    Good suggestions! You might also just call the lwoer tier Vampire Courtier.

     

    18 minutes ago, Sception said:

    Fourth it's just an extra layer of rules on top of rules that feels a bit out of place in the Old World.  Explicit subfactions are mostly gone in favor of Armies of Infamy, and those AoIs are, at least so far, super narratively focused and specific, in a way that, again, a single AoI trying to represent 4 or 5 very different concepts just feels wrong.

    Let's make a single "Bloodline" Count per Bloodline then equal to the Ghoul King representing the Strigoi. It would solve the mess, keep it simple and focussed. Abilities and Items could be added as usual :). Picking the specific count could unlock more army building possibilities etc.
    However I agree that it lacks direction and a theme (it's not like a Crusade or anything).
    Vampire coast would make sense since Khemri is sending a fleet. Mousillon hasn't fallen yet (iirc) so Blood Dragons don't come into play yet.
    The Necrarch could smell a chance to get their hands on ancient knowledge and the Lahmians are always up to blocking Khemri.
    Strigoi are mostly in the badlands, so they're out too.

    So Necrarch/Lahmia + Vampire Coast?

    Further ideas for lahmia: Human thralls acting as bodyguards, agility, fragility, illusion and charm as playstyle, no brute force (no Zombie Dragon?)

  4. tbh, I don't mind the refresh. In fact the old models weren't that inspiring to me (I had them half painted in my cabinet for years).
    they're on ebay now, finding a better owner and I'll look forward to the future.

    • Like 1
  5. 8 minutes ago, Rollcage said:

    This is clearly because only new edition box's can have stormcast as one side of the choices due to better sales, no other army is allowed to feature in the box other then stormcast, which is what has led to this very situation today

    This part I agree on :)

     

    (I am a little afraid for my IDK now)

  6. 1. Yes. The First army of Infamy could be Bloodlines in general. Adding 1-2 Abilities per Bloodline as well as 1-2 changes in army building.
    My Suggestions:

    Von Carstein: -  (+15 pts)
    - Can field one unit of State Troops, Crossbowmen or Handgunners per 1000 pts.
    - Vampiric Power to summon/add one Model of Fell Bats (use the Necromancy Spell to summon Zombies) with a power level of 2 (or the level of the caster if it is higher) (30 pts).
    - Walking Death (may be picked twice, but not by the same vampire): +1 Combat resolution (20pts each)


    Lahmian: -1 weapon skill and always strikes first , -1 LD for enemy units in Base contact but cannot wear non-magical armour, gains a ward of 5+ if no armour heavier than light armour is worn (+35 pts)
    - Vampiric Ability to cast miasmic mirage as bound spell with a powerlevel of 2 (35 pts)
    - One Wight may pick a single Vampiric Ability


    Blood Dragon: +2 WS, automaticially wears plate armour, +1S. May attempt to dispell magic despite wearing armour (+1 for Thrallsm, +2 for Counts) (+55 pts)
    - One unit of Blood Knigths or Black Knights per 1000 pts may use the Lance Formation.
    - Black Knights and Grave Guards are Battleline, all previous battleline choices are moved to the special section
    Vampiric Power: Master Strike - The Vampire gains the Monster Slayer and Killing blow special rule. (50 pts)


    Necrarch: Upgradable to LV 4, Necromancer Keyword added. -2 WS, may receive two magical Items of the same category, can't be equipped with non-magical items (+25 pts)
    - One Cairn Wraith or Spirit Host unit may be taken as Core Choice.
    - Every Necrarch Vampire is allowed to pick the Dark Acolyte Ability even if another Necrarch Vampire has already picked it.

     

    Strigoi: Counts as is,
    Strigoi Thralls gain hatred (all) and poison attacks, -1 WS, +1T. No mounts. (+20 pts)

    - One unit of Vargheists or Crypt Horrors per 1000 Points may be taken as Core Choice.
    - One Terrorgheist may be taken as special choice.
     

    General New Abilities 
    Ancient Ferocity: Furious Charge, Frenzy (activates the first time the Character enters a combat) (20pts)
    Looming Darkness: Infantry only - The Character may not be picked as target of spells and shooting attacks if it is not the closest enemy model. (this has no effect when joined to a unit)
    Red Fury: +1 Attack (30 pts)
    Flying Horror: Infantry only, the character gains fly (20 pts)


    The harder part - no reason to reinvent the wheel, we can rewrite items from previous edtions

    Items
    SKABSCRATH 50 points Magic Weapon
    The legendary blade of the Undead mercenary, Ennio Mordini, Skabscrath flickers with pale flame. A blade so potent it cannot be sheathed without first taking a life, Skabscrath is possessed of an evil sentience that drives the wielder to ever darker acts. Some claim the blade is more steeped in evil than any Vampire, for it will betray its wielder if its bloodlust is not sated. When unsheathed, Skabscrath emits the terrible screams of all those it has slain, amplified to such a degree that it can cause those who hear them to die off right.
    The bearer has the Devastating Charge and Frenzy special rules, and all close combat attacks made by the bearer have the Flaming Attacks special rule. In addition, the bearer of Skabscrath gains the Wailing Dirge special rule.

    NIGHTSHROUD 50 points Magic Armour
    Ensorcelled in pitch darkness in the heart of Castle Drachenfels, the Nightshroud owes more to the otherworld than to reality. Originally fashioned from the death-raiments of King Pharatohep, the Nightshroud has since been soaked in the blood of sorcerers and witches. The aura of gloom that clings to it is so strong it can physically manifest, lashing out with shadowy tendrils that grapple with all those who would strike the wearer.

    Infantry or Cavalry only The Nightshroud gives the wearer a 6+ armour save. Furthermore, enemy models in base contact with the wearer lose all Strength bonuses conferred from normal and magical weapons. Enemies in base contact reveive no bonus for having charged (no impact hits) and they can't use a wepaons that require a charge). Wizards can wear the Nightshroud and cast spells as normal.

    THE CADAVEROUS CUIRASS 30 points Magic Armour 
    Killing Blow and Poison Rules have no effect against the bearer and are treated as ordinary attacks.

    Crystalized Death Magic
    This perfect amethyst Gem radiates power, yet this power is a treacherous one.
    Vampires and infantry only. The Bearer has +1T. However whenever the bearer loses a wound a leadership test must be succeed (no rerolls allowed). If failed replace the character with a Varghulf Model as close to it's previous position and facing as possible. The Model leaves any units it had joined.

     

    2. Luthor Harkon and Wallach Harkon (He's on the map) or the Red Duke (because he used to be a Duke of Bretonnia)

    3. Bloodlines (see above) and Vampire Coast.

     

     

    Just my ideas :D

     



     

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  7. 45 minutes ago, Souleater said:

    Anyway, I don’t have any Thunderstrike models in my SCE…and my other painted army is Bonespilterz. 
     

    A rather disappointing day for me.

     

    Imo most will return with new armour (like liberators)

    I am upset about the Tauralon:

    They never knew what to make of it, gave it bad rules and now it’s gone (I love the Model)

    • Like 3
  8. 1 hour ago, Ejecutor said:

    Another option would be this, as someone suggested earlier.

    image.png.85559ff0669baddaeab780f283025d29.png

    I particularly prefer something in between. Smaller, closer to yours, but maintaining the shape.

    The handle is too big as well, they can’t even fully grab the haft.

    mhm. The one-handed hammerhead is as big as the two handed? XD

    • Haha 1
  9. Imo every Stormcast should be raised to a custodes powerlevel so even a liberator is a killing machine.

    they‘re demigods with almost ogre size! C‘mon I dare you GW.

     

    on a side note: I realized what I dislike about the render trailers the most. The thunder delivering the SCE only sizzles, it does not have a thunderclap or boom to it which makes it feel weak af.

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  10. Just now, JerekKruger said:

    I was waiting for reviews, but they've been pretty much useless as they are filled with people being angry at female knights, and knights using bows (the former really doesn't bother me, the latter bothers me a tiny bit, but it's the sure if things I can ignore). I have an audible credit, so I'm tempted to pick it up: do you recommend it?

    Absolutely! The story and the characters were great! Every loss did hurt.

    only criticism (apart from what you mentioned, which doesn’t bother me): The hardships they encounter on their journey are kind of unlikely, all of them and there’s a lot of unlikely encounters :D

    • Like 1
  11. 12 hours ago, Gutsu17 said:

    Maybe instead of hating the game, try to analyse why they tabled you? 

    Easy: bad game design 🙃

    Srsly though:

    My last two cents about the dt:

    All of the hollow arguments „plan ahead“ etc. always come up and they are false. Boiled down it‘s two choices: Play aggressive or defensive (or half half if you have enough units).

    Aggressive: High reward, high Risk

    Defensive: No reward, less risk

    So spare me the speeches of how tactical it is when in truth it’s a binary choice that’s implemented to gloss over systematic issues.

    Like it or hate it, idc but stop pretending that it’s highly tactical or any of that nonsense. It’s a slot machine and some people are addicted.

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  12. 1 minute ago, Neil Arthur Hotep said:

    Just play I go you go in your home games, dude. Literally the easiest thing in the world to house rule.

    1000%, if they removed the double turn we would be seeing nothing but "going first is too strong, alpha strikes are too strong, shooting is too strong" every day.

    My post is not about that. It’s that their botched attempt at propaganda that annoys me.

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  13. The double turn propaganda is insane: Repeating the same opinion doesn’t make it true xD

    But hey let’s add another 3 justifications which are necessary since everybody loves the double turn and there’s no reason not go love it. 🤷🏼‍♂️

    It‘s very hypocritical.

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