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Maddpainting

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Posts posted by Maddpainting

  1. 5 hours ago, Lord Veshnakar said:

    So at this point I am basically looking for some insight. I play Fyreslayers/KO and one of the members of our play group plays DOK and loses a LOT more often than winning. 
     

    We keep seeing a lot of talk online that DOK is the top dog of 3.0 along with Nurgle/Nighthaunt, and we are trying to help said member improve their playstyle/army a bit. 
     

    What specifically is making DoK dominate in your opinion? Is it the ease of achieving the Battle Tactics/Grand Strategy? Snakes+Morathi?  

    FS and KO are winning events just as much as DoK are from what I can see. DoK yes are winning more games over all but its close enough that you should have balanced games, the problem is that not every unit is equal and you might need to play with something you normally are not, like Purple Sun in your Jar.

  2. I call this "Landslide" I just want to run this for fun once so badly lol. 

    Leaders
    Be'Lakor, the Dark Master (360)
    Ogroid Myrmidon (125)
    Slaves to Darkness Daemon Prince (210)

    Battleline
    10 x Chaos Marauders (90)
    10 x Chaos Marauders (90)
    10 x Chaos Marauders (90)

    Units
    1 x Fomoroid Crusher (100)
    1 x Fomoroid Crusher (100)
    1 x Fomoroid Crusher (100)
    1 x Fomoroid Crusher (100)
    1 x Fomoroid Crusher (100)
    1 x Fomoroid Crusher (100)
    1 x Fomoroid Crusher (100)
    1 x Fomoroid Crusher (100)
    1 x Fomoroid Crusher (100)
    1 x Fomoroid Crusher (100)

    Total: 1965 / 2000

    • Like 1
  3. On 7/15/2022 at 3:38 AM, NinthMusketeer said:

    I dunno... my experience with alternate-by phase lends itself pretty strongly to the conclusion that full AA would take even longer than that does, and I do not see any reason on paper for why that would not be the case. I suppose if anyone tries it they can come back and tell us.

    In my experience with all AA games (MCP, Malifaux, and literally dozens others, some are GW like Necromunda, Kill team, blood bowl, but most are not) they take not only long but a great deal longer. There are games with only 8-12 models that has 2-3 simple actions and yet that single model takes longer than full units in AOS/40k. There are some that are "faster" like X-wing being 90min games (easily 120 with friends talking) but being 5 ships with very simple rules taking 2hrs where a AoS game with a huge amount of more rules and models being not all that much longer in comparison. 

    AA AoS seems fun (albeit you'll need a HUGE changes to many rules) We would really need to find a way to speed up the game.

    EDIT: I want to make sure its clear, AoS is design to be fast, AA would great add time to the game, and I think many here are highly underestimating the time it will add. Having the think about ever action only after the other player moves, changing your plan every action, not being able to mass speed move, shoot, or spells, etc.... Even if you AA the phases (Play 1 does full hero phase then player 2 does full hero phase as an example) its still going to add a large amount of time bc hero phase and shooting becomes much more important as you can no stop charges so everyone will have even more actions to do than they normally would now.

    Also a few problems that IDK if people are thinking about but anything that lets you double shoot, cast, move, fight all becomes insanely powerful.

    • Like 2
  4. On 7/11/2022 at 10:53 AM, Ser_namron said:

    Heyo, just looking for clarification on BoC rule. 

     

    The ghavespawn ability gift of morghur,  Can the spawn be put right into combat with a unit or are there any core rules that prevent that? Seems pretty straightforward that it just says within 6" so I'm just double checking theirs no core rule or something preventing that, but it's also the only ability that seems to be this lenient in the game so I'm double checking. 

     

     

    Yes and we are not the only book with abilities like this as well, normally regaining models you can not go into combat but new units normally you can. Belladonna spell lets you put units right into combat, there is a Tzeentch spell that does it, and the Vortex Beast can too, there are some others, while it is a more rare ability there are still enough of them that it is a know universal thing that can happen. 

  5. 19 hours ago, Enoby said:

    It's hard to say who'll be top dog, but Slaanesh is certainly looking a lot better than before. Painbringers to 130 makes them a very strong option, and Sigvald is bizarrely cheap (not that I'm complaining).

    And yet Slaangors are still 35pts over costed lol. I was 100% for sure they would be brought in line with Enlighten (bc its basically the same unit) but nope....

    But as for what I think are best? NH, DoK, and Nurgle. 

    • Sad 1
  6. 17 hours ago, novakai said:

    for some context and summary of the discussion:

    Negative Play Experience (NPE) is when playing a game frustrates or bores one or both players. NPEs are thought to prevent new players from fully entering the game or leading to existing players abandoning the game.

    Warhammer weekly show is probably where the term started gaining traction in the AoS community. the term NPE has existed in other gaming communities beforehand but this is the top video if you youtube search the term Negative Play experience.

    people and players all have different views of what's NPE and what made them feel NPE in games. Some common ones cover in the show during AoS 2.0 where the Activation Wars (largely (sort of) been toned down in AoS 3.0), Multiple fighting abilities, Shooting, and Turn one alpha strike.

    this episode was launched probably during the height of a Magic Domination, Shooting, or as a counter Tanky Deathstar meta. So at the time, the armies in the survey with the Highest NPE ranking were Seraphon, Tzeentch, KO, Fyreslayers, and LRL. Slaanesh and FEC  were probably up there at one point in time before some targeted nerfs but had left some bad taste in people's minds. As we are in 3.0 our perception of who is on top of this list has probably shifted a lot.

    LRL has been used as the example of most NPE by the community (sometimes by Warhammer Weekly, often time even in other online communities like here and Reddit). an infamous example is probably Sentinel with their range attack at 30 inches, no line of sight, sometimes MW on 5s and 6s, and rerolling hits with Lambent light. Other example includes Foxes and their movement shenanigans, Total Eclipse doubling your CP spending which you can guarantee going off with Teclis, and even stuff like Cathallar passing battleshock on to your units can be unfun.

     

    Personally my opinion on the matter, I think NPE is largely based on Player perception, and with my feeling that the player base seems to lean toward a more casual play, the abilities that deny you to play the game or things like shooting that don't have much or limited counterplay are more disdained by the community. like me, I personally have not like playing against abilities that shut off CA usage (Nurgle Flylord with that helm or NH with shutting off IP, granted I play armies that tend to have low bravery and overtly rely on IP more so than other armies) but as someone playing the game for some time now I am more use to these experiences than say a newer player. something that may not be meta strong like Boltboyz shooting, Slaanesh if you use their summoning to the fullest potential, or BoC with -4 rend, can cause NPE if there is not a knowledge or communication of abilities beforehand.

    NPE has been around since 4th fantasy, it is not a new term and it is widely use.  It is not hard concept, it makes the playing experience of the player not happy, aka negative regardless of how well they are doing. 

    There are a lot of NPE in the game right now, 1 example is LrL making you double your CP, then they get double the amount of CP on top of also not needing to spend CP. This puts a bad taste in the opponents mouth. Another example is SoB, some missions are literally unwinnable for some armies against them. These are not perceptions, but an active way to ruin the fun for 1 player without the means to make it more fun for them. 

    • Like 1
  7. 1 hour ago, Lord Krungharr said:

    Wondering if I should trade out the Dragon Ogors and Cockatrice from my list, and take a couple Chaos Chariot allies instead, and then summon the DOs and Bird?  The Chariots are a great and FAST speed bump doing MW on the charge, then the bird could come from behind to snipe a hero or something, and the DOs whereever more bulk is needed T2/3.

    I would wait for the points changes first, they come out the same day.

  8. WD rules are out being leaked in short

    Throne: Enemies within 12" rules to stop battleshock are not allowed. If you have a hero Garrisoning it then any hero wholly within 12" don't spend CP to summon (all summoning added from all leaders)

    Heroic Action: Any FeC hero can do instead of other heroic actions, Roll 6 dice, for each 2+ return 1 slain serfs model to any unit within 10". For each 5+ return 1 slain knights model to any unit within 10"

    Grand Strategies: End of battle you get this if 3 FeC units are still alive that did not start in your starting army.

    Battle Tactics 
    Score if you killed a unit with missiles weapons
    Pick an enemy monster that has not suffered more than 5 wounds, kill it and gain a VP, gain a bonus VP if an Abhorrant killed it.
    Pick 1 objective enemy controls, you score this if you control it and have at least 1Serfs, 1 Knight, and 1 Courtier unit contesting it.

    Over all the Throne is much better, the Heroic Action is very good, the Battle tactics are very meh, 2 of them I can see being used for sure, 1 a lot more than the other 2. The Grand Strategy is not very good. 

    • Like 1
  9. 18 hours ago, Baron Klatz said:

    Oh this is a fun topic. 
     

    Big shout-out to the second place taker at Adepticon in March 2022:

    Thunder of Stormchariots and Doots of Doom.

    Jakub Golec – Stormcast Eternals – Second Place

    Allegiance: Stormcast Eternals
    – Stormhost: Hammers of Sigmar (Scions of the Storm)
    – Mortal Realm: Ghur
    – Grand Strategy: Dominating Presence
    – Triumphs: Inspired
    – Holy Command: Thunderbolt Volley

    Leaders
    Knight-Heraldor (105)*
    Knight-Heraldor (105)*
    Knight-Heraldor (105)*
    – General
    – Command Trait: Master of Magic
    – Artefact: Arcane Tome (Universal Artefact)
    – Spell: Chain Lightning

    Battleline
    10 x Judicators with Boltstorm Crossbows (380)*
    – Reinforced x 1
    2 x Thunderbolt crossbow
    5 x Judicators with Boltstorm Crossbows (190)*
    1 x Thunderbolt crossbow
    5 x Judicators with Boltstorm Crossbows (190)*
    1 x Thunderbolt crossbow

    Units
    1 x Stormstrike Chariot (165)**
    1 x Stormstrike Chariot (165)**
    1 x Stormstrike Chariot (165)**
    1 x Stormstrike Chariot (165)**
    1 x Stormstrike Chariot (165)**
    3 x The Farstriders (90)**

    Core Battalions
    *Battle Regiment
    **Redemption Brotherhood

    Additional Enhancements
    Holy Command: Thunderbolt Volley

    Total: 1990 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 118
    Drops: 2

    The strategy of a devastating shooting list with the hard-hitting chariots causing enemies to take cover only for the trio of Knight-Heraldors to step in and start blasting the terrain with music and lightning bolts is brilliant! The now overlooked Heraldors ended up being his ace in the hole on making the terrain a death trap. 
     

    Also this guy’s Gryph-hound legion list. Why no chariots? Because he needed room for more gryph-hounds.

    gt8mqbkk38491.jpg

    Good boi respect.

    Honestly Knight-Heraldors and Stormstrike Chariot are insanely good, the BoC community complains about this all the time lol. IDK why they are over looked Heraldors are insanely OP. 

    • Like 3
  10. Got a lot of Beasts painted up!
    9 Bullgors  and Doombull
    9 Enlighten on Foot and Tzaangor Shaman
    Grashrak and gang
    2 Mindstealers
    Custom Shaggoth
    Custom Mega Gargant "Mega Shaggoth"
    9 Dragon Ogres (didn't get 3 in the pic for some reason)

    PXL_20220426_181425495.NIGHT~3.jpg

    PXL_20220426_181651296.NIGHT~3.jpg

    PXL_20220428_071255929.NIGHT~2.jpg

    PXL_20220428_071328284.NIGHT~2.jpg

    PXL_20220429_062214886.NIGHT~2.jpg

    PXL_20220506_160247608.NIGHT~2.jpg

    PXL_20220511_163438054.NIGHT~3.jpg

    PXL_20220512_223602992.NIGHT~3.jpg

    • Like 3
  11. 16 hours ago, Chumphammer said:

    The Nurgle player was 4-1 and won best overall, but then their (the events) paper results seemed to be wrong and the rescinded the award a day later

    A lot of fallout coming from it as it means a lot of the other results could be wrong and no final standings/full results have been posted. 

    Mods I would suggest maybe locking the thread as its a hot argument topic on twitter and this is me trying to be diplomatic about it :)

    We should not lock it bc if new info comes out just post it here. Twitter being in a debate doesn't effect us. 

    • Like 4
  12. 1 hour ago, BrBandit said:

    Has anyone had any success with the Tzeentch units since the new WD rules dropped?

    I ask as I’m sat on hordes of Tzaangors, Enlightened and Skyfyres and it would be nice to do something with them! 

    Doesn’t have to be peak competitiveness, just something different I can use on club nights.
     

     

    TEoF are amazing, I take 9 every game. Skyfires are still pretty meh and now worst that we get rend and not lower the enemy saves, TEoD are just better at all times IMO. Now for summoning if you need a key to hold a home or far away objective then yeah they can be used so you can shoot still. 

    I would put TEoF equal to DOs and Bullgors, Disks just below with the Tshaman, Tzaangors mid tier (they have their place for sure and can do well but you need to build into them) and Skyfires the worst Tzeentch unit we have.

    • Like 1
    • Thanks 2
  13. 3 hours ago, Ganigumo said:

    @Salyx
    Did the math on the Dragon Ogors.
    image.png.90b0aeb1dbde8efbe7d39026ce04a809.png

    Glaives are the worst option, period, they match the paired and 2HW vs a 2+ save.
    The paired weapons and great weapons are the exact same, although the paired weapons are probably better because they're less swingy (6 damage 1 vs 3 damage 2) and they aren't hurt by damage reduction effects. This math is for 3 of them.

    You only take Glaives when you have 6mans and you need the Reach. 

    Paired and Crushers will be the same always but Paired will have more granularity to them which IMO makes them better, they will also be better in niche situations of -1D. 

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