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Rachmani

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Posts posted by Rachmani

  1. 50 minutes ago, Arzalyn said:

    Thanks for the corrections, I edited them with the ones you pointed out. Do you have the exactly wording for the admiral CA?

    Having to choose just 1 ammunition and it been once per game is a little sad, but the extra rend should help solve some of our issues with save staking. Rend will probably be the safest one and the ward a little more niche (for things like Nurgle and Fyreslaeyers where you don't need the extra rend that much). It will probably make 2 or even more Admirals in the same list something much more common to see.

    It's even after Command Points were handed out, so right before the actually game starts. Everything else is decided.

    So, CA wording is:

    "You can activate this Command Ability at the start of the shooting phase. It can only be used by "this unit" (aka the Admiral) and must target a friendly Skyvessel. It can shoot (in the shooting phase) even though it ran this turn."

    Btw. no word on doubling up on the ammunition other than that you can't stack the 3rd one. so multiple Admirals could negate wards multiple turns, or hand out rend to multiple units - or the same in different turns.

  2. The Admiral's Ammunitions work a bit differently according to the screenshot.

    Right before the first turn begins (so after everything that happens before the game starts) the admiral choses *1* special ammunition that he can use once per game. 

    Also, the first one that ensnares only works against monsters. 

    The second one is triggered during the shooting phase and only works in the shooting phase. Still, it denies all ward saves against wounds and mortal wounds.

    Third one says: -1 Rend for a KO unit that is *not* a boat. Doesn't say the unit can't be *in* a boat, though! It also states that the same unit can benefit from this buff only once per phase. So no admiral stacking for -4 rend thunderers. =D

     

    P.S. a new warscroll is so much more than I expected, I love it!  

    • Thanks 2
  3. 2 hours ago, NauticalSoup said:

    There is no tangible distinction between overcosted and inherently bad. Gutrippas do nothing well, for example, but if they're cheap enough you'll use them regardless because at a certain price everything is effective. Their only special rule is junk and you'd remove it for a points discount (it's both ineffective AND badly written because it bogs down play for no reason). They have a choice to bring hand weapons that are essentially always a downgrade for no reason. Many other units have similar issues, that they'll never be good unless you price the army to play as a horde of individually ineffective units.

    This is on top of it being a weak allegiance. And I don't buy the 2.0 book excuse, both BS and KB are sitting next to Ironjawz which are amazing so the idea that 3.0 books are always going to be depowered doesn't hold water even just inside warclans.

    But there is a difference. Some things (like spears always being better than hand weapons on Gutrippaz) cannot be changed through costs. Others - Gutrippaz being too expensive for what they do - can. 

    I'm very certain that the whole army will feel and play much differently once you're able to field enough bodies to come with the shooting. That's a price issue. 

    Now, how to make Skullbugs work without a generic monster on the other hand... might just be a case of new units needed.

  4. 19 minutes ago, NauticalSoup said:

    More units (especially good ones) would only make the ineffective options we have now even less desirable by comparison. It's not a range problem, the army is just kinda bad.

    But most units are not inherently bad just overcosted & carry too much weight on their shoulders. 
    Right now Kruleboys get dominated by a bunch of second edition books that just counter them & are too expensive compared to the third edition books around.

  5. Funnily enough it's not that their units are bad per se. Badly costed maybe, yeah. But in terms of "what they do & how" Kruleboys are okay.

    No, their problem is that the range plays like the designers stopped 2/3 into the intended miniature (and unit) range.

    Gutrippa Cavalry, a non-hero monster, *some other unit* need to be released for them to get a push in list diversity. That & enough of a point drop that you can properly layer your units. Screen Gutrippaz with Hobgrots, counter attack with Gutrippaz (and the Kruleboys Whaaagh), all while shooting at stuff with a moderate amount of boltboys.

    • Like 2
  6. 7 hours ago, Neck-Romantic said:

    Shoulda made the scriptor a wizard so he could DO something other than just sit out of the way somewhere existing... if his bodyguard* ability shrugged the first wound of the round back to whomever dealt it, that would at least be interesting...

     

    But 1 wound per round? And literally no ability other than roll 1 die per round? 

     

    Hes basically a terrain piece

    Wasn’t it per phase?

  7. Honestly, i think they actually look pretty good. We all knew re-rolls would go away. There are hints of synergy, the Banshees are actually good. I (still) have high hopes for the allegiance abilities and the subfactions. 

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  8. @Enoby
    I‘d say it should depict both. Perfectionists honing their craft, summoning demons to do their bidding (for their wims and needs - aka they’d see themselves as masters), and cultists summoning their masters out of desperation or boredom/forbidden excitement. 
     
    So keep summoning essential, but tweak it like Nurgle‘s got tweaked from a nice bonus to a solid mechanic.

    • Like 1
  9. I think the Hedonites biggest problem in that sense is that they’re stuck inbetween DoK & Khorne in the sense of „what abilities would be fitting to express an orgy spiralling out of control“. And those two armies basically cover the ecstasy of bloodshed already. So Slaanesh get that weird - but thematically fitting - we feast, we f*ck, we spill some blood (and food and wine) and kill a bunch and our excitement lures in demons from the warp and it it all goes southways from there. 
     
    So I don‘t see that going away anytime soon.

  10. From the top of my head I like "ignore rend" instead of all modifiers.

    Anyway, that whole argument that ethereal can't be changed because some future unit might become too good is kinda shallow. Like really shallow.

    Personally I'm fine with ethereal as is, but I'm not too keen on the reduced interaction that follows in its wake. The NH players can't raise the saves and their opponents can't try to lower them. It's just reduced interaction overall. Now, as save stacking is kinda dumb anyway, I think it not all bad, but interaction means more decisions and that imo is always a plus.

    So what I hope is for a unique command ability that replaces All-out defense for NH. And maybe other ways of pushing interaction.

    • Like 1
  11. 18 minutes ago, KingBrodd said:

    Just update the Mancrusher model and give it 3 build options like the Megas and slap that in a box and I'll buy a bunch. 

    That would be the dream.

    3 Kits - Mancrusher, Brawler (the mini mega) & the mega giant. 
    9 units. 
    So many options so much flavor.

  12. I‘m not sure eels & sharks really compete with each other, but rather they accompany each other nicely.

    You obviously don’t want more than one unit of morsarr. Same probably goes for Ishlann. But some sharks in between sound not only good but very good.

    Likewise, an army that focusses ob thralls might want something more flexible than 6 morsarr. Sharks are just incredibly flexible and can fit in almost every build.

  13. Eels will be one of the strong points once the dust settles. I‘m pretty sure of it. Ionrach Eels probably. 
    The book just actually has enough depth that it’ll take a while til someone finds the really good build meaning how much of what and in what combination will be needed.

    • Like 1
  14. With the reveal of Awlrach I think it’s a rather save bet that there will be 4 subfactions, each with their own distinct leader (warmaster) & their own playstyle.

    I agree that the reveals on paper look rather unappealing, but between the lines I get strong (like really strong) SBGL vibes. 
    I mean, Nighthaunt have an incredible range to further diversify through subfactions. So many units. Compare that to FS and what the rules guys had to work with there. 3 units? 4? And a bunch of heroes (and imo that book turned out rather well given the constraints).

    NH don’t have these constraints. 
    If I were to bet, I‘d bet it‘ll be one of the best if not the best written book of AoS 3. Just because the designers for once can go wild. The foundations are that strong (tons of heroes *and* units!). 
    Maybe it won’t include Fulminators & Dragons, but in terms of playstyles and all the different ways of play, it’ll be awesome, I‘m almost certain.

     

    P.S. Remember Nurgle. Everyone was underwhelmed right up to the actual release. Now it’s a very cool, thematically super fitting book with quite a lot of options. Seraphon level of bonkers strong, thank the horned rat, no! But good enough and super fun to play against.

    • Like 5
  15. Thinking about the Thondia book a bit more, it came to me, that that’s really what I expect from the AoS team a lot more:

    Support for their game, in more than just one way. 
    It dawned on me, that I‘m okay with one foot hero releases, as long as the miniature foundation is good (IDK yay, FS nay) - there can always be later updates to the range broken realms style.

    But support for the actual game is vital.

    - Up the pace of matched play balancing & fix the outliers. Balanced matched play makes everyone’s playing experience better. I don’t want to feel bad for liking the Sentinel’s models.
    - Keep the story going, give us narrative incentives to play in different ways (that’s why I‘m so stoked for the thondia book) & keep things fresh. 
    - Support that narrative (PtG, AoA) with miniatures. The two (!) Eldar Autarchs should exist for every army. Give us diversity! Let us build our own heroes - without breaking a sweat, or buying 95 different boxes or sprues. 
    The list goes on… . AoS is such a vibrant, breathing setting, don’t let it go to waste, GW! Use it!
     

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