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grimgold

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Everything posted by grimgold

  1. I think one of the big changes needed is that there has to be some way to avoid awful objective and twist cards, so here is my thought on modifying the way objectives and twist are determined; Deal three Objective cards and three twist cards face up, Players roll for priority, The player with priority chooses either an objective card or a twist card to discard, The player who does not have priority then chooses to discard a twist card if the priority player chose twists, or an objective card if the priority player chose to discard an objective. The player who does not have priority then chooses to discard a card, they discard a twist card if the player with priority chose an objective or an objective card if the priority player chose to discard a twist. The player with priority then chooses one of the remaining two cards to discard. Basically the players deal three of each and take turns vetoing twists or objectives, the player with priority gets first and last pick which is balanced out by the fact the player without priority gets 2 picks in a row. It makes the objectives and twists a tactical thing and decreases the chance of Objectives and twists heavily favoring one player or another. I'm a programmer by profession so the steps are probably too wordy (and I'm sure others on the board could be much more succinct with the rules), but I think the idea is solid and pretty easy to grasp. What do you guys think, would this work? *edit* Trying to make this more succinct Players deal three objectives face up and three twists face up Players roll for priority The player with priority chooses a Twist or an objective card to discard The player without priority chooses a twist and an objective to discard The player with priority chooses to discard a card, if their first choice was an objective they must discard a twist, and vice versea.
  2. It's not tricky, if they are as OP as everyone claims they'll just get banned from tournaments. However I'm not sure we have enough info to go on to make a judgement like that, It could be that they are a low skill cap warband that will just get dumped on when people get more experience and net lists start appearing. If GW does have to take action I wonder how they will do it, seems they kind painted themselves in a corner by printing points on the cards. They should have gone all in on varinscribe, which would have made balance adjustments easy, but that ship has sailed (probably).
  3. So getting my first game in today, I feel pretty good, my stats are middling, but I have good abilities on doubles, triples, and quads and have learned from the mistakes of many a youtuber on ho to divide my forces. This is the list I'm running, Dagger Caller Serpent Serpent Shield TrueBlood Venomblood blade & Whip clear blood w/shield clear blood Hammer Pureblood VenomBlood Spear and shield Clear blood That way I have a hitter and expenda-bros in each area, the theory being that I've seen many a bat rep go south for a faction when their weakest detachment is the focus of the mission, so keeping them in relative parity means I remove a lot of luck from the equation. I'll let you know how it goes, wish me luck *edit* got a game in against Idoneth deepkin, I inflicted more damage, but he basically won in determining the objective, I had to sneak half my warband off of a single table edge, and with low tide and two eels he was way faster than I was. He played smart gaked my clearbloods and venom bloods, which was pretty easy with how fast he was. I had a bit of bad luck, both of his eels survived with a single hit point, but dice, what can you do. I felt like if it was a straight tumble I would have beat him pretty handily. The double strat paid off pretty well every time I used it, but paralyzing venom whiffed pretty mighty. More thoughts after I put the munchin down.
  4. So what do you guys think of meeting engagements? Any stand out units?
  5. It's a command ability, bring back a destroyed unit on a grave site, they do not have another way to do it. GMG goes over everything (and everything is surprisingly little for legion of grief) in the video. I have to say though that the optimal builds for this don't look like they involves much nighthaunt, You'll choose cheap battle line (which is not chainrasp), take a few nighthaunt units that punch people in the bravery, maybe some grimghast reapers, and then go nuts with allies and other factions.
  6. So got a killer deal on ebay and grabbed two start collecting boxes of beastclaw raiders. I know BCR are not in a great place competitively (mostly due to lack of objective sitters and magic), but they are the army that interested me the most and have a pretty low cost to entry. I'm also pretty hopeful for the future, since every faction will get endless spells, and we currently don't have anyone to cast them, so we'll have to get some kind of "priest" of the everwinter/Gorkamorka. Barring a new model, the caster role will probably be filled by thunder tusks. From suggestions in post here I was planning on magnetizing the heads, and building one as a huskar with bird, and the other as a frost lord. The mournfangs will be built with full command and gargant hackers. Then grabbing another stonehorn box and building it as beast riders. From there I'm kind of open, I was thinking maybe an Icebrow hunter with some frost sabers, or getting the obligatory gobbos to sit on objectives and be test models for contrast. What do you guys think should be the few purchases?
  7. Some combination of DoK, FEC, bonesplitterz, and Deepkin seem like a forgone conclusion, the lion image we saw hints at something besides those, but without context it could be anything. Ogors would be a hard warband, since they should be bigger and badder than stormcast, maybe the first two person warband. Soul blight would be fun, a vampire with a zombie horde and maybe a thrall seems like a cool warband. If I were to take a guess at the obligatory stormcast list maybe prosecutors, they are still some of the coolest stormcast models.
  8. So, been doing some mathhammer to try and figure out a list, I've mostly been focused on hexwraiths, bladegheist, grimghast, and chainrasp. My goal was to see if there are any other units that make sense to take instead of just spamming grimghast like I see so many list doing. I've broken it down into cost per wound inflicted, and cost per effective wound. Glaive Wraith stalkers: 36 points per wound inflicted, 7.5 points per effective wound. To get this I took the value for both charging and not charging and averaged them out since they can fall back and charge, so should get charges at least half of the time. Grimghast reapers: 21 points per wound inflicted, 7 points per effective wound. I just assumed they would always be attacking units larger than 5. Chainrasp horde: 21 points per wound inflicted, 5.3 points per effective wound. I assumed a unit of 11 or more, and there are non-trivial challenges to getting them all into range to attack, so while they seem quite good on paper, their returns in most games will not hit this level of efficiency. Hexwraiths: 40 points per wound inflicted, and 8 points per effective wound. No assumptions, kind of inefficient. Bladeghiest revenants (unbuffed): 30 points per wound inflicted, and 9 points per effective wound. Bladeghiest revenants (buffed): 15 points per wound inflicted, and 9 points per effective wound, or 5.4 points per effective wound with formation. This assumes chaingiest or spirit torment, and a charge (which gets them an extra attack). If we make the same assumption we did for the glaive wraith stalkers (charges half of the time) they end up with 18 points per wound inflicted. To no one's surprise grimghast are our best battleline, they have solid output, don't require babysitting, and are tougher than just about any unit except for chainrasps. Hexwraiths are over cost, but not by as much as you would think. A minor reduction of 20 points per five, brings them into line toughness wise with grimghasts, and while their offence would be nothing to write home about (35 points per wound inflicted, more than half again what grimghast pay), they have to pay for speed, and fairly reliable mortal wounds in the movement phase. Bladeghiest are really interesting, set up properly they are the strongest offensive unit we have, and by a fair margin at that. However, they require a lot of babysitting, and many things can go wrong for them. A list I'm kicking around after doing the math,
  9. Just spent a bit of time going over the last twelve pages (getting ready for a tournament in a month or so), and as one of the first battle tomes of the edition I think we are a long way out from getting a reworked battle tome. GW seems to be pretty cautious when it comes to rules changes, first they'll try point changes, then probably add a new battalion or two in a white dwarf article, and then much later revise the battle tome. The obvious problem with relying on the generals handbook is that it has a six plus month ramp time, and if you think of what the meta was like six months ago, things were a little better for nighthaunt. Still if the last Chapter approved is any indication, it will include mostly points reductions for underperforming units and maybe a few nerfs for very underpriced units.
  10. I also like the thru interpretation because it means you can't die doing it and still score it.
  11. Just got in two game with them, and it was fun. First was against mollogs, Mollog was dead first activation of round three, which was the last of his fighters, but he managed a sneaky win with "He was there the whole time" on stalgsquig, which got him a couple of clutch VP, and the final score was 10 - 9 in his favor. Second match was against the briar queen, and there was a lot of back and forth, he had two left at the end, score was 10-10 and I won on tie breaker. Things I noticed, don't underestimate the damage, mollog went from full health to a point away from death in a single round, that was with only three of my guys shooting at him. knockback 1 on a guy who gets to shoot twice is hilarious, if the dice hadn't betrayed me I would have pushed someone clean off of my board from the second row. So much cleave which helped against mollog, but did nothing against the ghosts. I didn't really notice the short movement, since they have great threat ranges the two move never really bothered me. The inspiration is easy enough that "heroes all" almost seems reasonable in the deck, in both games I had everyone inspired by the end of turn two. Headshot is basically free glory and inspiration. I'll post More thoughts as they come up.
  12. They say that on the internet, often the best way to get the correct answer, is to post the wrong one. So with that in mind, Here is my undoubtedly in need of work list: The idea is a hammer and anvil style, with a solid core and a fast flanking force. The main block of my army will be the two chainrasp blobs, which are pretty killy with the condemned and the guardian of souls (4+ w/rerolls to hit and 3+ reroll ones to wound). This will be supplemented by the mobile arm of the shroud guard plus the hexwraiths, who are extra mobile with a +3" to move. The final piece to the puzzle is the grimghast reapers who will start in the underworld, and pop out where needed. I tossed in a vampire lord for an extra dispel, and his deathly invocation, he isn't fast enough to hang out with the hexwratih crew so he will probably just hang out with the chainrasps. Also as a side question, I assume he doesn't get a lore of vampires spell since that's not called out on his data sheet, and he can't benefit from the NH allegiance, but just in case I was wrong I thought I'd double check. Spells were a last consideration, I went with shademist on the GoS to toughen up the chainrasp hordes a bit, and Soul cage on the warlord to prevent retreat from the hexwratihs and debuff their target. So what massive newbie mistakes have I made and what suggestions do you guys have?
  13. So bumping up from 1k points to 2k points, which battalions should I be aiming for. I was thinking of the condemned, because that makes chain rasp hordes pretty killy, and I was tempted by the deathriders because the idea of the battalion is super cool. Also what allies should I think of including?
  14. Well my thought is start with a base of khorne daemons, then expand a bit into both games with some other units. Like mortal Khorne and some world eaters (painted in the pre-heresy color scheme because it's much better than post heresy). Maybe add the bloodbound SCB, since I imagine khorne is a bit more competitive in AoS than 40k. A follow up question though, is the blood throne bad? Without the blood throne I'd need to buy a seperate herald of some sort (probably the skull taker) to get the murder host, so I definitely want to get that nailed down before I start assembly. Thanks for the feedback
  15. So I was thinking about getting started with Khorne daemons, since I can play them in 40k and AoS, would the Khorne half of wrath and rapture and a start collecting be a good starting point, or is mortal khorne just heads and shoulders better than Khorne daemons?
  16. Question, which of our battalions are worth taking? To my newbish eyes, the The condemned and the chainguard both seem ok but mutually exclusive. The condemned seem the more powerful of the two, but you do need a unit of chainghasts and 20 points per wound seems a bit pricey for them. Outside of that, maybe the execution horde if you are planning on using spirit hosts as your battle line, and thus kind of fall into the battalion anyway. The rest seem kinnda meh, am I missing some or is that an accurate summary?
  17. Haven't done the math but wouldn't giving the lord executioner the tome of midnight and reaping scythe give you more chances for a decapitating blow, with an extra dispel. He also wouldn't need support from 2 KoS, a spirit torment, and a GoS. So it would be much more efficient points wise.
  18. That's interesting, surprised there weren't more considering they were in the AoS 2.0 box.
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