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Mutton

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Posts posted by Mutton

  1. 3 hours ago, the_nApi said:

    answering for Battlesmith's question.

    I think the right is the first option, in designer's commentary of old book was written:

    "Q: Does the benefit from a Battlesmith’s Icon of Grimnir still apply to units that – having been within 8" of him when the ability was used – move more than 8" away from him? A: Yes."

    So, if in the new designer's commentary that was not changed, I think the right answer should be the first.

    Doesn't mention it in the new tome's Commentary or FAQ, so I can't take it on fact. Unfortunately this is something that could have used clarification when the book came out.

  2. On 5/17/2019 at 5:39 PM, Marvus said:

    Hey. I'm hoping to get some clarity on the Battlesmith's Icon of Grimnir ability;

    Once activated, can units that were wholly withing 12" when it was activated move away and still benefit from the +1 save (this is how it worked in the previous book, right?)

    or

    +1 save is given only when a unit is wholly within 12" of the Battlesmith (which also means even if they started outside of 12" when it was activated but moved inside later in the turn they also benefit)

    I think it's the first, as otherwise I would think it would include something like "while whole within", like some other abilities. I keep convincing myself the second interpretation is also correct however. Plus, the tokens that came with the warscroll cards only include one Icon of Grimnir token (which indicates the second is truer), further confusing my intepretation.   
    Thanks!

    They have to be wholly within 12" to use the buff. If they walk out of range they no longer benefit.

    Quote

     

    For vulkites with shields : axe and shield or pick and shield ?

     


     

     
    Pick and shield. The rend is worth the 4+ wound.
  3. I think a lot of people undervalue bravery debuffs. It can really force your opponent to think about whether they want to guzzle up their cp's for inspiring presence or their pivotal command abilities. Remember every cp spent on inspiring presence is one less to be used on anything else.

    • Like 1
  4. 8 hours ago, Joseph Mackay said:

    i dont think Blood Stalkers are bad, i think the problem is everyone compares them to similiar units (Kurnoth Hunters, Tzaangor Skyfires) which makes them look bad. if they get a points decrease they should match Blood Sisters, not end up cheaper.

    the Morathi situation with making Melusai battleline, its a balance thing. i know from a background perspective it makes no sense currently, but i think its to balance Morathi a bit as unlike other named characters she doesnt have the same restrictions (having her Temple keyword locked for example). i love the Melusae units and id hate to see them nerfed in any way, but if you let Morathi unlock battleline status i bet you theyll be considered op

    Blood Stalkers are dreadful, and I don't really know how anyone can defend them. A 5-stalker unit can (at max) do 5 wounds per shooting phase...and this assumes every single one of them hits and wounds their target. Statistically, they'll do 1-2 wounds per shooting phase. For 160 points. As I said, these would be terrible stats even at 100 points. They were clearly "balanced" during the time when GW was stamping down on shooting in general, and they desperately need an overhaul.

    Morathi doesn't need balancing in that way. Characters already have the disadvantage of not being able to use artifacts or command traits. In the current world of DoK, you would NEVER want Morathi as your general because she wouldn't get the Hagg Narr command trait (which is part of why temples need to be revamped and she needs to come down in points). Secondly, Blood Sisters aren't going to be considered op just because they're battleline. People use them as battleline already with Medusae. DoK players NEED more ways to play than just spamming Witch Elves, I think everyone will agree on that, and more options is not a bad thing.

  5. Been playing DoK for a year, here are my suggestions for bringing down some things that are overperforming and lifting up things that are underperforming (or not being played at all).

    Hag Queen goes up to 100 points.

    Witch Elves go up to 120 OR take away the horde discount.

    Blood Stalkers go down to 100 OR revamp their warscroll to make them decent (they're one of the worst units in the game cost/damage output) At least at 100 they wouldn't feel like as much of a tax for the Temple Nest battalion. But hell, I would still regret taking them at 100. Please fix these lasses.

    Cauldron with Hag and Slaughter Queen go up to 320/360 respectively.

    Make it so Slaughter Queens don't have to be the general to use their command abilities (right now SQ's on foot are useless).

    Bloodwrack Shrine could come down to 200 to be slightly more appealing.

    Avatar on foot goes down to 160 to be slightly more appealing (it's a 180 point beat stick that has to be activated each turn just to do anything).

    Completely redo the Temple abilities, traits, and artifacts (maybe even give us some command abilities to use, because damn we've got none that are reasonable, plus this fixes the biggest problem of Hagg Narr being the flat best). Otherwise, just make the Hagg Narr ability wholly within (this doesn't really fix the issue, but is at least a sloppy band-aid until a new battletome).

    Melusai should be battleline if Morathi is general

    Morathi comes down to 440 (probably controversial, but I think she's a tad overcosted for what her role ends up being). The least important change in the list.

    I unfortunately don't see GW changing many warscrolls or battletome rules outside of a new tome itself. Which is a shame, because the BIGGEST problem with DoK is Hagg Narr. So much could be resolved if they just fiddle around with those temples a bit.

     

     

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  6. It feels fair, because remember the enemy can't do anything about our prayers at all. We at least have the option to spend an artifact to deal with their spells, which they don't have to deal with our prayers. Now, I could go on about how Khorne kind of ruins this whole thing by being amazing at everything prayer/spell-related, but I'll save that for now.

    • Like 1
  7. 2 hours ago, Mikeymajq said:

    That is a crazy list (I love it!) 🤣 

    I'm actually a bit worried how my friends will react to my fyreslayers toting two wounds and easily a 3+ save on top of whatever prayers I cast (like the debuff or further +1 save..) and runes being activated. If they're not bringing lots of rend or mw's it's gonna get gross xD

     

    Most things nowadays are bursting with rend or mw's. It's probably why our little beardos have to be so tanky. Never forget a Skaven cannon can ZAP any of our heroes from across the board.

    • Like 1
  8. 5 hours ago, Joseph Mackay said:

    alright, so i just had a very interesting game that may have changed my whole outlook in regards to enjoyment of the army.

    i wanted to try out a list i thought would be fun, i completely expected it would lose any of the battleplans
    ended up playing Total Commitment vs Stormcast
    -Runefather (General, Blood Of The Berzerker,Magmalt Ale)
    -3x5 Hearthguard Berzerkers (Broadaxe)
    -15 Grimwarth Berzerkers

    i dont remember the exact list my opponent took, but it basically had 10 Evocators, Gaverial Surecharge, Vandus Hammerhand, Knight Azyros, Celestant Prime and various units of Liberators, Castigators and Sequitors. he also started with a bunch of command points. his strategy seemed to revovle around keeping all the combat stuff close together and spaming Vandus command ability giving everyone a lot of extra attacks

    plot twist, i won in the first half of turn 3, and completely tabled my opponent at the end of turn 4. i had lost 5 Grimwraths, the Runefather, a unit a Hearthguard and 2 Hearthguard from another unit. most of the remaining Grimwraths were wounded

    i have a few updated opinions from earlier
    -Hearthguard Berzerkers. i think Broadaxe is better although the mortal wounds from Poleaxe is nice
    -Grimwrath Berzerker. i love his new rules, however i feel like you must take multiples as a single one will die before he gets to combat. i think his rules are fine, but when theres 15 of the crazy buggers lobbing heads off left right and centre it feels a bit too strong. all i can say is i really hope they dont eratta the fact he isnt a LEADER (sidenote, i wish the Battlesmith wasnt either, not so you could spam him but so you have more room for heros especially in a Lofnir list)

    That sounds hilarious, I'll have to give something like that a try. But I don't know where I'd get 15 Grimwraths!

    • LOVE IT! 1
  9. Anyone else find the small section about rare Fyrequeens "who hold mighty powers" interesting? Love to see a model for that (not that we really need more heroes, but it still sounds cool). Give me a Fyrequeen riding a winged Magmadroth any day of the week.

    • Like 2
  10. 13 minutes ago, Amradiel said:

    I bought two start collecting boxes but have not been able to read the battletome yet. But saw that there is a Magmadroth heavy lodge (Lofnir?). How would you build the boxes going down that route. 

    Probably two runesons on magmadroths. Keep them within 6" of each other and they're rerolling all hits. Until you have 3 or 4 magmadroths, Lofnir isn't really worth it, and it'd probably be better to go with Vostarg until you get more droths. I'd wait until you get the book to plan out what you want your eventual list to look like. There are a lot of considerations to make with battalions, who to make your general, etc.

    • Thanks 1
  11. 1 hour ago, Azamar said:

    I can’t comment on how the prayers were as I failed to cast Emberstorm at every attempt, and my runesmiter on foot died before he even reached a hero phase. Oh well, next time.. 

    This is why I'm thinking it might be a good idea for every army to include at least 1 unit of Auric Hearthguard to pass wounds off of your valuable foot heroes.

  12. 17 minutes ago, prochuvi said:

    Vulkites are really bad now, only 20 attacks at 3-3 with 0 rend for 160 points is a joke when every similar unit cost 120-140 and have the same 20 attack with 3-3 but 1 rend.

    Also the save of 5 is very poor.

     

    In general vulkites have been nerfed without reason,with a cost of 120 they would have any use but 160 is too much and hearthguard zerkers are better in all,for 40 less points have the same tankiness(double wound is the same than 4++),and for damage also the hearthguard have more danage for less points.

    So nobody gonna bring vulkites when for 40 less points the hearthguard are better in every aspect

    But one unit of 10 vulkites is 20 wounds, plus a 4+ save with shields (or mw's on the charge). They aren't amazing for dealing damage, but they're now meant to be giant meat walls, standing on objectives and weathering the storm. Even with just a battlesmith you get them to 3+ saves, plus whatever other armor buffs you can conjure. Even with the 4+ ward saves for hearthguard, their models won't last as long. I think Vulkites are still needed for capturing objectives. 

    • Like 2
  13. 9 minutes ago, Future said:

    Man with every release being overly negative this year on this forum I feel like this community is going to have a really rough time. I am so amazed at what they have done this year and as a player of the game couldn’t be happier that they are supporting all the existing models, quickly. We can ****** all we want, and we do, every single release. But it’s not going to change the priority, making the game fun for every faction.

    You'll notice that with anything in life, the more people get, the less satsified they are with it over time. People will always expect more and more, new standards are set, maybe even ones that can't ever be lived up to. I've also noticed negativity increase with each release since Gloomspite, and I think it's just because they set a new precedent for what could be done for an older army. Now everyone expects that. Everyone wants everything for the army they love, it's not an unfair desire, but it's not realistic.

    • Like 3
  14. 1 hour ago, Mikarovic said:

    Cute interaction in the Forge Brethren battalion. The +1 to save ability happens in your opponent's Hero phase and lasts until your hero phase, at least according to 2+ Tough. So if you get double turned you can have this buff up twice, perhaps even on the same unit... perhaps on a Smoldering Helm wielding Magmadad. :P

    This might be FAQ'd, but honestly, I'd like to see more anti-double-turn tech like this in other armies. If we're going to keep double turns around, it'd be nice to have some ability to protect yourself.

    Also as someone mentioned above, we might finally be getting an elite army that can perform well, aside from Stormcast. Almost every "elite" army in AoS wanes when put up against horde-focused armies, for a variety of reasons. The problem is usually that fewer models who are only slightly better are outperformed by big units who are slightly worse. With Fyreslayers units looking like they'll be pretty beefy on multiple fronts (but with fewer models), they should be able to stand toe-to-toe with the big names in horde-play.

  15. I also agree that Bonesplitterz doesn't really seem to be a popular army, and it would surprise me if they weren't rolled into another Destruction faction like Ironjawz. They have an even more limited selection than Fyreslayers. I know zero people in my community who play Bonesplitterz or even have a passing interest in them, and I'd probably rank them below even something like Wanderers in popularity. But hey, maybe there are a lot more fans in the woodwork than I'm aware of.

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