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Lucur

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Posts posted by Lucur

  1. 1 minute ago, umpac said:

    Am I understanding the translarion of the Cathaller ability correctly? It can bounce BS tests WITH modifiers? So an archer unit gets charged and loses 16 models and bam, +16 bs test for an enemy unit in range (even worse with the mountain bravery spell)? And wouldn't that work to one-shot character and monsters that usually are safe from BS? Seems nuts.

    Yup that's pretty much correct. But there's so many ways around bravery in general, you might as well bake a cake every time you pull that off in a meaningful manner :P

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  2. 7 minutes ago, madmac said:

    Yes. It's a weird book where artifacts and command traits will barely matter because all the strong heroes are special characters.

    Not to say the Stonemage and Veil lady aren't useful/important characters, but they're too squishy and limited to heavily base your artifact/CT strategies around most of the time.

    In practice I see a lot of Stone Mage generals being the norm.

    I could see Cathallars babysitting large blobs of Wardens for battleshock, but other than that, yeah, the chice in heroes is sub par. Some kind of Captain style model is really missing, i don't always want to break out Eltharion to get a handy melee infantry character :(

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  3. Is it just me or are sentinels pretty bonkers? A 20 man unit does an average 7 MW with their spell on, 8 with RR1s from the battalion, 11 if they get full rerolls to hit (and reroll anything not a MW). Plus the negligible bit of actual hits. At 30" without LoS. I can't see myself leave home without 20. Or 40.

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  4. 1 hour ago, Sonnenspeer said:

    Could someone please open the tread: "How to justify to your wife that you need a big 40k box and start a new AoS Army (also with a big box) on the same weekend"

    My idea was something like: "Honey you now, its more responsible to stay home and don't visit foreign countries (or your parents) and you told me to take over more responsibility, so I did this for you, for our kids, to protect your sick father. To protect the world. Its not my hobby, its a heroic act. Wow, have you been to the hairdresser- you look super sexy!

    You, Sir, just won the (married portion of the) internet! :D

    Funnily enough i had just that conversation with my wife yesterday and realized i had no good arguments with the 40k box being around and me still not having finished my Stormcast army... seems LRL will be a slow grow project after updating my Marines and finishing my Stormcast. Unless the box offers stupendous savings, which my wife agreed would be a bad opportunity to pass... ^^

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  5. 2 hours ago, michu said:

    How? That's too big for Kill Team. 

    Don't use the part that's "too big", use impassabke terrain as borders or just lay down a line of dice for setup. Sometimes there'd be two games on one table. There's nothing wrong with having more space than needed.

    This morning i watched the last upload from SN batreps on YT, they just use some fitting glass covers to limit a 6'×4' to 60"×44". What i found most interesting is the verdict though, seems the table size makes for faster games but limits positioning (as is expected). I'm curious to see how that changes with the points costs reducing the model count.

  6. We can't just look at the table size in a vacuum. They also announced that they would increase the points costs (and substantially so by their e.g.) across the board for all armies in 40k, meaning there's not only less space but also less models. They want games to go faster. Also they see a need to give melee armies a bit of a buff (and rightfully so, melee is in a poor spot in 40k), where smaller board means less room to evade, screen etc.

    In my store people use to play on the available space, but those are mostly 6' by 4'. Those are also used for Kill Team where 44" is already in place. I can't see that change anytime soon because of 10cm less being recommended.

     

     

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  7. If they update the rules of older models those sales will rise. Considering the absurd price of early AoS models compared to newer ones (looking at you, Dracothian Guard!), that should be economically viable for Gedubbs. New models do also require development, investment and opportunity costs.

  8. The only list i think is some what decent is centered around the skyborne slayers. The battalion fills the battleline and also delivers some oomph within 5". It is a gimmick though and savy opponents will screen and counter it relatively easily.

    I also think that prosecutors with javelins are underrated as fire support and objective grabbers (they are also the only fast option in a pure warrior chamber list unless you consider Dracoths). Add to that a Lord Castellant, a Knight Heraldor and maybe a Relictor for teleports should give you a decent list in fun games, just don't expect to win GTs.

  9. Purely from the models, we have all the bases covered with the core troops, some cav, some shooting and a solid backbone with spears. To add we have some mages, elite infantry and battle cattle. This would lead every army to have to be melee focussed, unless we get more. I can not think of an army that gets its core parts from battleline (except naked dwarfs maybe), the defining features are usually in the elites or heroes. And we don't have a lot of choice there, as of yet. Don't get me wrong, i like what we have so far, i just hope they add a few more units for  varied gameplay options.

  10. I love the big Sequitor blob, it just never performs anywhere near the numbers on paper. With the large bases the blob is unwieldy as hell, depending on terrain ofc, hard to buff up (wholly within) and still slow and nowhere near as tanky as we'd like, especially against casting, shooting and fight-before-fight-phase-thingies.

    From a competitive perspective, drop the blob for another 5 libs, get cogs for some tanky cats and invest the rest either in fast objective grabbers or more concussors  (at that point desolators might prove more useful, as you get more shooting and wounds but lose a bit of melee punch compared to concussors).

    Even without raptors some aetherwings for screening and objective grabbing can go a long way, maybe squeeze a unit in?

  11. For an introduction game i think 2000 is a bit much, there can easily be an overload on all the rules.  i'd rather opt for 1000-1250 until you're comfortable with the core rules and those of your army.

    Now to the list: For 2000 points matched play (which is the usual mo for pickup games as far as i'm aware) you need 3 battleline units, that'd be your vanguard hunters. If you insist on a unit of 10, just go 1×10 and 2×5. I could imagine that placing a unit of 10 via astral compass, they might be hard to place, keep that in mind.

    With the remaining points you should get a hammer unit. You have a lot of mobility and some firepower, what your list lacks is something with a bit of oomph up close. Depending on what models you have, Paladins, Dracoths or Evocators are viable. Careful with the latter in a friendly game though, they are actually a strong unit and tend to be perceived as brokenly powerful by the unexpecting...

    Finally, though it pains me to say this: Gryphhounds suck. Big time. Run them for the love of the models (because: who's a good boy? ^^), but don't expect them to do things other than run around and take the occasional objective. If they get to fight and then retreat that's cool but usually this endangers better units in other places...

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  12. I'd assume one ist -1 2 damage plus some 6+MW rule and the other -2 d3. That's statistically close against most saves and kind of the current trend on many "elite" model.

    I'm reeeeeaaaaly curious how tough they will be. I have no idea what they want to do ruleswise without losing the aelf feel. Too high saves isn't aelf-y, save after  save is the phoenix guard shtick and a lot of wounds doesn't quite fit, too. Then again -1 to hit doesn't seem mountain-y at all...

  13. I'm really curious for the profile of the stoneguard. They are described pretty much as an anvil unit, but to me they look more like a hammer. Yeah, i made that one up myself :P Since they don't bear shields i'd assume there's some aetherquartz related magic that makes them hard to shift? Just don't make me babysit an elite unit with a hero as hearthguard do, that'd be borong as hell...

  14. I'm really in two minds about the reveal. I want to see new models, and i expect threre are more, the current count is too low for such a heavyweight in customer interest :PBUT i fear they might hold on to another big reveal to loose when they know their factories will be back up and running to fire up hype immediately before release.

     

  15. Wasn't it like that with the idoneth, where they teased Lotan way ahead, then later came around with one post revealing all of the generic support heroes at once (except the king ) ?

    I'm really curious how those stats will work out. Being a mage and a fighter i'll suspect he won't be stellar at either or pretty heavy in points. I hope the latter to make him all kinds of awesome, but i'm kind of a pessimist these days... ^^

  16. 15 minutes ago, lare2 said:

    Keep them for when the rules inevitably change and your useless castigators become superpowered. 

    That doesn't tend to happen to Stormcast. We get new chambers, which seem super op and accordingly get nerfed. Just in time for everyone else to get shiny toys, which are even stronger than our pre nerf op stuff. Do i sound jaded? ^^

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  17. I'm totally with you that magic heavy armies should be playable, i don't want auto unbinds or can't cast stuff (unless it's got limited range and needs smart moves). All i'm saying is we could easily have more interesting mechanics influencing spellcadting than just get +X to cast or auto unbind and the likes.

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  18. 4 hours ago, DantePQ said:

    Anti-magic shenanigans are usually terrible game design as they push the game into all-magic or no magic at all. More and more lists are just dropping single mages as in this meta :

    - they can't really unbind anything 

    - they can't cast anything

    Going with such game design even further isn't much fun, meta with single spellcasters as little support pieces is much more fun then meta with only few armies taking mages. Sure Teclis should all good etc but he is supposed to be 700 pts + model so he should be able to dominate certain phases of the game, but in nutshell pushing the game further and fuerther into crazy bonuses to magic/no magic is bad. 

    Lighting Reaction is obviously well written rule - as it isn't nowhere near as good as ASF/ASL so won't create much negative experience as opponent will anyway activate his unit first in his turn and it won't help vs stuff like Deepkin High Tide or GG General. 

    I strongly disagree on the anti magic thing. Sure it's bad design to just nope people out of a phase. But we could use things, that create INTERACTION with the opponent's ability to cast magic. Be it single mages or hordes of them, positioning and decission making should make the difference in any phase, randomized by dice. Especially against armies with the insane modifiers on cast rolls we could use things, that decrease their chances, reduce their range to make them take risks or some such.

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