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Dalton

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  1. I'm honestly fine with mortal wounds, even mortal wounds on 6's, so I'd vote yes. I'd say the big question is what units are ruining them for everyone else though, who's got em too easy or too much. Most post i've read here people seem fine with spells, charges, and certain odd ball weapons (dragon breath like), but everyone has been complaining about the lumineth sentinels. But I haven't been able to find much commonality of complaints about any other units specifically, so are there any units that are big causes of the problem of mortal wound oversaturation. Like I haven't seen people complain about spirit hosts since there thing only works in melee and they don't really do any other damage than mortal wounds, but what about the blood stalkers? I mean there also 6 to hit and at range, but I haven't seen complaints on them. Is it because they don't have a high enough unit cap to cause enough or because they don't have the 5+ spell? What about stormcast retributors, on or off the dracoths. They cause tons but they cost a pretty penny in points, so are they a big part of the problem? What units need to be fixed to fix the mortal wound problem, that's the question I think needs to be asked.
  2. Just my two cents, I would start with (1) expanding the ungors, and while allegiance abilities do make things more complicated, (2) start looking through those and make sure you get a herdstone. For point 1, those things will get smacked off the board lickety split, expecially if your enemy has range, and spears work best with double ranked choices. and their cheap point wise so even if you go for a full unit of 40 you will still have 200 points left over to spend. For point 2, while they make things a lot more confusing to keep track of, allegiance abilities can make your army have a lot more character and can enhance how you want to play your army a lot. So i would look through those and see if there is anything that pops out to you. And for the herdstone, that thing helps a dang ton with keeping ungors from running in battleshock and weakening the foes armor. It's just a dang big help, but maybe leave it out for the first couple games till you get the swing of things.
  3. After seeing the changes I'm somewhat happy with the Runemaster, granted the terrain is about the same but there's more possibility to use that given more useful terrain in various armies, but the holy seeker rule seems a decent bit better to me. It may give less of a benefit than it did before, but the enemy picked gets no benefit and you can effect more that one unit and the master doesn't have to be as close. And the extra weapon is a nice, if most likely not going to be used thing. He seems, if not the most useful thing, at least something that if you take it, you won't be looked at as crazy.
  4. I would pretty much guarantee that this isn't everything, the last huge release we had for aos (the gloomspite) had about a dozen new kits and they missed several of them in the first vid they showed of them, and I don't really see why they wouldn't give mortals to these guys when the other gods have them and there is already one unit of mortal followers, it be rather dumb.
  5. Hey one thing I'd like to ask is do people build armies around the Skinks and their Battalions and if so, what do they arm them with? The clubs seems rather dumb, if you want em in melee warriors seem like a better pick, but do people prefer the spears or blowpipes? And if people do, is their a minimum count their ran as, or do people sometimes run them in groups of 10. Mostly wondering cause I'm thinking of starting a lizard army and i'd like to see what people think of the little lizards.
  6. Well I'm now wondering if Bullgors are gonna end up being Slaaneshable, I mean their bloodgorging is quite indulgent and him/her/it and Khorn fighting over the bulls is rather entertaining to think about.
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