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JackStreicher

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Posts posted by JackStreicher

  1. 15 hours ago, NinthMusketeer said:

    The double turn is an abomination of rule design that ruins games and keeps out potential players.

    I used to be on the side of "nah double turns are fine!"
    However since AoS 3 I am pretty sick of them. They've destroyed so many games that would have been fun using the normal turn-order. DTs usually act as a situation-multiplier: It's not going well for you? How about your opponent going twice in a row? Oh you are utterly destroying your opponent? How about you get to go again?

    I've played ~20-23 games so far and the double turn ruined 15 of them. It saved 4 of them and the rest went in normal turn order.

    • Like 6
  2. 7 minutes ago, Gery81 said:

    @JackStreicher She agrees that the Prophet is ridiculous, and need a change, but she is preping for a tournament. And before the current version of the Prophet, I just stomped her army. One was last week, when she didn't use the gaze properly, and stopped rolling after she failed the first one. They couldn't deal with high save units at all. Also, if I just refuse to play against unfun armies, then that would be almost everyone where I play (LRL, Legion of the first prince, Bonesplitterz).

    Only one of the mentioned armies is an issue :D. I also did not say that you should refuse to play against an army but a list.

    I don’t see an issue If you want to help her prep for a Tournament.

    You could get rid of the Prophets in several ways (ofc dependent on deployment and all that):

    1. Vyrkos -Use Magic: Soulwind, Arcane bolt, Vile Transference etc.

    2. Use Nagash, he will one-shot them with the spellportal

    3. A combination of Dire Wolves (2 units) and the Terrorgheist scream and Soulwind

    5. Put pressure on his units surrounding the Prophet to bait her into spellcasting instead.

    6. Zombie Dragon with the amulet of Destiny to tank the damage

    7. Block Line of Sight with Ghost Mist (the spell everyone can choose)

  3. @Gery81 don’t Play with her. The Prophet is such a bad game design (for some reason GW loves to give such unfun nonsense to Orks) and she‘s abusing it by fielding 2.

    Simply tell her that the Prophet is unfun to such a degree that you won’t play against a list with 2. Orks Are Good enough without The nuclear prophet. (The designer of This Warscroll should be punished by 105 hits with a pool noodle - this model would be fine if it had no ward save)

    This game is supposed to be fun to both of you. Don’t let the abuse of abviously botched rules ruin it. 
    You could also just play Nagash, ally in a Mortek Crawler and nuke her Prophets - such fun! 🙄

  4. 56 minutes ago, RuneBrush said:

    I don't like named characters in normal sized games

    Same!

     

     

    Another one from me: Creating one-use artefacts that can fail on a 1 should be punishable with 30 hits from a pool-noodle.
    And Another: Battletomes are becoming more and more bland with less fun abilities that make the faction's playstyle sterile and unthematic (Soulblight, Stormcast)
    And Another: Creating a Rule that needs no roll to add +1 to damage should be punishable by 36 hits with a pool noodle.

    • Like 4
  5. Unpopular opinion: Lumineth Realmlords are an overtooled abomination; consisting of 50% great and 50% terrible models. *throws wood into the fire* and the game would be better off without another constellation of 50% of their army.

    :D

    Another unpopular opinion: Malerion is the rightful ruler and god of all aelf-kind

    change my mind! :P

    • Like 13
    • Haha 1
    • Sad 1
    • LOVE IT! 1
  6. 3 hours ago, Wordy9th said:

     

    Sadly I've yet to see any female Vampire Lords who embody the unearthly charm and beauty that the book references more than a few times, especially for Legion of Blood themed vampires.

    The book talks a great deal about 'the monster within' contrasting with outward grace and nobility, but I'm seeing a lot of the monster without and little grace and nobility.

    Something along the lines of a foot Neferata style vampire is what I'm thinking. 

     

    Edit: If anyone has any idea of head conversions along these lines I'd love to hear them. I was thinking Witch Elf, but the hair would probably get caught on that big old collar of hers ^_^.

     

    Vampire Knight heads or (if those fit) Stormcast heads/ Warriors of chaos heads

  7. I really love the new Vampire Lord. We rarely see fit / sporty women in games and I really like her slender, noble shape with the overdone, eccentric armour. The head is something one has to get used to (easily switched), yet the overall composition and paintjob is great. (The conor looks Sandy around the stomach?)

     

    I wished we had Vampire infantry 🩸🥲

    some more images:

     

     

     

    5DB29930-DF95-481D-A5D2-E4D075CF1170.png

    BDA09583-B2AA-4DB8-A3C5-BF063C3EC46A.png

    0F6EF904-5143-46CE-A1AB-CC4F3AF06FE9.png

    783B9B31-482E-4514-A17A-1E01AFAF9021.png

    C9BF2618-7671-4B6A-BC43-5C800F2EDC7B.png

    44DC94B3-ACE9-40BB-9DAF-7BF3865950B3.png

    • Like 1
  8. 2 hours ago, Leshoyadut said:

    I think putting Soul-Crushing Contempt on the Wight King works if you run it next to Blood Knights instead of Black Knights because, as vampires, Blood Knights activate the 1d3 fleeing part. Yes, you miss out on the extra -1 to battleshock, but you're still giving -2 and can often times kill enough models that battleshock still presents a real threat. Gives you two scenarios: 1) The battleshock penalty works, and you get at least 1d3+1 fleeing models, which equates to a decent amount of free "wounds" done to the unit. Great. 2) The battleshock penalty isn't enough. You still have 5 Blood Knights in melee now. Which. Isn't a bad thing.

    Obviously with Black Knights being battleline in LoB, it feels like there's that additional pressure to run them. Personally, I still don't think they're worth it because their warscroll is pretty mediocre and their points are way too high for what they bring. On the other hand, Blood Knights do enough damage on a charge (which they should get on most of your turns) to actually make the battleshock penalty a threat, and I don't think I can say that about Black Knights.

    With that in mind, you end up with just bringing 5 Blood Knights, and then paying 135 points for a -2 battleshock aura to help take advantage of the +1d3 fleeing units they can cause. Plus the WK will do a couple wounds occasionally, which is nice, too. This lines up with you saying that it's really more of a bonus than something to build around, but I think it's a bonus that will come up often enough to matter if you happen to keep it in mind while list building.

    Good idea, I was toying around tryin to figure out how to effctively use a wight king (tbh, they're so bad. They simply don't do anything, imo 60 points is what they should cost.). The biggest issue being that he does not benefit of off any Subfaction trait (which is overall a huge oversight concerning or BT, too many traits are locked behind Keywords for no reason).

    Your suggestion might actually work :)

    • Like 1
  9. I played 1250 pts of Stormcast vs Slaves to Darkness. The Khorne Xhaos Lord on Karkadrak with eternal vendetta and the Amulet of Destiny killed my entire army (including my general, priest and Knight Judicator) 🥲 I was tabled by a single model (and the fact that rolling 1s and 2s for Armour isn’t any good)

    mit was still a good game since the last dice roll decided who would win.

    • Like 1
  10. The biggest issue of the book is the high point costs imo. 
    We have really few models on the table, although most of them hit decently they evaporate to MWs which makes the objective game incredibly hard in later turns.

    Dragons counteract this a little due to their damage capabilities, their resilience and speed. However I‘m expecting the latter to be merged before the models can be bought xD

  11. 13 minutes ago, KingBrodd said:

    I completely agree mate. Pushing the narrative forward is far more important to me than rules. Narrative also opens up for the introduction of new Factions such as Chaos Duardin, rather than 'Oh and then these guys are here'.

    It also opens up the possiblity to mere faction and develop them into their own identity etc.
     

    • Like 1
  12. Alright, here we go.

    I mainly play PtG and I'll sum up my opinions, praise and criticism below. Suggestions for improvements will be marked with *.

    Army Generation
    The army generation is straigth forward and not very complicated. That's good, yet it could be made more interesting.*
    The ressource used is Glory Points as this is the main ressource for everything (except leveling up units).

    Army/Settlement Progression
    This one is twofold: You can expand your army via spending glorypoints and in order to do so you occassionally have to upgrade your Fortress so can add more units or reinforcement points. While this is also straight forward it sadly becomes repetitive and I wished it was a little deeper in terms of building new structures and the likes.
    Building structures: You basically can't. First you have to discover new lands in order to upgrade them. The only buildings you can build are garrisons and your keep, which is a shame. This part also lacks depth**.

    Hero Progression
    Your general can't progress, period. Smaller heroes can get Command Traits and Artefacts, which is cool. This part also lacks depth***.

    Post Battle Consequences
    This step is not meaningful (sadly). The only case in which one might lose a unit is if this unit consists of a single model. In every other case the recovery is rather simple though costly.****

    Scenarios
    While these are fun they are mostly re-writes of the 40K narrative Scenarios. The biggest issue with these is the abundance of Missions that basically want you to simply slaughter the enemy. This makes these missions feel uninspired and repetitive. There are at least two missions which are almost impossible to win: In one you keep half your army in reserve, yet you are allowed to shock within 9" to the enemy - it's an auto-lose for the enemy. In the other the defender gets points for surviving models - which makes him auto-win at the end of turn 2 if the enemy hasn't killed enough of his army by then. In my opinion the Scenarios are the part of Path to Glory with the biggest creative freedom and the need to be expanded*****.
     

    Suggestions

    * Make certain units only accessable after the creation of certain buildings. They used to have a categorisation of Soldier, Guard, Elite etc. units. Reuse that one.


    ** Make buildings have an impact on Scenarios, army composition, playstyle etc. currently they lack meaning. For example: building a Tavern could grant +1 Bravery to yur heroes. Or one's settlement could be attacked unless a wall is build etc.

    *** If heroes could inspire one unit around them would be interesting. Nothing game breaking, simply: Add 1 to rolls for redeploy for "Unit" while the unit is wholly within 12" etc. I'd also love a Title-Table: Depending on what factions you fought and how many enemies that hero has slain he can roll on a table granting him a title or a minor special rule.

    **** Maybe a Unit-Title generator would be nice or the possibility to grant a unit access to a special weapon after reacing a certain level: Unit champions can get an artefact or a command trait? Badly wounded units could get a malus or a boon

    ***** Since these scenarios don't need to be balanced it would be nice to see staged scenarios with incoming enemy waves or monsters that disrupt the battle, siege battles, attempt at raids which destroy or damage buildings of the enemy player. There is so much possibility for cinematic battles which hasn't been tabbed into at all.

    • Like 4
    • Thanks 1
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