Rachmani
-
Posts
572 -
Joined
-
Last visited
Content Type
Profiles
Forums
Gallery
Store
Downloads
Blogs
Events
Posts posted by Rachmani
-
-
53 minutes ago, JackStreicher said:
It's the first time this ability appears on an actually popular unit. The rule was bad before, slapping it onto more Units makes matters worse. - AoS has been copying way too many rules from 40K anyways. Yet 40K is a prime example of how one should not write rules.
I‘d disagree.
Not that 40k isn’t a bad example of how rules should not be written - it is!
But it could also be a perfect testing ground.
- 1
-
17 minutes ago, Beliman said:
Save stacking has a mechanic counter: High Rend (we already passed the -3 rend some months ago, just print -5 in some profiles and we already to go).
Ward is so good because it's another save "after" Save + Save-stacking, and can even block the "can't be blocked" attacks.
I don't have any problem with both concepts, if they are integrated in to the whole game. But the main issue is that we only have a few subfactions and some random units using the full potential of both mechanics (both saves and their counters), and that's why some people feel that they are "breaking" the rules instead of being "part" of the rules.
I understand that. The whole thing was coming off of that new lumineth rule seemingly ignoring wards and how it could be in forth.
I proposed a method that would lessen the impact of ward saves (although I got the name wrong. It would be the equivalent of 40k invul saves. Though I did mention that it got really messy.)
-
4 hours ago, novakai said:
The problem is that too much wards trivialises regular attack (especially with how save stacking also negate rend currently) as they block both mortal and regular wounds, then it because an arm race of armies needed more high rend anti-ward attacks or abilities)
That’s why I prefer you only get either. Meaning, your ward only comes into play once saves are worse.
Savestacking remains a problem ofc. But that is a separate issue & has to be dealt with anyways. -
I kinda like 40ks old approach, where you only get one save & the ward only comes into play once your armorsave is worse.
Ofc that led to post ward saves etc. but in its core I like that mechanic.
But I‘d also be fine with wards being more common and hence also anti ward mechanics.
More wards would weaken MWs at least. -
Personally, I think that "Orruk Warclans" is a battle tome born out of necessity and not intention or good design.
I wouldn't be surprised if we got a Kruleboys battle tome in the near future, accompanied by a second wave. Same, but with less new models for the Iron Jaws. And that will be that. Big Waaagh gets special rules dependent on the main faction, not what the have now & will include Gitz. Okay, the last part is quite out there, but I really wouldn't be surprised about a book split.
P.S. Savage Orruks vanish until their rebirth years down the line. Sry.
- 4
-
You're absolutely right! It was kinda loopholeish.
-
2 hours ago, Skreech Verminking said:
Which is great, because you no longer have a reason to use the skaven endless spell.
thank god this is over.
I... didn't see that coming! ❤️
-
They‘re very good at the moment. New Admiral and the dreaded Purple Sun made all the shooting so much more dangerous.
It‘s specific lists, that do well. But boi do they do well.
-
It is, until you realize that by not buying them with the box you're basically free to use whatever models you'd want to use. Maybe you've got the Underworld war band. Bam, you got more than enough vampires right there.
Now, if what you meant was "man, I had hoped for all three of them within the box and for a discount", then you'd be pretty spot on, that would be/is disappointing.
- 6
- 1
-
Okay, guys & gals.
Now, that we've shown that we can bring one of our own onto the tabletop (because clearly that's what happened here), it's time to chose the next one.
I agree, that "King Brodd" was kind of an easy choice (no offense). That's why I strongly encourage us, to chose a ... less obvious name this time! =D
Come on, we can do it (again)!
-
Mixed feelings tbh.
I like Brodd, but he alone won’t get me to paint megas and the old mancrushers. Still, it’s an army that could easily sway me with just one (or two ) release(s).
The ogre doesn’t do it for me, as cool as he looks, and I was quite looking forward to ogres. If they don’t suddenly summon a unit of new maneaters and give me the option to field them as battlelines, I‘m out until the next battletome.
But that’s ok, all in all, because the StD reveals cemented them as a really great release to come. We‘ve known them through leaks for months now and the still look awesome. A bit on the saver side, but awesome. So I know where my energy will go.
oh, and maybe I‘ll pick up a few Lumineth along tje way. -
44 minutes ago, KingBrodd said:
I dont think the Destruction Factions will get a Dual Box. With one side being SOB it would have to be an incredibly expensive box to buy.
I think the next box will be the STD army box.
I think that totally depends on what the gargant part would be.
New mancrushers? Ogors trying to subdue a giant or two. Or eat him/them.
A new mini-mega? Also super doable.
A mega? Not going to happen.
P.S. As soon as Ogors get their refresh I‘m in. Less static Ogors is where it’s at.
- 1
-
2 hours ago, Ganigumo said:
I kind of disagree that boltboyz are a trap. The real trap is just poor listbuilding.
The army only has 3 potential hammer units, boltboyz, sludgerakers, and mirebrutes, and they all have their own flaws and weaknesses.
Boltboyz struggle a lot with durability, but have the best threat range.
Mirebrutes struggle with mobility & durability, but are cheap
Sludgerakers are somewhere in the middle, double as a support piece but are expensive.
Overinvesting in boltboyz is just overinvesting in hammer units, you always need a plan for how to protect and get those hammers where they need to be, its just that Kruleboyz hammers have particularly exploitable weaknesses.
I think you could make a list with like 18-21 boltboyz work (or work as well as kruleboyz can), but you'd need to leave the sludgeraker & probably the mirebrute at home and get a bunch of screens. the list would have very one-sided matchups for sure, but I think thats unavoidable when playing kruleboyz.
I should have elaborated.
Boltboys are sometimes a trap essentially means that it can be poor listbuilding to include too many of them. Even or specifically in Big Yellers, where the incentive to take them is higher.
But maybe the meta or just your opponent calls for more mirebrutes and you’re taking yellers for the cheapest battleline possible.
-
I see, so you were talking about Big Yellers. I must have missed that. Thx.
In that case, personally I dislike 9 & prefer 2x6. I sometimes go 6 & 2x3 in Big Yellers. Boltboys can be quite the trap.
-
Well at least everyone can get them painted until then.
- 1
-
I agree with the assessment, but 2x6 vs 9 boltboys also means 12 vs 9 boltboys. >.<
would you rather take 6 & 3 over 9? -
Opr … one page rules?
I got no idea!
-
2 hours ago, cyrus said:
Did you use all out defense or mystic shied ?
Gutrippaz can not benefit from swampcalla poison/elixir once in close combat ?
Yes. But you can ofc use it preemptivly. I basically surprised my opponents with an additional +1 save. Gutrippaz have 2 wounds each, so if you get them to keep their 5+ or even better, if they retain a 4+, 40 wounds soak up a lot of damage.
I‘ve had similar (even better) experience with the killaboss on great gnashtooth.Basically I made my gutrippz into a moderate tarr pit. They‘d still die against the most terrifying hammers, but would surprise the rest. Add a killaboss and you don’t even need to fear battleshock.
But now they just melt against Bounty Hunters. All of a sudden those 40 wounds melt like butter in the purple sun.
-
Before Bounty Hunters I had really good results with +1 Armor on 20 gutrippaz.
(really in the context of Kruleboys)There was something there. Bounty Hunters really, really messed up that math.
-
So does the Kruleboys Murknob.
-
Skinchangers are an interesting idea. First glance I really like that.
P.S. Has anyone here recently felt the heavy absence of a good, old Orcs & Goblins army. You know, some night gobbos next to a unit of "simple" orcs, dunno 5 wolf riders and a bunch of other stuff. You know, the stuff that looked like a small raiding party. I *so* miss that.
- 1
-
Try the Killaboss on the doggo, too.
His damage is still solid and with shaman +1 to saves and another +1 to saves bonus he tanks like a champ. He‘s not as fast as the vulture, but still reasonably fast & super self reliant.
-
No, the new book invalidated the things that came before.
-
I played Scarlet Doom for a bit and my main takeaways are:
1. BGR die too quickly in 10s, are way too bulky in 30s but seem to do really well in 20s, my personal sweet spot. I‘d try out 15s though.
2. No single hero seems to be a must have, almost all of them are good. I really love that part. What what a wide variety!
3. Why are Hexwraiths so good in Scarlet Doom?? To me they‘re the perfect addition to BGRs yet they look *so* dated! What a waste.
The Rumour Thread
in Age of Sigmar Discussions
Posted
This is the way.
In fact each time that happens you should have to play a game of „Warhammer Quest: The Silver Tower“ in between your tournament matches to determine if it’s still the same Knight Questor or if she remains trapped and you‘d have to rename her before playing the next match.
I‘m sold!