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Lucky Snake Eyes

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Posts posted by Lucky Snake Eyes


  1. So I skimmed through without reading most of this topic so I'll probably be preaching to the choir somewhat hear on some of these.

    To start, GW is literally the only company whose games I play that still forces you to buy 3+ books just to play. My other main miniatures game right now is Corvus Belli's Infinity in which the only things you need to purchase to play are the models as the rules, unit rules and a free list builder tool are all available online. Now I'm going to be drawing many more comparisons to infinity as i feel it is one of the most balanced games I've played in my admittedly relatively short time in miniatures games.

    To address the stardrake in the room, the double turn I feel should stay. It's part of what makes the game unique, I just think their should be some counterplay available. We already have alternating activations in the combat phase but nothing for shooting and only unbinds (if your army has any) for magic. For shooting I feel your opponent should be able to shoot back in some limited capacity, maybe a "quick fire" in which they can shoot with a -1 or only hit on a 6? Infinity gives players the ability to have units within line of sight react by making a dice roll to either "evade" (a chance to dodge a ranged attack and move 3") or "overwatch" (the unit get's to shoot back but only getting 1 shot unless they have a special rule allowing more shots in overwatch) now Infinity is a skirmish style game with 1 model units and handles turn structure in a phaseless "you get so many activations per turn, activate units one at a time to move and then perform an action with" but i feel there's still something we can take from this. Things like evading can be hard to make work on hordes but could be a special rule for some elites and cavalry, particularly ones themed around speed rather than tankiness. And for armies that have no shooting to react with they could instead have a "take cover" or similar rule interaction to give one unit a cover bonus. Ironjaws already have a ranged damage reaction but having the ability to use it to move before the shots are fired or to keep it the same but still give one unit the ability to move if in LoS of a ranged unit could be nice and thematic. For the hero phase (magic and prayers) every army at least has access to unbinds or magic negation, but taking these options isn't always the best choices available. What could be done is units in proximity such as 18" of an enemy wizard could "interrupt concentration" giving a penalty to cast, some units already have proximity based casting penalties but it's usually too big a tax to take them. As for prayers nobody likes eating 3 blood boils in a row and losing a hero or elite unit. There should be a "divine protection" mechanic that allows enemy priests to counter the prayer on a 5+ and include some way of accessing this to armies without any priests. You could even go as far as letting the actual gods on the table counter on a 3+ to flex their divinity.

     

    I know for certain I'm preaching to the choir when i say there a a ton of objectively bad warscrolls that can't be saved by points adjustments. In the same vein can we just stop dropping points costs so often? It feels like every year the number of models needed for a game increase and not only is that annoying for people who play hordes but it can get annoying for people who only collect a 2000pt list they like and rarely collect more than they need (i was one of these people for a while with my LoN and StD, although now that I'm not a broke college student those have now become 4000pt OBR and 3000pt slaanesh armies respectively)

     

    A small want is regarding buffs and auras, I like the direction 40k is going with buffs being restricted by keywords because it makes no sense for a cavalry hero to give a shooting unit orders on how to shoot better, this opens up more room for heroes designed around supporting different battlefield roles and reduces rule and points bloat from being generalist heroes.

     

    Battleshock should also be addressed, It's too easy to ignore and way too swingey. I like how 40k has handled it with it being a dice roll for every model that becomes harder as the unit takes more losses. I still believe some rules to ignore battleshock should exist but in rarer forms (like having a god or similar tier hero nearby) and other abilities built around minimizing losses (screaming bell change to ignore half strength penalty, inspiring presence changed to reroll 1s to run away etc.) and as a bonereaper player I have to admit it can be a powerful and disheartening experience to kill 20 mortek guard and still not see a battleshock take the rest out. I still feel they shouldn't run away, having the concept of fear removed from their souls is part of their lore, but maybe a debuff for falling below half strength as their team tactics become less effective or maybe tying their ability to generate discipline to their bravery so that bravery bombs can still affect them in some way (they don't run because they're not afraid but the screaming ghosts are still distracting)?

     

    Sorry for all the rambling but I'm a few drinks in writing this. Anyways I'd appreciate any feedback on the ideas.

    • Like 3

  2. Alright ladies and gentlebones, I've got a list idea that isn't just putting all my eggs in one basket, i'm literally throwing the whole basket. 

    Nagash

    2x20 mortek guard

    1x5 deathriders

    2 catapults

    soulstealer carrion (my local meta is using a lot of LoS blocking tricks and every tournament table has at least 2 overgrown so nagash will use the carrion to throw spells and gazes from cover)

    Will probably be in stalliarch for the abuseable movement but null myriad might also be a fair choice for the added magic protection beyond nagash (local meta is very magic heavy with 2 teclis players and 3 kroak players)

    I'm tempted to take this to a 5 game event but have yet to even try it. Thoughts?


  3. 2 hours ago, Enoby said:

    To piggyback off this a bit, I have to say I strongly dislike what they've done to maintain the "sexy" image of Slaanesh. I get it that some people just prefer models that are more... mammaryily inclined, but there were so many people complaining that the new Slaanesh models weren't "sexy" enough that it's quite disheartening. It's no secret that Raging Heroes makes a lot of Slaanesh rip offs, but all of them boil down to sexualised boredom that, imo, give people a very narrow minded view of the Dark Prince. 

    A bit of a rant, but it disappoints me when I see people say that the Raging Heroes models are the "real" Slaanesh, and GW is too sanitised. In my opinion, sexualised models are cheap and aesthetically dull, and often end up with people conflating Slaanesh as the sex god. The more interesting and challenging depiction of that god is to look at Slaanesh as a concept of excess - of anything - which the new models show better (not perfectly, as that would be impossible considering the vagueness of excess, but the baphomet theme on the KoS is on point). 

    TL;DR their Slaanesh rip offs are boring and only hurt the image of the Dark Prince

    This is something I feel GW themselves have failed at getting across as well. The infernal enrapturess and Syll'eskke are great examples of non-stereotypical slaanesh. I'd love for the mortals release (if it ever happens) to have units that show off more than just beauty and seduction.

    Whether it's symbiotic obsession like syll'eskke or artistic pursuit taken to the depraved extreme like the enrapturess. I'd love for the basic horde infantry to be pain cultists obsessed with sensation, for the elites to be duelists or warriors obsessed with martial mastery like the classic mirror guard. Musicians who can affect the battle with their music and artists who "paint" the battlefield with blood, fire or some crazy alchemy. Even integrate stuff from other factions, ogre units/heroes obsessed with eating or a wizard unit obsessed with mastering magic that gets better as the battle goes on or learns from their enemies. They did a good job with the daemons in that they're generally excessive because they drive the mortals to excess but the mortals are the opportunity to really get the point across with the units having an obsessive fixation on a particular craft or sensation. 


  4. 11 minutes ago, Charleston said:

    Stalkers having attacks en masse and also that sick +1D +1Rend are really frightening. having 3 4+/3+ -3 D3 and 5 3+/3+ -1 D2 attacks is really...yeah...whatever. Why even bother rolling when in combat against them, why not just directly put the unit away? In the End the unit will rely on other sources of rerolls and just push damage like crazy

    What if that's the balancing act for them? What if they don't get any keywords that make them applicable for rerolls outside the generic reroll 1's?

    • Like 1

  5. 6 hours ago, HollowHills said:

    Exactly. When deepkin came out they were the only army that could fight first in combat. Now there are multiple that can make units fight last or fight first. One (slaanesh) can effectively ignore the idoneth ability. 

    People don't realise how bad a spot the deepkin range are in because one list does fairly well at tournaments. 

    Doesn't the deepkin ability specify they fight "at the start of combat" rather than fight first? Thus rendering slaanesh's fight last kinda moot?


  6. 1 minute ago, XReN said:

    There is Rune that can be used once per turn giving +1 to hit, that as well as extra range specifies Ironweld Arsenal units

    Even without the extra 3", most people are probably taking a runelord anyways, and +2 to hit on most war machines and +3 on whichever you want to put in the work still seems pretty strong to me. Yeah more than half your army is dedicated to being a stationary firebase but you'll still have decent range and hitting power to pick apart your opponents army before it can do major damage to your screens and objective holders.


  7. 1 minute ago, XReN said:

    There is no CA that buffs artillery with the exception of Steam Tank, Celestar Ballistas can't benefit from extra range and to take 4 'listas and mister mustachio you have to have another 15 non SCE units in the list.

    I'll have to double check the review i watched but wasn't there a greywater ability that gave a warmachine +1 to hit? And who said anything about taking 4 ballistas? Ordinator and 2 of them with some volleyguns will get the job done. And why wouldn't they get the range buff? They'd get the greywater keyword


  8. I've been looking more towards anvilgard for starting a cities army, but a greywater combo that stuck out to me was ordinator + hurricanum + command ability for +3 to hit on a war machine and +2 on your others. Paired with the range buff and suddenly celestar ballistas and hellblasters are super deadly, with hellblasters even able to hit heroes on a 2+ with that +3 mod balancing out look out sir. Witch aelves may be annoying but pumping the hag giving them rerolls and battleshock immunity makes them much easier to deal with. Snipe the necromancer out of the skeleton blob, pop heroes out of a hearthguard battalion, megabosses and warchanters getting filled with lead. No buff piece is safe from from a 3d6 hellblaster with some accompanying handgunners or ballista fire.


  9. 36 minutes ago, Overread said:

    Yes but according to the Lore Nagash rules DEATH - he can snap a finger and your whole army is DEAD

    They don't state it very clearly, but I believe the nagash we see on the table is a "shard" or "avatar" of nagash. Old bone boy just chills on his throne 24/7 like sigmar does and manifests these mini nagash's to go around and do stuff when the mortarchs ****** up. I could be remembering it wrong so feel free to correct me.

    • Like 2

  10. I posted my opinion on the smiles in the bonereapers thread but these guys are sentient and not just puppets like our usual skellis. They also serve under a mortarch that admits he enjoys his job,so it wouldn't be a surprise for some of that to rub off on his men. After all they've been at this for centuries, after a while you either become numb to what you do or learn to enjoy it. So I wouldn't be surprised if they crack some grins every time their generals deem the tithe to be unacceptable. Also they are literally souls in bone armour, literally deathcast. So it would be very nagash to have his constructs be twisted mirrors of sigmar's greatest creations, evil grins and laughing smiles to contrast the stoic masks worn by sigmars own creations. Nagash may come across as no nonesense and emotionless, but ****** with people is absolutely his guilty pleasure, much like the nighthaunt's eternal punishments are crule mockeries of the lives they lived, the bonereapers are a mockery of sigmar's past millennia's work and any little dig at the other gods he can get is one Nagash would probably take.

    • Like 1

  11. 2 minutes ago, Maier666 said:

    Yeah i dont know the rule that well and dont know 40k either, i am not playing it, but could see them go in this or some sort of this direction.

    Since it's tied to the unit it is factored into the point cost, unlike LoN where it's tied to the heroes and their proximity so it's less of a tax on the unit itself, plus the summonable keyword helps create a clear category of units that can fall under, and to an extent require the mechanic to function as intended. Meanwhile necron units could absolutely work fine without reanimation or reanimation reworked but it's tax on their cost really hurts their performance. I could see a self repair of healing a wound (or more for larger constructs) while near one of the priest heroes if they go the route of min 2 wound models for the army.


  12. 4 minutes ago, Maier666 said:

    I could see them having something like the 'Reanimation Protocol' Rule i think the Necrons in 40k have. 5+ and the modell comes back with X wounds or even all.

     

    I wouldn't want that, it's basically a worse version of deathly invocations and at least in 40k the existence of that rule makes points costing necrons really weird.


  13. A lot of people don't like the smiles and grinning skulls but I kinda love them. They give a much more human feel to death in that these guys are sentient and not just puppets. They have been doing this job for millennia and serve a mortarch who in his own words enjoys his job. So it would make sense that their generals love for his work would rub off on his men and that they'd smile and grin every time he deems a cities tithe to be unworthy. They're a nice change of pace from scheming vampires, crazed ghouls and tortured souls. These are essentially deathcast, souls of warriors shoved in construct suits of bone, so their grins and twisted smiles make a nice contrast for the stoic masks worn by the stormcast. Almost like nagash where mocking sigmars greatest creations. 

    Man i'm just hoping the next wave of model reveals gives us a morghast or similar monster hero, second infantry choice (preferably ranged) and a centerpiece monster. 

    I also feel that these guys, being constructs will have a focus on 'repairing' wounds rather than the summoning or reviving that makes up the core mechanics of the other death factions.

    • Like 3

  14. 11 minutes ago, sorokyl said:

    I try to understand GW's business model and look for patterns in their releases.  There are a lot of similarities between all their boxset releases in terms of timing, sprue count, format, etc.  and I was thinking....

    What if, instead of a Looncurse style box set, we get a Shadowspear style (ETB box set)?  To clarify, let me distinguish between the 2 types of big boxes GW is releasing right now:
    1. Starter Sets - All new sculpts, easy to build. Dark Imperium, Soul Wars, Shadowspear, Deathwatch Overkill,

    2. "Battle boxes" - Whatever you want to call them. 2 armies, mostly old kits, with 1 new hero thrown in on each side (Carrion Empire, Looncurse, Wake the Dead)


    That is to say, instead of a bunch of old plastic kits, new, monopose, starter set style kits. 

    Reasons:

    1. We think the new death army will be a big release with at least several new models/kits. 
      1. They are not going to sell brand new models at a discount (I was suprised when Looncurse came out only 4 months after gloomspite released.)  If the box contains more new models than just a hero or two, it will be quite a while before we set it.
      2. They're not going to promote it with a big box of old junk (skeletons and ogors are ok but not amazing kits. And the ogors take a lot of sprue space
    2. There was a (very sketchy) rumour that ogors are getting a new Butcher as well. Makes sense since the current butcher situation is a mess (2 models, different rules, both resin)
      1. Looncurse/Carrion Empire / etc style boxes typically have 1 new hero per side and then a bunch of old stuff. 
      2. With a all new ETB release they can put more heroes in (shadowspear had 4 total heroes, all on their own sprues)
    3. AoS has not had any of these "mid edition" ETB boxes yet. 
      1. What happens in AoS / 40k from a productization stand point is likely to happen in the other. 
      2. GW loves ETB. More models on a sprue, Great to get new people into the hobby. Make great sculpts with less work.  If this isn't the ETB box set, expect one soon (before AoS 3.0)

    So what do you guys think.  100% we are getting a "Shadowspear" style box Ogors vs Death... right?? 

    I'm about 50/50 on it. The promotional material sets it up perfectly (pact of bones, tithe of bones, feast of bones) And soul wars was the start of a story arc set in shyish and introduced through box sets a new army and new models for an existing army. We may see a "feast of bones" event that kicks off the ghur story arc introducing the new death faction as well as new kits for ogors. It would be a cool trend to do this with every story arc and cycle the alliances involved (realmgate wars focused on chaos and order, soul wars focused on death and order, new arc focused on death and destruction, next arc on destruction and chaos (new orruks and update a god army like slaanesh mortals), then mix up for chaos and death (soulblight vs khorne for blood themed release?) or destruction and order(New or updated duardin vs new or updated orruks for the good old rivalry)) each arc beginning with a new army release and an update to a core army for the rival alliance. It's still too early to say this is the trend they're going with but it would make sense and would help each alliance get some time in the spotlight unlike 40k which focuses too heavily on imperium and chaos with aeldari as side characters and the other xenos as guest appearances.

    • Like 1

  15. 22 minutes ago, Lowki said:

    This is what I mean:

    tail.gif.7045de4659c4cb5a0a1f56be3217d369.gif

     

    Now I enlarged it, I start to doubt for a bit. But if not a tail, what else could it be? a bit like small bones?

    Almost looks like something similar is coming down onto the other shoulder, kinda makes me thing it's some kind of headpiece or part of the outfit that extends out above or behind the head. Could even be part of a shoulder brace that supports the coffin on his back.

    • Like 2

  16. 57 minutes ago, Goddin said:

    The Rumor engine with the candles closely resembles the ATON from the AMARNA period in Egypt.  During that short period, a pharaoh spurned all the old Egyptian gods and created his own monotheistic religion worshiping the sun as the god Aton.  Depictions of the Aton were the sun with rays of light shining down on people (making crops grow, giving life, etc.)  After his death this religion was quickly abandoned and the people returned to worshiping the old Egyptian gods.  We have lots of examples from this period because the heretic pharaoh had an entire new capital city built that was abandoned to the desert after his death and so many artistic pieces were protected by the sand.

    Anyway, what I see is the Aton (itself not pictured) shining rays of light down on a pyramid with an entrance and 3 symbols.  VERY Egyptian - though I doubt the designers were trying to match the Amarna period, just Egyptian symbols generally.   I have never held out hope that the tomb kings were returning, but I could see some nods to Egypt to allow some plastic kit units to be used in this new IP army.

    Amarna period art: 

      Hide contents

    Image result for amarna period aton

    Image result for amarna period aton

     

    I actually could see this being part of the inspiration. A new religion (the worship of nagash) replacing the worship of the old death gods and with black pyramid iconography instead of sun iconography.

    • LOVE IT! 1

  17. If coffin boy is the judge then maybe the mortarch is the mortarch of executions? Or maybe there will be an executioner unit. Or maybe there are multiple judges and the mortarch is the mortarch of judgement? Probably a new character at this rate but the "past life I was a general, now I am an emperor" Fits really well for krell and Vlad. As much as I don't want coffin boy to be the mortarch it would be very nagash to have vlad carry around the coffin of isabella as punishment for getting buddy buddy with Karl during the endtimes.

    • Like 2

  18. The points already been made but if you had any modifiers positive or negative, then reroll 1 rules wouldn't take effect if modifiers where applied before rerolls. 

    Also there are technically 3 types of rerolls based on wording. "this model rerolls failed hit rolls" means you reroll all failed hit rolls iirespective of modifiers, "this model CAN reroll failed hit rolls" implies that you can choose to not reroll a dice if say a +1 mod would make it hit. and the funniest of all "this model can reroll rolls" for example the warpseer verminlord specifically says "this model may reroll save rolls" with no specification of fails, so technically it can reroll succesful rolls in anticipation that a modifier would cause it to fail.


  19. 9 minutes ago, Grailstorm said:

    This is the basis for the whole game. If there is no attempt at balance, there’s no point in playing. I never said anything about summoning not being included in the strength of an army as a whole, though. It plays a huge part in the strength of an army as a whole.

    Surely there is no need to point out how summoning is an additional layer on top of an army?

    All armies with an allegiance get abilities, items, and traits.

    Armies that summon get abilities, items, traits and summoning.

    Some armies have it, some don’t. It wasn’t originally a thing. Now it is a thing. Points haven’t been adjusted to cater for it. Therefore it is an additional layer on top of the base game.

    There is no situation in which summoning is disadvantageous. Armies do not lose anything for having summoning. Their other abilities are no lesser (see Slaanesh for one such example). Their units are no more expensive.

     

    I mean, summoning is one of those allegiance abilities, where slaanesh gets locus, summoning and exploding 6s others get a different set of abilities. Whether that be graveyards, 6's to ignore wounds and reviving units or the runes and lodges of fyreslayers or the myriad of tools sylvaneth can gain from their allegiances and groves. Summoning is one of the allegiance abilities, considering it separate from the allegiances list of abilities is treating it like isn't taking up the place of what could have been a different ability.


  20. On 8/13/2019 at 7:19 AM, Grailstorm said:

    I disagree to an extent. The power outside the warscroll is tremendous, yes. But so too is the warscroll itself. It is the only model of such power in the game that can innately pile in and attack twice, or let other units do so regardless of allegiance. This command ability and its cousins are the single most devastating command ability in the game, 6-8x the value of the next best combat command ability (+1 attack).

    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.


  21. 12 minutes ago, Aryann said:

    Yeah, I'd just rather they kept chronological order. This way I have the impression as if those AoS premieres were least important. 

    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.

    • Like 3

  22. 23 minutes ago, Dead Scribe said:

    I think IGOUGO in general is bad and should be removed entirely and that a more interactive alternate activation sequence be used in its place.  A lot of games have moved to this and I tend to like those more.

    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.

    • Like 1

  23. 31 minutes ago, prochuvi said:

    Hnnn why is insulting and ignorant call noob to someone that loose against fyreslayers?it is 100% the true.

    Fyreslayer have 4" move that is doubled by every other army,so if you know this and know that fyreslayers are very good at melle it is easy to think that you can easily win them only playing objetives and kiting them.also they need heroes to be decent

    Now a noob-novice-people that dont know this-call it as you want if you dont like noob,gonna try go melle and delete fyreslayers units ignoring heroes etc

    Then he gonna loose and blame fyreslayers are op when the true is that they are a tier2 army but he lost due to be a noob and dont know how play against them.

    So i said slanesh is the most broken army now,they havent any counterplay and dont matter what do you do,it is autoloose.

    The counter to slanesh is kill the heroes before they can sumon,now you cant do this at melle due to how broken is the locust.

    So slanesh counter is only a full rangued army that can delete at turn1 every slanesh hero or a army that have allways atack first habilitys.

    If a army havent any of those is a 100% autowin to slanesh,dont matter how skilled be the player

    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.

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