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Pyrescribe

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About Pyrescribe

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  1. It is amazing they have the gall to repackage 20+ year old models like gutter runners and csm bikers, but they'll delete non PG high elves.
  2. Back to Order Draconis: is it fun to play with it against? Or is it just the same battle over and over again?
  3. Thanks for the quick reply! Would you say that paying for a second battalion isn't worth the points, since the outliers are going to be sitting objectives? Also, would shadow warriors work instead of PG?
  4. I'm new to AoS and interested in Order Draconis. My understanding is that the lists* remain largely the same, even if the different elements had their points adjusted. I also see that the army is sort of a one trick pony, but is that a trick that can have several permutations depending on terrain and opponent, or is it just "can you go first and get the charge on turn 1?" *Is there really more than one list at each points value?
  5. Hey all, I'm wondering how the quality of these books stacks up against the Horus Heresy novels? My favorite Heresy book was A Thousand Sons, so I guess, how do they hold up against that?
  6. The Conflagration of Buttery Tears: Lord of Change--Tenebriel Lorebreaker Daemon Prince--Dichotomedes Daemon Prince--Acerbicus Daemon Prince--Vitrilogos Herald on Foot x2 Herald on Disc x3 Herald on Chariot x1 Changeling Gaunt Summoner Ogroid Thaumaturge Tzaangor Shaman Magister 20 Kairic Acolytes 20 Tzaangors 30 Pink Horrors 45 Blue Horrors 30 Brimstone Horrors 6 Tzaangor Skyfires 6 Tzaangor Enlightened on Foot 12 Flamers 9 Screamers 3 Burning Chariots 2 Exalted Flamers ... I also have 12000 points of Orcs and Goblins by 8th Edition points. They shall remain on square bases and unused for the foreseeable future.
  7. I'm a recent convert from Warmachine which I played semi-competitively (as in i did well in the local meta, decently in regional and ****** poor in the national). One of the things that got me hooked on the game was the thrill of learning and persevering through my first 20 games--all of which I lost horribly to one thing or another. Coming back to Warhammer, I'm hoping to experience this in a different way. I left Warmachine because the game and product line has so over-positioned itself as *the* competitive tabletop game that it's hard to find any games that aren't 75 point steamroller. I wrote up a resource gathering FFA module no one wanted to try. I wrote up a MOBA module as well and no one wanted to waste time not prepping for the next tournament. I'm not going to derail this thread by explaining why I think Warmachine is more conducive to competitive play than AoS because that's not what I think AoS is about. Things like double turns are essentially left up to chance at the end of every battle round, and losing to one is an opportunity to lean about how I could have prepared for that contingency better. Better yet, having lost despite having benefitted from consecutive double turns is a real learning opportunity as well. Basically I agree with the OP: take your lumps and learn and you'll be a better gamer and person for it.
  8. I'm not talking in universe. If the big 4 were real, even if I didn't know about it, I'm sure myself and many others would at least be tempted by the whispers in the dark--by unnatural forces that have a mark on reality that science cannot or will not explain. Mark Bedford (former sculptor for FW and GW) once commented that people look like their pets, and that's why he was drawn to Ogre Kingdoms. What I would extrapolate from this is the notion that in personalizing one's army, its construction, utilization and display are all a way for us to relate to ourselves and our friend groups. One could even argue that the engagement in any hobby, but especially one that is multifaceted like ours, is a process of self-discovery or development. Like it or not, it is a process. You learn, you adapt, you practice and you create. But to what end? Back in the days of Fantasy when I was growing up, I think I grew passionate about the Orcs and Goblins because I loved the brutal humor that surrounded the faction. There is literally nothing funny about watching fungoid monsters kill and eat all your mates and raze your hometown only to be buried head deep in a pile of their excrement. And yet, it was funny to me and anyone else familiar with the setting. But I think that what I liked most about the army was the directed anarchy that they represented--a gleeful nihilism that my friends accuse me of exhibiting to this day. The imposition of order in my family's house was a stop gap for the chaos of an unraveling marriage. In a sense, the anarchy of the green tide looked like freedom to me. But then GW nuked the setting and created this game instead. After navigating the various stages of grief, I finally came back around as my hometown friend group was starting up AoS. This time, I've chosen to play the Disciples of Tzeentch. It started innocently enough: the start collecting box looked like great value and buying three of them would be a solid core to a daemon heavy army. Not only that, i could theoretically play the same army in two systems! Bonus! I also liked the look of the daemons--these gibbering nonsensical masses of unreason. Furthermore, the horrors and flamers not only looked fun to paint, but easy too. For all these reasons, I jumped in with Tzeentch. Of course, once I was in, I was pulled in further. Now I have to paint Acolytes and Tzaangors with their horrid filigree, but I'll do it because I already bought into the faction. Then I read A Thousand Sons and realized it was time to pick up Ahriman and some Rubrics. More filigree and stuff I don't enjoy the process of painting. But I'm in, so I gotta do it. One of the ironies about Tzeentch is that the god appeals to people's pride. When you are oppressed, it is your pride that provides the animus needed to compel others of like mind to shuffle the deck of power distribution. When you haven't fulfilled your potential, it is your pride that hurts and compels you to seek recourse, a do-over or to plot for the next time. When you get schooled on the tabletop and get butthurt, it is your pride that will blame the dice, or the game designers, or your opponent's character when in reality, it's just a game of wardolls based on chance with very little consideration given to the balancing process. We all know the tale of others being caught and seduced by promises of power and scoff at them. "I certainly wouldn't fall for it," I used to tell myself. I am convinced now that if I was given executive power, I would likely be a tyrant despite my best intentions--I am unfulfilled as a person and therefore have some insecurities. Power--bestowed by the people's consent or by a god--can only magnify this. We hear tales of people losing their composure over trivialities and reassure ourselves that only the weak and pitiful would fall to such lows. What happens when you lose your composure over a triviality when you have a modicum of real power? So why Tzeentch? My own representation on the tabletop--a Daemon Prince named Dichotomedes--is but a pawn in the Great Schemer's labyrinthine plot...but he's beyond fulfilled. He's beyond actualized. He's undergone Apotheosis. Yet he's a slave to the will of an unknowable god. I was drawn to Chaos for practical, real-world reasons: ease of painting, two games for the price of one army, vivid color palette, etc. I stay because I am caught in this existential loop. I think that's what happens to a lot of those who fall to Chaos in-universe. What I cannot understand is what draws someone to Nurgle? In universe, it makes sense. You're afflicted and in your torment you supplicate for ease and big daddy Nurgle may hear your plea. But outside? How are the aesthetics so popular? What is being channeled in the mind of the Nurgle hobbyist? I need help understanding this. My art school friend who plays Nurgle can't give an answer beyond, "it's just frickin' cool, bruh." Anyway, dear fallen brothers and sisters, what is your tale of damnation?
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