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Mutton

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Everything posted by Mutton

  1. It's technically a rule, but people tend to ignore it because it's ridiculous. Or send them to me and I'll post them. I fear not the reaper.
  2. The initial lore has ALWAYS been about colonialism. Sigmar and his crew spent thousands of years clearing the lands of its previous peoples so they could resettle. Inevitably this backfired and reinvited Chaos back into the realms, who summarily retook everything. At this point it's not about manifest destiny over poor native cultures, it's about pushing back the tide of evil and wanton destruction that's plagued the realms for an age. There's nothing "problematic" about this new direction. It's just the natural progression of the narrative in a fantasy game about gods and monsters punching each other really hard. Not that this has anything to do with rumors.
  3. I actually love that the Kruel lads specialize in mortals. Destruction as a whole grievously lacks mortal wound output compared to other factions. It makes sense the sneaky swamp orruks would use toxins to maximum effect. I want to see those hobgrot warscrolls!
  4. They did the impossible and made 25mm infantry even more valuable than they are now--and every other base size lament their existence.
  5. On regular rounds it still means 1/3 of your unit has to stay out of range to be within range of 2 friendlies.
  6. This is really going to suck for larger base-sized units. They're essentially losing half of the attacks of a unit because they have to sit in a second rank behind the front. My ogors are crying.
  7. The new priest rules don't feel particular useful for DoK. They're still stuck only chanting one prayer, and Bless is redundant for the allegiance. Actually now it seems easier for an enemy priest to plink our hags down (since hags already love to stab themselves).
  8. I see they've finally gone back to using "ward" for their save terminology. Maybe now we can stop wasting text space with "roll a dice if they suffer a wound or mortal wound, on a X+ it is negated."
  9. There are always plenty of people willing to trumpet their lack of insight.
  10. Another colossal book that threatens to obliterate your bookshelf.
  11. What both the Kruleboyz and new Stormcast need in light of recent revelations are some gosh darn, big stompy MONSTERS.
  12. No thanks. Bravery is already a one-way golden ticket of have's and have nots. Destruction players really don't need the extra shin kicking.
  13. Baseline 4's on the statline of a combat hero is never a good sign. It's an average of 2-3 total damage. Hopefully he has a useful CA.
  14. I never understood why the Mawtribe alliances are so limited. They're one of the few factions that should be able to ally with ANYBODY.
  15. Ya'll are nuts. Hobgrots are the best part of this release. I want a Hobgrot sub-faction.
  16. Continuing proof that GW rules writers *love* Destruction allegiance. I was going to preorder this guy as soon as possible--but 760? He's not even close to being worth that much.
  17. 760 points for Kragnos? What are they smoking over there?
  18. Where exactly? It's kind of a big place.
  19. This is a good point. I hadn't considered that the spell effect of their attacks wouldn't work if he passes his shield roll.
  20. This is certainly debatable. Stonehorns are great because 1) They can take and deal loads of damage 2) Be anywhere quickly 3) Count as 10 on objectives (the most crucial aspect of their success). And Mawtribes aren't even close to the top leaderboards in tournaments. Occasionally they eek out a win somewhere, but in most tournament results they fall in the middle. Kragnos statistically does more damage, but not that much more when you include mount traits, artifacts, and charge bonuses. The difference is only a few wounds. He's also slower, can't benefit from any other spells or effects, and, most importantly, doesn't count as 10. I think you could argue that the Stonehorn is actually much more competitively viable than Krag. Big numbers on a statline or weapon profile do not necessarily make a strong unit in a game mostly about objectives, synergies, and movement.
  21. It's not really just about one-shotting him. Think of the countless units that do mortals on 6's, on charges, to things near them...and you get an idea for the amount of free damage Krag is going to take pretty quickly. Couple that with the fact that he has no healing and is quite slow for a monster, he's not always going to get the charge, and could quite easily be on the receiving end of other heavy hitters.
  22. Strengths: Awesome combat damage Can theoretically one-shot monsters on a charge Great magic resistance 2+ save is handy against basic troops Weaknesses: 10" with no fly. His maneuverability is pretty bad on a base that size. Only counts as 1 on objectives No ward save. Tons of units in the game have ways to deal non-magic mortals. Bellowing Rage hits our own units for some reason? Means you have to deploy away from and can't support within 6" of this dude. Incredibly annoying to play around and can actually murder your own smaller destruction heroes. This also means his Icon of Destruction is effectively useless. No command abilities or support functions in any way. No real role for Destruction other than "smash," and Destro already has plenty of cheap options for that. Points are really going to make or break this guy. He has a ton of weaknesses, with his only real strength being his charge/combat damage. If he's around 450-500 points, he'll be usable in casual games. If he's closer to 600 or more, you'll rarely see him on a table. I'll probably be getting him just because I like the model--unless they decide he's 700+ points or something ridiculous...then my viewpoint might change.
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