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Rachmani

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Posts posted by Rachmani

  1. 1 hour ago, Rors said:

    That said, I don't see any problem combos like that in this book yet (although it's early days). I'm very glad there's nothing that just deletes units without any need for competent player choices.

    Ignoring a few outliers (mainly SCE) I think that all the 3.0 books are pretty good in that sense. I‘m super happy that the trend continues or seems to continue.

    • Like 2
  2. 36 minutes ago, Vastus said:

    Even reading the Scarlet Doom flavor text, it genuinely feels like they intended it to be for Dreadscythe Harridans, but then they realized that MW on the charge for a unit that benefits from enemies being wounded was too easy of a synergy and they swapped things around.

    Right? Well… it’s fine either way, but yeah. Reads like a last minute change.

  3. I just realized I‘m like ages behind on my Kruleboys. 
    And with the Nighthaunt leaks so far & what’s brewing on the horizon for StD I‘m probably in trouble should Warhammer Fest reveal some Kurnothi or one of the destruction books be Ogors (with more than just one new hero).

  4. I haven’t even started to process everything but so far, I like what I see. Very much so.

    Most 3.0 books have done a good job at incorporating the feel of an army (essentially the fluff) into its actual gameplay.

    It looks like NH are no exception. An army of Bladegheists with the right heroes and a coach or two will look and feel amazing. And and so will a more complex cast of units.

    • Like 1
  5. 11 minutes ago, Jaskier said:

    They just have +1 attack on the charge as before. 

    Oh that's a mistake on my end, thanks for pointing it out, I corrected it. The picture of a red Dreadscythe next to the rules for the Scarlet Doom made me mentally think it was 'their' sub-faction 😅

    I literally made the same mistake when reading it.

    • Like 1
  6. So, it's been a few weeks.

    How have the Idoneth fared for you guys, so far? How good did they do at tournaments? I don't follow the scene too closely, but am a firm believer of "a tightly balanced matched play makes for a better narrative experience".

    Did anything surprise you? Positively as well as negatively.

    Edit: First 5-0 & with a combined eel & namarti list. Very nice. If you could somehow fit some sharks into it, i would also look amazing. Even more amazing.

    It also looks surprisingly like the one I'm painting up right now, except that it's probably better =D

    Mine has a unit of 20 Thralls instead of 2x10 and 1 shark & 10 reavers instead of 20 reavers

  7. 1 hour ago, feadair said:

    This list went 5-0 in a 22 player tournament in the UK. 

    Allegiance: Stormcast Eternals
    – Stormhost: Astral Templars (Scions of the Storm)
    – Grand Strategy: Beast Master
    – Triumphs: Inspired

    Leaders
    Knight-Draconis (300)*
    – Generaly
    – Command Trait: Master of Magic
    – Artefact: Arcane Tome (Universal Artefact)
    – Mount Trait: Celestial Instincts
    – Spell: Thundershock
    Lord-Castellant (155)*
    Lord-Relictor (145)*
    – Prayer: Translocation

    Battleline
    4 x Stormdrake Guard (680)*
    – Drakerider’s Lance
    – Reinforced x 1
    15 x Judicators with Skybolt Bows (600)*
    – Reinforced x 2
    5 x Liberators (115)*
    – Heavens-wrought Weapon and Shield

    Core Battalions
    *Battle Regiment

    Holy Command
    – Thunderbolt Volley

    Total: 1995 / 2000

    Notably the list has Judicators instead of Longstrikes - balance update at work?

    I‘d say: Battle Line at work.

    • Like 1
  8. I started with Warhammer in the mid nineties, with some very old dwarves (still got a few of them), but the Ogre Kingdoms (and later on Khemri) were my first big projects.

    Now, I don’t love the Bonereapers, the latter one‘s optical successors (they’re fine), but boy would I be pleased with an updated model range of Ogor Mawtribes. 

    Just more dynamic (and in plastic) across the board. That would be aces.

    • LOVE IT! 1
  9. 2 hours ago, Ganigumo said:

    Wizards cast spells, priests chant prayers, hero-monsters do damage, and the rest just get to exist I guess?
    This is the problem, those non-monster non-wizard/priest heroes don't have a unique thing without command abilities.

    Sure you can remedy the problem in a mechanical power level sense, by having them hand out free buffs or have an aura and pointing them appropriately, but that doesn't fix the narrative problem it creates where all the hero is doing is existing. Heroes should be active and do things, otherwise why are they heroes? In many cases the characters that hand out free buffs ARE wizards/priests because it makes more narrative sense for that to be the case.

    Kruleboyz are probably the perfect example. From an internal mechanical balance standpoint the killaboss should probably have one of the poison buffing abilities, since it would balance his utility with the sludgeraker and shaman, but that makes no sense from a narrative perspective. 

    A good command ability could've completely changed the meta of the army too, and make it feel better narratively, even if it was just a warscroll command on the killaboss. Since release I've felt the army was almost designed to have retreat and charge as an option somewhere, as not only does it feel "kunnin" when you use it right, but provides a way around a lot of the limitations in the rules like the gutrippa shields and shaman's poisons in a really clever way.

     

    I agree. It just doesn't have to be a command ability. The Arkelian King got his once per game "strike first" ability. Something akin to that (just kunnin instead of brute force) would have been a good choice.

  10. Exactly. And if they did, they certainly didn’t get a plethora of warscroll abilities. Still, two should be doable. Lord Imperatant, Arkelian King etc. show that two warscroll rules are indeed still possible.

    There would have been ways to buff up Killabosses. From a 5+ Egomaniac (they ruthlessly use their kin as meatshields) to some -hit shenanigans to something more elaborate, all would have been possible.

  11. I agree. They need something. Something sneaky, preferably. Personally I'd like something that dampens powerful heroes for a turn. Not neuters but dampens their impact. Like if they were not powerful enough to engage with Stormcasts in open combat - but could get the upper hand through deceit.

  12. I guess that feeling is just a side effect of the low release cycle that’s affecting AoS right now. 
    I don’t feel the same way, don’t sympathise with it, but can sort of understand where it’s coming from.

    P.S. I also don’t get the harsh reactions. 
    Guys… one person‘s opinion won’t be Blood Bowls downfall. Chill, please!

    • Like 1
    • Thanks 7
  13. 56 minutes ago, Nezzhil said:

    You are mixing open play players and narrative players. The narrative players usually play complex missions like sieges or ambushes with a bunch of rules that made the experience more immersive but less balanced.

    Yeah, this! My group (& I) are rarely so collectively excited for a new book? Product even. Can't wait to play with these rules. And as we're like 10 to 12 people in total we might just play our own "in house narrative "tournaments"". 

    • LOVE IT! 1
  14. I‘ve so far have had good results with keeping the sludgeraker beast close to Gutrippaz and the shaman(s) with the bolt boys. As both effects don‘t multiply each other it’s not necessary to stack them. And should the bolt boys be in range of the sludgeraker it’s a nice bonus anyway.

    I do however mostly play 1500 point games these days, so the question whether to bring another shaman never arises. The whole army seems to perform quite a bit better at that scale anyway. Though I‘m not sure why. Maybe it’s the mindset of people playing at that point range. Maybe it’s because you just need 2 battlelines instead of 3.

  15. I agree. Still. Unlike for many other armies that have reliable killing power in melee, I think the Incarnate could actually be useful for us. It’s deadly and it pins a unit for at least a turn until it degraded earlier. Then again, would it be better than a pair of dragon riders? Or the Prime? Some Fulminators? Of that I‘m not yet convinced.

  16. 26 minutes ago, Beliman said:

    I know that mathammer is just a bunch of numbers, but a kitted Admiral seems to be a good assassin (not sure if it's his role but...).

    Admirals_Incarnate.jpg.0b3887e96a98222da587e9356b6a0c32.jpg

    He can do reliable dmg with Grudgebearer + Gattleson's gun (Barak-Urbaz or Custom Barak). Really close tot the dmg of the Incarnate(2) (400 points!!).
    Barak-Thring Admiral, with double-tap from killing himself can do good tmg too.

    To bad that Ammuition doens't work on melee.

    In the same sense a Barak-Zon Admiral with the +2 Attacks Artifact, the new 3++, and his improved Hammer not only punches super hard, he‘d also have the iron star for a 2+ death ward, which could make him one of the best characters in the game to bind an Incarnate to.

     

    P.S. Aethershot rifles have a lower to wound chance than some bows shot by blind aelves. Just for the record. >.< I just realised that.

    • Haha 1
  17. It‘s called a „Kriegslist“ which I‘m not sure on how to translate. Direkt translation would be stratagem.

    Anyway, it says:

    “Once per game, when a skyvessel is about to shoot its weapons, you can declare one of its weapons to be „The Reliable One“. You may reroll all to hit rolls until the end of the phase.“

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