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Qrow

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Posts posted by Qrow

  1. 3 minutes ago, Gistradagis said:

    Do we know when the online FAQ hits us?

    The warhammer community article simply states "in the very near future", so they may not come out today. Given that the new 40K edition has slowed azyr updates, the pdfs may be delayed as well.

  2. 1 minute ago, Marcvs said:

    anyone knows when we'll be able to buy the GHB on the Azyr app? I can't see it yet, although it's out on epub on the website (I'm on android, if that matters)

    I can purchase the 2020 GHB on the android Azyr app as of about 5 minutes ago

    • Like 1
  3. 4 minutes ago, Kurrilino said:

    They introduced Legends which are declared as not legal in pitched battle anymore.

    Bretonians are sadly part of that group. It's also shocking to see Tomb Kings are now illegal.

    Sayl and Thamurkan's Horde is also on that list.

    Just for confirmation, the legion of azgorh has not been moved to legends? And I believe saw no point changes?

  4. While it probably means nothing, the downloads page on forgeworld no longer has any AoS content. You can still download them from their actual store pages and nothing has changed on the pdfs, it is just the downloads page that no longer lists them, but they were there yesterday and are missing today.

  5. 1 hour ago, Nezzhil said:

    Every point leak is more transparent that if your army is not a posterboy or a compatible army with 40k, your points readjustment are awful or silly.

     

    Somebody could explain my why the Gloomspite FW miniatures didn't need a readjustment and the Exalted Daemons need it?

    As a Legion of Azgorh player I can't agree more. We haven't had a point update since our release two years ago and a lot of our units have fallen behind the power curve. Our big hero model, Drazhoath the Ashen, wasn't that great points wise on release, now he is way behind even the generic heroes of other allegiances.

    I know there is this idea that being a forgeworld army means you shouldn't expect the attention that other allegiances get, but if they are still selling the army today then we should at least get adjustments to keep up with the meta in the GHBs.

  6. 5 hours ago, FFJump said:

    We're not allowed to post the leaked photos I believe, however, I saw the Azgorh point changes for everything except our warmachines. Nothing has changed. Looks like we didn't get any updates or if we get any it would be a PDF update from FW. Again, didn't see the warmachines though as the screenshot was only the bottom half so they might have gotten something but every other unit (characters, centaurs, infernal guard, k'daai, battalions) are unchanged. On the plus side, we're still in and listed right next to Maggotkin! So still an "official" army.

    Yeah, I have seen it too. Unfortunate as we desperately need some adjustment and there is no real reason for us to be treated different from other armies.

    I have seen the argument that being a forgeworld army means we shouldn't expect regular updates, but as long as they are selling the LoA we should get the same treatment as all the other allegiances.

  7. 49 minutes ago, Nezzhil said:

    Vorgaroth receive a point reduction... A Forgeworld miniature receive a point reduction...

     

    Pray for the Legion of Azrogh and the Gloomspite miniatures...

    Where did you see this? As a legion of azgorh player, I really hope the forgeworld models do get some adjustment.

  8. New rumour mill has vorgaroth going down 100 points. If true, that means at least one uncommon forgeworld model has been adjusted, could mean good things for us. The mourngul did get a point drop last year however, so still worth keeping lower expectations.

    • Like 1
  9. Given we haven't seen any point adjustments for 2 years to date, I'm hoping they give us something this time. I have been emailing them asking for changes in the GHB at least 1-2 times a month since December and things have only gotten worse for us since then.

    It is hard even for some of the recent armies to keep up with the power creep, we have fallen way behind since the 2.0 release and we weren't especially strong back then either.

  10. 9 hours ago, Lord Krungharr said:

    I have used the Execution Herd several times, and I agree, they need the unit of 6.  However I think it's so expensive, since Shartor is needed, it's probably not worth it (as cool and awesome as Shartor is).   The problem with the Execution Herd, besides points cost, is they only get to pick one unit per their hero phase.  If they got to pick it immediately after they slay the picked enemy, that would be so much more useful.  It's too easy to eliminate the one or two Azgorh units in range of the picked unit, then they're left waiting to slay the picked unit again.  Using the CA from the Tauruk, plus another CP for the rerolling 1s to hit in melee is a way to make up for it to some extent (aside from 2s).

    Yesterday I practiced with the Herd at 3x3 renders, plus 3 magma cannons/1 Daemonsmith, Skullcracker, 1 extra tauruk, and allied 2 Slaughterpriests.   This was vs Blades of Khorne (Tyrants of Blood with Rage/Wrath/Fury Thirster, Gigantic Spawn, Daemon Prince w axe, Brass Despoilers w Doombull n 3x10 Gors).   Mission: Focal Points.  Khorne went first.

    Turn1:  Khorne just moved up to nab the center objective plus his own 2 in his deployment zone, and put 6 wounds onto Shartor with the Bloodthirsters' flail/lash.  Azgorh then moved up to attack and used Shartor's CA to reroll charges, and still failed to get a renders unit plus Shartor into combat with their marked unit (the Wrath-Thirster).  Got the Rage Thirster down to 2 wounds with magma; Slaughterpriests didn't pray hard enough that turn.  However then the DP and Tyrants all got to fight first (DP just does, and Fury Thirster had Halo of Blood).  So I lost a Tauruk and many renders.   

    Azgorh got the double turn and took out the Rage Thirster and Fury Thirster and then the DP.  But then it was downhill.  Khorne advanced with Wrath-Thirster and Doombull and Gors to take out the Magma Cannons, Daemonsmith and 1 Slaughterpriest.  Other Tauruk was down to 2 wounds so turn 3 he got 1 far objective for 1 point, Skullcracker tried to clear the center but kinda whiffed two turns in a row, suffering mortal wounds in return for overcharging.  Gigantic Spawn cleaned up the bulls but did get killed eventually by the Skullcracker, just not fast enough to matter.  

    Lessons learned are that when engaging multiple units at one time, it really helps to have a single activation to do the work.  So that's why I think a single big unit of Renders is superior.  The hard part is getting the Tauruk placed so he could strike if needed but also with 12" so the renders can hit better.  A big problem with Azgorh, besides a lack of general speed to get to objectives, is their severe lack of possible buffs.  Even the old allied Sorcerer Lord doesn't work anymore (with Daemonic Power).   

    Frankly this illustrates a major problem with how heroes work in AoS in general.  They're supposed to lead the army, but they have to make a separate charge roll to be in range for many of their abilities.  I think an easy change would be to say any hero (or perhaps non-monster or non-behemoth heroes only) can nominate a non-monster unit within 3" of them at the start of the charge phase, and make a single charge roll for both the hero and unit.  That just makes fluffy and logical game sense doesn't it?

    You last points highlight something I have had to explain to people before, especially regarding k'daai: azgorh warscrolls are "what you see is what you get", we have very little buffing ability so each unit must pull its own weight.

    And yeah, I really want to run the execution herd, but units of 3 just don't hit hard enough and even before going up to units of 6 it is super points heavy. Do you have any experience running a maxed out size 12 unit? I like the bull centaurs, and they are a welcome break from running k'daai in every list, but it is hard to find out how other people use them effectively as most of the time I just hear that they aren't optimal.

  11. I have been trying bull centaurs for the first time over the last few weeks, just running 6 in a unit with a taur'ruk to have a change from the k'daai, and I am finding them to be pretty good honestly. Those who have tried it, does the execution herd pulls its weight? I'm thinking about running them 6-3-3 as the execution herd, but I don't want to waste the money on buying six more if they will just be a let down.

    I'm also sceptical about the hitting power of not having at least one unit of 6, even with the battalion buff.

  12. 5 minutes ago, Malakithe said:

    Ooh those are awesome! Can they be taken alone and what are their points costs?

    Pretty much all the details on them are in those 3 pictures. Like Gobbapalooza they can't be taken separately, but you get all 4 and the battalion for 240, which isn't too bad tbh.

    I'm converting my own version of them, as my local store has said they are fine for me to play them in all but official tournament game. Allows me to run a complete squig list with wizards, plus I think the mini-manglers are adorable

  13. After having a discussion at my local gaming store, we approached the idea of LoA balance from a different perspective. Instead of point drops that would require the purchasing of new models and more models on the table, what do you think would need to change on some units for you to use them at their current point cost?

     

    Our main discussion was on Drazhoath, which we thought:

    Remove the +1 for casting in aqshy; it is too situational and does probably add to his unit cost sadly.

    Double the brazier and horns attacks; 2 brazier and 4 horns and teeth.

    Hellshard should 5+ reflect both ranged and melee damage, just not mortal wounds

    Drop spell cast by 1, to 7+; D6 mortals is not as rare as it used to be

    Lord of the black fortress wholly within 18", not 24"; he is mobile enough that proper placement can minimise this nerf, and the other buffs balance him out.

     

    Castellan: just make his command ability happen at the start of the combat phase, not hero phase.

     

    Dreadquake: wound on 2+, if unit suffers wounds it halves movement/run in its next movement phase.

     

    Didn't discuss others as they weren't played in any matches today

  14. Sadly, I wouldn't expect it too see an update anytime soon. Forgeworld is no longer in charge of updating the rules for their models, all the AoS updates are done directly by the GW AoS team and they do not seem to give forgeworld models and units the same attention as others.

    The absolute soonest I could imagine them getting an update would be when this years generals handbook comes out, but I wouldn't count on it.

  15. Had an interesting match today while testing a list for a local tournament; a 12 strong K'daai unit took out an abhorrent archregent, a vargulf courtier, 2 crypt haunter courtiers, 9 crypt horrors and 10 crypt ghouls. Really lucky they did too, as he rolled hot on his heaving masses rolls and kept bringing back swarm after swarm of large crypt ghoul squads and my infantry really struggled to hold back the tide and keep my objectives safe. Didn't help that I never rolled higher than a 2 on my magma cannons though, getting rid of the crypt ghast courtiers much earlier would have helped a lot.

    Anyone else had interesting matches lately?

  16. I have been hammering GW with emails about keeping LoA current and treating it with the same attention as the other battletome armies. I have messaged forgeworld a bunch too, hoping that, although they have no control over the generals handbook and balance in general, they might put some pressure on the GW AoS team to update us, including allies lists; still seems silly that we can't take a hellcannon even as an ally.

    Hopefully if enough of us ask them to update LoA in some way, they will give us a decent overall lookover, points, allies and possibly rules as well.

     

    Btw, I did eventually receive confirmation from forgeworld that the dreadquake is intended to be used with a 170mmx105mm base, not a round 170mm base.

    • Thanks 1
  17. 23 minutes ago, spenson said:

    I am in the same situation. I was thinking about using the bull centaurs as demigryph knights and Drazhoath as a freeguild general on griffon (the battlemage on griffon is pretty bad). However there are no models with round bases in CoS.

    I also don't know how I would play my bull centaur taur'ruk. 

    Pretty much had the same thoughts about the bull centaurs, but rarely use them so I didn't look into the taur'ruk proxy battlescrolls in depth. The only unit on the same base as the K'daai are the gyrocopter/bombers, which... aren't melee but could maybe work?

  18. The LoA range fits decently into a cities of sigmar army, I can make an alright list using ironsworn as ironbreakers, fireglaives as irondrakes, etc., but what unit would fit for using the K'daai models? They are pretty much the only models I can't find a decent profile for.

    • Like 1
  19. 2 hours ago, Lord Krungharr said:

    If LoA gets the proverbial axe, I'm fine with using them as Slaves to Darkness, or Grand Alliance Chaos to use the four Magma Cannons as Hellcannons, and Fireglaives as Marauders.   People will have to suffer my proxies we must suffer no rules updates!

    From the replies to our emails so far, it seems that we will be sticking around. There are also various reports of updates coming in from people that have spoken to GW reps, but we had similar reports last year and nothing eventuated from them.

    I was looking into playing StD with my LoA models as proxys, but I couldn't find anything that sat right with me as fireglaive or K'daai substitutes

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