Jump to content

Lucky Snake Eyes

Members
  • Posts

    459
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Lucky Snake Eyes

  1. Idk what units your allying in with a keeper at 360pts but outside the keeper can only doubletap hedonite units. Since you typically won't have the points to ally things with a keeper then your only double tapping the keeper. And equating the greater daemons in purely combat is a bit of a false equivalency since the lord of change is mainy a caster and utility unit and the GUO is a tank that can survive a keepers oppressive combat. As for the bloodthirster, well yeah fair odds it dies if the keeper gets first swing, but the opposite can happen as well, also the bloodthirster is cheaper in points and can use tyrants of blood to overcome a multikeeper vs multithirster fight. And on a somewhat related note regarding variance in summoning based on opponent, tzeentch can also be widely varying. I was at a tournament over the weekend and the tzeench player summoned some pinks while fighting khorne but was swimming in summoning against LoN and sylvaneth.
  2. The new 40k stuff was teased a while ago in a joke article about primaris lieutenants where they had all the new stuff blurry in the background. So technically yeah they've been teasing the 40k stuff first, we'll probably get the new tome previews once the marine stuff has run it's course.
  3. Infinity has a neat variation of IGOUGO where in units that have line of sight on the active unit can make reactions such as shooting with a reduced number of dice, dodge out of the way, hack the active unit etc. I find it makes for a nice flow of the game.
  4. Locus can fail and can only target a single unit, so tag team the heroes with 2 units at once. Or just shoot them or blast them with mortal wounds from spells and abilities, or zone out the heroes so there's no room to place large units or big bases. The KoS is on a pretty big base and at the earliest it'll come down in their second turn, so with some clever deepstrikes, flying units or raw speed you can block the drop without needing to kill the hero. It has to fit in a 12" bubble 9" away from your stuff, not a lot of room to work with when dropping a big daemonette squad either. Oh and not to mention you're being hypocritical by saying your a noob for getting into melee with fyreslayers but say HoS are OP when you try to do the same with them. Both are powerful and a skilled player can abuse them, but both have surprisingly similar counterplay: snipe the heroes or zone them out. You can use spells and abilities to move the heroes into positions you want such as the warscroll spell for the brayshaman. And for the record, even if it is only a once per game ability, fyreslayers can get a decent slingshot going to fling that HGB bomb up the table, such as onto a center objective in the early game or to block off an avenue of movement depending on the terrain setup. Now try playing a list with no shooting while the fyreslayers have their spell negation relic to protect the heroes that are properly bubblewrapped by the HGB. All you can hope to do is try for the other objectives on the table and contend with the rest of there army. Sometimes it can work, sometimes your army is also slow (such as skeleton heavy LoN builds) and they can catch your slow big blobs out with there own.
  5. Considering the number of armies present in the game and the fact that each has to be at least somewhat unique, It becomes pretty hard to make lists that can compete against every other list you might see in a span of 5 games whether that be in a GT or at a lfgs. Yeah a melee stormcast list will probably lose if it just throws itself at most slaanesh lists but shootcast will beat slaanesh black and blue. And there are armies that won't do well against that melee stormcast list but can stomp shootcast. You can try to build a swiss army knife list but in the end the performance of lists like that come down to how skilled the player is. If you wanted a game where any list has a fair chance against any other list, this game just ain't it. You'd have to either overhaul the core rules or cut down on the number of armies to cut down on the need for unique mechanics. If you do want a game that promotes balanced list building and play I'd recommend Infinity, pretty fun and great for when I want a smaller game than AoS.
  6. You can pull some juicy stuff by throwing up a line of sacrificial chaff and keeping the heavy hitters 4" back so they can't be reached, then on your turn charge into the keeper that got caught up in the chaff, sure there's thermal rider cloak but considering the base size on the keeper you just gotta space enough of your backline out to zone out the keeper from having anywhere to land that isn't in the chaff. Besides doesn't matter how many daemons i summon when fyreslayers don't take any wounds lol.
  7. A couple of points to make here: You don't see the KoS allied because it's spells, exploding 6's and other buffs that let them spiral out of control come from the allegiance, and it's command ability only works on units with the hedonites keyword so aside from itself you'd have no other targets. Also depending on deployment, seekers and hellstriders can easily land enough turn 1 charges for the d6 depravity roll. And yup our hit and wound rolls are for the most part mediocre, it's somewhat compensated by an abundance of low rend, universal reroll 1's spell and exploding 6's but on their own our units don't have the teeth their made out to be. My fear as a slaanesh player isn't rend or even most shooting, it's multidamage attacks and opponents with easy access to save rerolls to mitigate my low rend. Had a game against ogors, I won because well, good book vs no book but his ironguts walked through most of what engaged them due to a few unlucky locus rolls and high damage weapons being swung at garbage saves. Or in another game when chameleon skinks redeployed onto an objective i was holding with the remnants of a daemonette squad and watched them get shot off by skinks within stabbing distance. So there absolutely is counterplay as far as objectives are concerned. A good push onto an objective and placing your units well enough to avoid locus' can crush a slaanesh lline.
  8. It's more or less a quality + quantity issue from my understanding. For example LoN can keep recycling any unit with summoning, most summonable units have sub par stat lines that are adjusted by the fact their models can come back. Plus complete unit res can only happen from graveyards near the general. Now I can't speak for summoning restrictions on khorne or seraphon, all i know is seraphon never cast spells to max points and khorne loses theirs once they spend them, but I've seen players of both armies just slap down summoned stuff anywhere on the table and that's huge despite their limited generation (you can only spam so many wizards as seraphon and MSU's aren't exactly in meta for khorne to abuse) Slaanesh units, much like the rest of chaos who share the theme of summoning daemons and/or overgrown farm animals, have a summoning mechanic that's fluffy, in this case non lethal pain, and their units are decent enough to stand on their own (within the context of being backed by their allegiance) but are also summonable. Now unlike the other 3 god armies, slaanesh has no mortals aside from 1 unit and thus have basically their entire toolkit at their disposal for summoning. Now that's not normally an issue since the 3 other god armies have their own equivalents + mortals and competitive players will buy spare daemons anyways, BUT we run into the issue with how each army summons. Like I said, MSU's are in short supply so khorne is starving for tithe, on the flipside if it where an MSU heavy meta we might be having this discussion about khorne but I digress. Tzeentch is all about that magic, and aside from LoN and slaanesh, I can't think of other armies that spam wizards unintentionally or not. So it's only a few matchups there that they can really pop off. Nurgle is probably the most consistent and certain builds can get you a late game GUO but by turn 3 it better be a hell of a gamechanger with where you summon him. Slaanesh, much like khorne and nurgle, use an unavoidable game mechanic to generate points, but unlike the others, slaanesh doesn't care how many units are on the table or anything like that, just that non lethal wounds happen. This is where some of the griping lies. Another complaint is the power per cost of units, while I feel the KoS is sitting where it should be at 360pts, the summoning cost is only 30 so even a mediocre to abysmal turn, say 2 KoS die but you get off a couple wounds with spells or whatever and you get your d3 host depravity, boom that's a turn 2 KoS to try to bounce you back after a terrible first turn. You snowball when you succeed and have a mediocre but still existent safety net when you fail. Meanwhile the other khorne and tzeentch are less reliable in summoning a quantity of daemons or a few powerful daemons and nurgles predictable generation leaves them with needing to decide on whether to spend points now or save for the turn 3 GUO. Now the argument is still true that skill and luck will still turn a game around in your favor, that greater daemon the opponent just got because YOU played well can be offsetting mentally. You can also argue that it can be played around by zoning out heroes, but that's a potential 6 heroes to have zoned or killed by turn 2, not all armies have the tools for that level of hunting/swamping and a lot of the ones who can have to go all in on it. Yeah you'll yank the teeth out of a slaanesh army by killing the big heroes and zoning the little ones but your gonna be screwed when your alpha strike speed list goes into the next 4 rounds at a GT against skaven or some other popular list. I'd argue that from a gameplay perspective it's still a mechanic that can absolutely be played around and prepare for, but the psychological effect is clearly profound as this thread shows. Personally I'd welcome a change such as focusing more on the host specific depravity generators or making it easier to zone out the summoning, maybe only being able to summon from a wounded hero to add a bit of fluff, the daemons joining the party rather than popping up because the herald on the corner of the table who did nothing all game asked them to. or maybe restricting it to only the fane and epitomes? The daemons coming through the mirrors, yeah people would abuse epitomes but it helps with target priority, shoot the epitomes turn 1 and zone the fane. Sorry for the essay lol
  9. Sounds like a bunch of competitive players would jump ship lol
  10. Does make you wonder how lists that aren't built around summoning would perform in a competitive setting.
  11. So still not free, but certainly discounted. But in cases like this you can try to play around the existence of those models by sniping them out with magic, shooting or a hail mary of a charge before the summoning/revival happens. That prevents the addition/recycling of models and can throw off an opponent that was banking on using the mechanic.
  12. Is free really the right term to use when in some of these cases you're required to pay points for specific models to facilitate said summoning/revival? Skaven can only do it with a screaming bell on a 12, stormcast have to take the lord arcanum? (i'm bad with stormcast names they're all the same to me). It's a little different from the summoning in the form of an allegiance ability that cannot be avoided and is essentially "free" with the only limitation being how the game is played.
  13. And nearly every model compared to the avatar will look good, you two are comparing the lowest hanging fruit of either side of the argument. Why not compare it to other greater daemons which also have to be balanced around their factions summoning mechanic?
  14. And it would only have taken close to 3 decades to finally get a nippon army lol Still It'd be cool if GW met the fans in the middle and made it an asian pirate themed army for an official wraith fleet release. I love my western pirates but asian pirates would be a pretty cool and unique army. As long as i get my walking ship wrecks i'm happy lol.
  15. This is sounding more and more like a chinese TK and I kinda love it. Terracotta, bone and jade constructs powered by the souls of the dead with skeleton fodder and some kind court of vampires, wights and liches with a vampire, wight or lich mortarch as "emperor". ...as much as i don't want them to bring back vlad, his one dream aside from being with his wife was to be an emperor...
  16. Imma throw my hat in the ring with a super left field suggestion. It seems there's a lot of contention over the cultural inspiration for the teaser's... well everything. What if that's intentional? What if the necropolis is made from bone tithes from all the realms? That'd explain the mix of cultural signals as the necropolis would have influences from everywhere. As for the mortarch (or whatever this guy is going to be) it's probably a new character, but Krell is a solid choice. But how about Count Noctilus? Hear me out here, the vampire coast expansion for total war warhammer 2 has popularized undead pirates again and it's been long enough since that hype train for GW to have had something in the works as a response to that. While he wasn't killed by ghal maraz itself, his ship was rammed by the heldenhammer which had a recreation of ghal maraz as a battering ram. I know I'm reaching for straws here but since the free cities are getting a full book, this would be an opportunity to turn their "rival" from firestorm, the wraith fleet, into their own army.
  17. Holy ****** someone is willingly starting a brettonia inspired army... We need more cav heavy armies in this game. I'm looking forward to seeing how this turns out. As for lore inspiration, you could take the obvious idea of vampirism being a respected trait among nobles. Or you could take a spartan approach and have the orders of knights see death in glorious battle as the ultimate honour and a right of passage before they end up a black knight in nagash's endless legions (as i doubt a single corpse in shyish get's to rest in the realm of the great necromancer). And how about a dark twist? The entity they worship as the lady is merely an aspect of nagash, as the soul of the fey enchantress is one of the few used in his resurrection, that absorbed soul became an aspect of him, and guides the living into knowingly or not, serving his grander machinations. The 'avatars' could be similar to the nagash we see in tabletop, a small fragment of the gods power sent out to enforce his will where his legions falter. With 'the lady' being a weaker aspect of himself, it must be fueled by the devotion of 'her' followers and brought to life by prayer and the souls of 'her' slain enemies. The ramblings of my inner DM aside, it's a cool army idea!
  18. For my slaanesh: - Shoot the heroes, you can go for spells but if an enrapturess and/or epitome are in range your gonna have some trouble getting off your damage spells short of running nagash himself - you don't need rend, but piling in first with high damage or high volume weapons dumpster 90% of our units due to poor saves and us no longer having as many hit debuffs as we used to - mind your positioning around our heroes, either go in with multiple units so only one gets locus, or tie them up with something expendable with single wound models while your damage dealers mess up our battleline For Legions of Nagash: - for magi heavy lists, kill the mortis engine and corpse carts to remove some of the +1's - snipe necros as they are a force multiplier - melee arkhan as his bones are brittle - for vampire heavy lists, swamp the heroes in chaff - counter skeleton spam with stuff like Hearthguard berserkers who can counter swarm and dumpster with the right support For Kharadron overlords: - we're deceptively vulnerable to shooting - Our boats have trash saves and are only propped up by a multitude of small heals - with the exception of endrinriggers and brokk, we can't stab worth ****** -hit debuffs ruin our ships due to them having single shot cannons with 4+ to hit, we spend too much effort trying to buff our hit chances so killing off lord ordinator allies or our mhornar general makes our ships close to useless - be ready for the clown car, once we drop 80% of our army on one objective using a boat, just run fast units onto other objectives because 90% your cav will kill whatever we left on the other objectives and it will take too long for the rest of our army to turn and kill you while we're tied up putting lackluster shooting into your main troops
  19. I'm not an ogors player in any capacity, but I would love to see a more AoS rebranding of ogors that goes all in on the ogors obsession with eating. A "devouring Horde" battletome or something like that that umbrellas the existing ogor factions like gloomspite. The terrain piece could be a big cauldron or representation of the great maw and the endless spells could be representative of the everwinter or whatever it's called that follows the beastclaw raiders. I feel going all in on a theme like this could drum up hype and make them stand out more against other factions with equally crazy themes like fish aelves. Throw in the obligatory new plastic hero that every non AoS unique tome gets and it'll make for a decent sell, at least for the several players in my area still clinging to their ogors.
  20. So Personally I collect Hedonites, so I guess I can say that army is exactly 50/50? My second army is legions of nagash... yeah literally just vampires for things that visibly have a gender and even then it'd just be the foot vampires (until we hopefully get new vamp units) that could get more varied sculpts since the coven throne are all female and blood knights are in heavy armour so it doesn't matter. Albeit I love the designs of the old Vlad and Isabella models from 8th ed fantasy and would love to see more vampires of both varieties follow similar design schemes. An old hag necro or witch would be neat tho since our sculpt options for those are limited to a single sculpt and a long dead fantasy character. i also recently started a small KO force, so I don't know if it's still cannon but I recall fantasy stated that dwarf birth rates where 75% male or something crazy like that? Regardless of whether that's cannon KO are all wearing heavy suits so any physical signs of gender would likely be hidden anyways. Most armies can realistically include female sculpts without causing a fuss anyways, and in many cases you wouldn't be able to tell the differences between men or women either due too armour or racial biology anyways. While I don't really care what direction GW takes with future sculpts I will be all for any sculpts that are good, because in the end that's what matters. I don't care if the next 50 sculpts shown off are all female as long as they're quality sculpts. As for the minor point of racial representation, they all come grey just paint them how you want, they're your models after all. Who cares what the official paint scheme is? I usually don't follow them anyways.
  21. Recently got into KO because the models are just so GOOD! Rules however are poorly thought out and pale in comparison to newer books (for example hedonites who are my bread and butter) I honestly feel all we need are just a few tweaks to make us viable again without having to long bomb a clown car full of endrinriggers. 1. Make the navigator able to do his things while embarked, he's the boa man, let him be on his boat! 2. Split the admirals rules into two different warscrolls, he can't seem to decide whether he wants to foot slog or support the ships. 3. Either make the main guns of the ships flat damage or keep the random damage but add a shoot twice rule (I'm thinking something similar to grinding advance for 40k leman russ tanks) 4. As a tau player in 40k i feel some mechanic that could give more reliable rerolls or a +1 to hit will help offset our 4+ to hit and make us more viable without ordinators or escort wing. 5. buff the ironclad to a 3+ save, so few models in it's price range have worse than a 3+ or 4+ with ward Some wishlisting would also include a ship with multiple main guns instead of transport capacity or an "open top" ship that lets the transported troops shoot and use abilities while riding. Regardless of all this I am enjoying the army and my local meta is lacking in shooting lists so they'll be a fun addition to my collection. I do enjoy the swingy nature of the army so if things don't get better for us I'll just use them casually and bust out the hedonites for tournaments.
  22. Hordes are still playable and popular man, check out the 6Nations lists on honest wargamer (was recently looking at these because I heard some mad man brought KO) plenty of hordes of rats, reapers, skeletons, etc even some hearthguard blobbing (while not a traditional horde it is internally a horde by fyreslayers standards)
  23. Demolishes their usefulness as well, otherwise builds would go to favour meatier units that couldn't revive anyways (not that there are many options for that), thus making them a death reskin of a generic army. besides, with the exception of reapers, any amount of rend will drop our most common units like flies and even spamming dice will make enough die considering our usually abysmal saves, The revive mechanic is how we justify having such flimsy units.
  24. Skaven get their own book, three entire chapters are dedicated to the great horned rat himself.
  25. I feel some reworks might be needed considering how old his rules are now, still I could see him working in a slaanesh list for his command ability and 6's hitting twice alone...
×
×
  • Create New...