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JPjr

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Everything posted by JPjr

  1. JPjr

    Oh god this article...

    I think focusing on the economic aspect of 'middle class' is probably a slight red herring here, whilst the game undeniably does involve a fairly sizeable buy-in (both monetarily and time-wise) which it would be odd to ignore, I'd say that in terms of this article at least, middle-class is being used as more of a cultural shorthand, which again you can dispute fore sure but as the term is commonly used (in the UK and especially in Guardian reading circles (of which hands up, that's me)) it has certainly some resonance. It's tricky, I'd say 'middle class' has a lot of odd (sometimes subtle) connotations in the UK that I'm not sure translates exactly elsewhere and stand for and mean all kinds of different things depending on whom you're talking to.
  2. I, personally, also suspect that especially in regards to which factions get played by competitive players these things become self fulfilling prophecies. Because of the time & cost involved in putting an army together if all you're concerned about is winning tournaments then you're going to take a look at the current 'meta', see what's doing well and just copy that and stick with it. It's not like a game where to change character all I have to do is scroll left and then learn a few unique moves. I have absolutely zero evidence to back this up but I honestly reckon that whilst a faction like DoK or LoN are undoubtedly strong, and possibly the strongest, at the moment they're not unbeatable at all but the kind of people who want to win tournaments don't see any value in taking a risk with a fun, weird, flavourful army because they believe it gives them zero advantage and that's all that matters. Which if winning tournaments 5/0 and tabling your opponents is what matters to you then is totally understandable. But whilst there are certain factions that will definitely struggle I reckon a good player could probably do well with a wide range of armies (and if you look there. are lots of tournaments where people win with factions that people would deride as trash etc) if they think outside the box and actually try to win on the table than before the first dice is rolled.
  3. I think that you just have to accept that AoS/WHFB was never designed to be a truly balanced game meant for competitive play. The difference between it and something like a video game is like chalk & cheese really. Sure they can tinker around the edges, make adjustments every now and then when something seems too egregious but the sheer number of variables to consider, combined with hangovers from around 4 decades of evolving game systems designed, ostensibly, for fluffy narrative play and selling new models rubbing up against a competitive crowd actively looking to exploit min-maxed game breaking combos is always going to result in a ‘here’s the best we can do for now’ situation.
  4. JPjr

    Oh god this article...

    I’d say that’s a pretty fair and decent article tbh. If you can get through one like that in a paper like the guardian with just a couple of, let’s be honest hardly unmerited, digs then you’re doing well. If they wanted to run a hit piece on the hobby, and the people into it, then it really wouldn’t be hard to so all in all it’s pretty friendly and well meant.
  5. https://www.warhammer-community.com/2019/01/20/next-week-kill-team-arena-arrives/ Obviously a lot easier to implement with a game where you have a much smaller number of troops/points to play with but this seems like a good idea that I wouldn't be surprised to see replicated, with some finessing, across systems for tournaments. I was actually surprised when I first got back into the game again and realised that in tournaments you had to submit your army list ahead of time and then stick to that whatever the opponent/scenario. I quickly got why that's the case but (as I should say someone with near zero interest in taking part in tournaments) I thought it was still quite limiting and took away what I'd have thought was a vital element of 'generalship'. I'm interested would tournament players here like to have, say, 3000 points to then pick and choose 1500/2000 or whatever from to tailor your army selection to your opponents faction/allegiance? Or would that annoy people that like to have one list to rule them all.
  6. JPjr

    The Rumour Thread

    Didn't the MP book come out less than a year ago? Feb 2018 if I'm right?
  7. JPjr

    The Rumour Thread

    If you take WHFB 3rd edition as the point where they properly started fleshing out a scenario then in the AoS equivalent we're only in about 1991 at the moment and I can assure you we have a lot more to go on now than we did then. I've got last year's core book and the Nighthaunt and Gloomspite battle tomes in front of me, there's 220 pages of world building in the corebook (which I think they handled pretty well even if at 220 pages it's still very much an overview), before you get to the rules and both battletomes are over 50% fluff for their respective forces. I totally can see people being overwhelmed by the scale of the new setting, especially when compared to the incredibly mapped out (and so limited) old world but honestly I think they're doing a good job to get it all up to scratch, could they do more? Sure probably, I think wargaming does tend to attract polar opposites, people that love being given a blank canvas a few paints and told to go wild and people THATUTTERLY LOATHE the idea of colouring outside the lines and want everything perfectly squared away and it will be hard to reconcile that. It's clear a lot of people want more structure so maybe they need to have something like the mini-sites with timelines they've put up around big launched that's constantly updated with what's happened (and links to where to read in more depth (actually this is something they should do and would probably sell a few more novels), but keep it loose. I like that we're not just dealing with a linear series of events and BL writers are fleshing out stories from various times, and we have a universe big enough that they can do this without someone pedantically whining about x couldn't have happened then because y was doing z to w. -------------------------------- Edit: so basically they should just keep this site updated... https://ageofsigmar.com/timeline/
  8. JPjr

    The Rumour Thread

    Considering that BL are pumping out dozens of books, short stories, novellas etc I'd say they're not doing too bad at fleshing out a universe that's only been around for a couple of years. I mean I'm not the most dedicated reader but just from some of the ones I've read recently (Soul Wars, Inferno 2, Plague Garden, Bone Desert, Warqueen) I feel like I have enough to go on to imagine what life might be like for normal people in some cities in Shyish, or in small desert trading outposts built around caravan routes or on an oasis, or very, very roughly what a Darkoath war band society might look like, or how Ogors get their kicks in their down time, or how some ordinary humans view Stormcast etc etc etc. I don't know maybe it's just me but it seems like they're fleshing out this world(s) fairly quickly, you just have to be actually reading what they're putting out but at the same time leaving plenty of scope to let your own imagination run riot and do your own thing. I really enjoy reading about established places but mainly as it makes me imagine what else might be out there.
  9. JPjr

    Let's Chat: Godsworn Hunt

    Warband focus up... https://www.warhammer-community.com/2019/01/15/15th-jan-warband-focus-godsworn-huntgw-homepage-post-1/ Opponent depending of course but you should have a good chance of getting in a kill in your first turn with Jagathra, to then get an early glory point and inspire someone straight away.
  10. JPjr

    The Rumour Thread

    @GeneralZero 150 pts for the lot
  11. JPjr

    The Rumour Thread

    New AoS warscrolls up for the new nightvault warbands Godsworn Hunt https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-godsworn-hunt-en.pdf Mollog’s Mob https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/AoS_Gloomspite_Gitz_WSCards_Mollog.pdf
  12. JPjr

    How many editions until...

    I can totally see the logic in your order BUT and it's a big but (so I cannot lie) I'd say that by having the save roll at the end it keeps the person on the ****** end of any beatdown active and involved to the end of the combat and increases the drama/tension, rather than them just being a spectator as their lovingly built and painted pieces of plastic get sent to the great recycling bin in the sky. I know we're not talking a huge amount of difference but honestly I reckon from a games design POV and trying to keep people active even small things like that make a big difference.
  13. JPjr

    Spellbreakers at Realm's Edge

    It's probably because the 'Ere We Go book was one of the last things I bought back in 91 before I first exited the hobby stage left but I will never, ever see an Ork in a pirate's hat like that and not smile.
  14. JPjr

    The Rumour Thread

    funnily enough I did think they might go the elemental route with the Duardian KO = Air Fyerslayers = err Fire Dispossessed = Earth Leaving space from some kind of sea Dwarves (though IDK pretty much killed that).
  15. JPjr

    Painting for skirmish

    these are great. I, personally, wouldn't worry too much about the blank pauldron. You can definitely throw too much at minis (well you certainly can when your skills are as limited as mine) especially when they're for tabletop use rather than display. Plus you can always come back to it later once you've got a load done. The only thing I'd suggest, and I hesitate to say because of my aforementioned skill level, is that the red robe could possibly do with a bit more shading, especially on the front. It could just be the way the model was lit/photographed but another pass with something like Agrax Earthshade (all over the cloth but especially worked into the recessed cloth areas) might reduce the slightly shiny/plasticy look (which again could just be the photo), give it more depth and mute the red a bit so to tie it in more with the overall gritty look. Actually now I look at it again if I was going to mess around more then I might be tempted to add in the turquoise spot colour you've used into recessed details on the hammer's head (the kite & 3 triangles), it could be overkill and totally ruin your model (oops! though easily fixed) but it could also break up the drab steel, and give the feeling of some kind of aetheric charge/power contained in the hammer. EDIT: just saw someone already mentioned the recessed details on the hammer, teach me to skim read...
  16. JPjr

    Disheartened about the current stance on Elves

    There seem to be a surprising amount of people here building up 6K armies, especially of ‘older’ ranges. That’s a lot of eggs in one basket.
  17. JPjr

    The Shadespire News and Rumour Thread

    and we have an article digging into Mollog's Mob now https://www.warhammer-community.com/2019/01/14/14th-jan-warband-focus-mollogs-mobgw-homepage-post-1/ that floppy eared lad is gonna wreck ******.
  18. Honestly I think you'll really struggle with using the Storm Strike units to have fun Skirmish games (in the long run). The units included are not that balanced anyway* (which is fine it's just a nice littler box to get you started playing) but in Skirmish especially I think it tips the scales well in the SCE's favour. In fact as it stands Death is going to be a tricky one for Skirmish as so much of their strength (and so points cost) is about both having large horde units (Skeletons or Chainrasps for example) that get more effective the bigger the unit and then being able to replenish those units throughout the game. Neither of which are possible options in Skirmish (assuming you rule that things like a Necromancer's Deathly Invocation ability counts as summoning new models). As someone who has been slowly building up both LoN and Nighthaunt armies for the main game over the past year it's giving me pause for thought, I'm still going to try a few different builds as I have a really nice thematically pleasing core force built around a Necromancer that's narratively perfect for a Skirmish sized warband (and I love these size games) but it's also spurring me to diversify and have fun creating a few other armies. Getting the Nightvault set is a good idea though, the game itself is lots of fun and great when you fancy playing something in the evening for just 40 minutes or so. But the Briar Queen & bonus lads would be a cool addition to what you have, you get a decent hero with magic and a ranged attack, plus the 6 rasps for just 150 points. In fact if you do want to expand beyond the Storm Strike sets have a look at all the different Underworlds warbands available , they're all generally a nice mix of abilities in each one, and the models are all pretty fun (and quick to build) so work really well as a start to a little Skirmish force (I know I'm going to use my Eyes of the Nine and Zarbag's Gitz warbands to get me going with Chaos and Destruction warbands). I think we all just have to remember these new Skirmish rules are really beta-rules at best, which is not a problem for me at all, you just need to be ready to roll up your sleeves and be prepared to do a bit of house ruling for the moment. Anyway have fun! * Actually especially so if you're just using the Storm Strike models as a lot of the cost of the Myrmourn Banshees is for their anti-magic abilities, as you're essentially just up against a load of big hard lads with hammers you're paying for an ability you'll not use.
  19. Hello... Guess the 'narrative' forum is as good a place as any for this, so I'm definitely planning on playing a lot more Skirmish sized games this year and something that I've wanted to do for ages and, to me, seems best suited to games this size is create a campaign based in a cave system. I really like the idea of tunnel flighting and making movement more tactical as you have to plan routes and that kind of thing. The 'Darkest Depths' rules in the core book are a start but there's one thing I wanted to homebrew. In the DD rules it has an entry for 'Walls of Solid Rock' (where you can nominate pieces of terrain to be solid rock reaching from the ground to the cave ceiling, to create the effect of a 'tunnel complex'. Now my plan is to use something like the old 80s Dungeon/Cavern floor plans to build maps instead, that way you end up with much more intricate, interconnecting tunnel systems. Of course it then occurred to me that this could give armies like Nighthaunt a HUGE advantage if they can just phase through the space between tunnels (especially in Skirmish with no unit cohesion). At the same time I don't want to just say NO as the idea of vengeful ghosts appearing out of the walls is just too wonderful and thematic and could make for some great games. My idea was something along there lines of saying that deep underground cave systems often contain rich seams of concentrated realmstones, which can effectively short circuit Ethereal beings who pass through them and the further you travel the more likely you are to hit one of these seams. So at the end of your movement add up all the blank spaces on the map that model has passed through and roll 2D6, if you roll under the distance travelled (in inches) that model receives 1 Mortal Wound. Does that sound fair/make sense? Means you can travel 1 inch without risk, and travelling 2/3 inches only has minimal risk but as most Nighthaunt rank & file only have 1 Wound it would giver you pause for thought. Any better ideas? More damage? Less Risk, vice versa? I originally thought 1D6 but that seems too risky.
  20. @JackStreicher I can't imagine this is that high on anyone's priorities, so wont change (officially) any time soon (if ever) but the more I think about your particular issue with Nighthaunt seemingly teleporting between levels, the more agree it's annoying, feels wrong and should be looked at. I mean it make sense from a streamlining perspective that as you already have one rule, flying, that essentially mimics how we think incorporeal beings should interact with the physical world (ignoring terrain, moving through units etc) we, as far as I can gather, give it to all Ethereal units (& the combination of the 2 gives our spooky boys their innate ghostliness). Because probably 90% the game is still essentially 2D it's not a huge issue but does still feel wrong. So maybe unless they're specifically mean to be swooping around the place (Reikenor, for example) most these units should lose Fly but the Ethereal ability should be expanded to include the relevant Flying rules but without the ability to ignore distance up & down. If they want to move up to a higher level they have to climb like every other unit*. It's a bit clunky but they'd just need to change the wording on warscrolls, adding one line like... ------------------------------------------------ Ethereal: There are creatures whose bodies have long since rotted away, making them difficult to harm with mundane weapons. Ignore modifiers (positive or negative) when making save rolls for this unit. In addition it can pass across models and terrain features as if they were not there when it makes any type of move. It cannot finish the move on top of another model or within any terrain feature. ------------------------------------------------ Sorry this feels like a longwinded, yet obvious post but just been playing on my mind. * Actually whilst we're at it the climbing rule bugs me as well. The idea someone can scale a 20ft wall or cliff face as the same speed that they can walk (or that someone on a horse can climb a cliff face anyway!) feels WRONG. Personally I'd like to see something like half-movement for vertical climbs, and certain units say, Skaven for example, have a Climb ability that lets them scale walls at their normal speed. But again that's adding more layers of complexity which seems to be the antithesis of what they want. One of my aims for this year is to build lots of scenery myself, especially multi-level stuff like you seem to be doing and it does throw into sharp relief some of the issues that exists.
  21. JPjr

    The Rumour Thread

    @robinlvalentine not sure how it will pan out for AoS but for Underworlds I reckon they’ll lean into the idea that Dankhold Troggoths are like magic sponges... So either he’ll shut down or brush off magic easily, kind of like the Briar Queen’s ‘Curse of Unbinding’ or he’s soaked up enough Shadespire Weirdness that he has some innate abilities. i don’t have the Gloomspite battletome yet (stupid Belgian post) so haven’t seen his AoS warscroll yet, (well I saw a blurry exerpt from it that looked like his Squig retinue don’t look like they have separate warscrolls to him).
  22. JPjr

    The Rumour Thread

    TGA’s taken a surprisingly Socratic turn this Sunday...
  23. JPjr

    The Rumour Thread

    Just posted this in the Underworlds forum but will have relevance here too... https://www.warhammer-community.com/2019/01/13/next-weeks-pre-orders-underworlds-titans-and-middle-earth/ Darkoath and Troggoth warbands up for pre-order next week
  24. JPjr

    The Shadespire News and Rumour Thread

    https://www.warhammer-community.com/2019/01/13/next-weeks-pre-orders-underworlds-titans-and-middle-earth/ Darkoath and Troggoth warbands up for pre-order next week
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