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NJohansson

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Posts posted by NJohansson

  1. I like it as a concept but I think there will be a real problem with how different it would affect the various armies. My daemons of Tzeentch would probably love said change (although they hardly need additional buffs) while my friends varied Gloomgitz army (with loads of different units) would most likely struggle to fulfill the requirements. In fact I can see a lot of top tier armies easily fulfilling the probable conditions for additional buffs while the bottom tier is likely to struggle to do so.

  2. On 9/12/2020 at 12:35 PM, Nos said:

    The best Businesses dont cater for what their audience already buys, they make a product that increases that audience or something so good that *everyone* wants to buy it.  

    GW already overwhelmingly caters for its existing audience, but the very existence of AOS itself demonstrates that GW has the savvy to do more than simply keep existing customers happy, or even to upset some of them if the return from new customers is greater. 

    It can only go one of two ways:

    1) GW continues to increase gender and racial diversity and representation in its releases in line with a more globally, less Euro-centric orientated franchise. If you haven't realised it by now GW have been watching what Disney have done with Marvel liscenses and they have learned very, very well how to apply that accessible  "something for everyone" quality to their existing lines and new products, not just in terms of models but in the broader fiction and associated products. I am almost certain that their intention depending post Covid circumstances will be to have the IP be able to sustain itself without model sales in the next decade.

    2) The remaining reactionary elements who didnt leave GW when the Old World blew up but maintain an essentially White Males only attitude to the hobby will bog the community down in a culture war which if they win will see GW's strongest emerging markets abandoning it and leave GW vastly less wealthy or going broke altogether.

    Different brands/products cater to different audiences. For example at work I generally wear cufflinks (for shirts) and yes there is a market for cufflinks for women - but 99 percent of all cufflinks are worn by and designed for men. It would be a bad marketing/business decision for a company in the cufflink business to start making 50 percent of all their cufflinks to cater for women, especially if they are the biggest company in said market.

    Yes most successful businesses do their best to attract new audiences (in GWs case women is a major opportunity) but you generally do so by introducing new lines (as in armies) that will attract said customers (for AoS this seems to be various Elven races), while maintaining you focus on the existing and most profitable segment (young males) for whom you create the majority of all models. Changing the existing brands to cater to a new audience is generally done very slowly/carefully or if the current audience is disappearing. 

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  3. 18 hours ago, Cayce said:

    Regarding representation I would say roughly 50/50 across the entire range, with individual armies having different mixes from all male to all female (including indeterminate).

    Why do I think that’s the proper level of representation? Because half the world (roughly) is female, which means half of GWs potential customers are female.

    Slightly more than half of all humans are female yes, half of GWs potential customers- probably not. This is a predominately male hobby (we could argue until the end of the world the reasons why but the absolute majority of players are male) and thus there is a clear advantage for GW to cater to the majority of their customers model preferences (big angry looking males with humongous weapons). If GW saw that female models sold better than their male counterparts there would be loads of more female models - they are a business, they produce what they believe their customers want to buy.

  4. 9 hours ago, Jonko said:

    yes i know this but thanks! :)

    They certainly do but two spawn and the battalion is suddenly the cost of almost 40 marauders or a sorcerer on Maticore/Be’Lakor and I generally find StD needs the extra points for additional units - the army can handle going first or second reasonably well and the benefits of the battalions are rarely worth the extra points/restrictions. 

  5. 3 hours ago, Infernalslayer said:

    I have Archaon but he is a named character and one of a kind. I was thinking along the lines of generic lords riding chaos dragons similar to the Zombie Dragon or Dark Elf Dragon , in a points range between 300-400 to offer more flexibility with list building and allow for model customization.

     

     

    Speaking of the Chaos Manticore Lord, anyone has ideas of a way to make him a little more playable now that the Karkadrak Lord does his job for less points?

     

    The Lord on Manticore - seen him in some Nurgle builds (semi decent but not outstanding IMHO). But the Sorcerer on Manticore is actually good (against the right opponents).

  6. 2 hours ago, Infernalslayer said:

    It would be fantastic if we could get a new Chaos Lord on Dragon down the line! At the moment the largest monster rider we have is the manticore lord who doesn't hold up well for his warscroll and points.  It was surprising that he didn't drop some points in the FAQ update.

    Well you also have Archeon and the FW Khornelord on Dragon:)

  7. 2 hours ago, Sinfullyvannila said:

    To be fair though; those Tzeentch units are all Iconic.

    To some people yes. For me Tzeentch has always been about scheming cultists, powerful  mages and scholars who sold their soul for knowledge and power. My favorite models back in WFB (lore not point vise) were Daemon princes, the powerful chaos lords (especially the dragon riding ones - Egrimm Von Horstman is probably one of my favorite character of all time) and the spawn (the constant danger of to much gifts). 
     

    But that is fluff and taste and fluff is subjective - saying that a model does not play in accordance with fluff is like saying “I don’t like carrots” - we could argue if a carrot is good for you or not, but if you like it or not is really only up to you.

    For what it’s worth - the majority of all fluff (regarding chaos) from WFB was about huge armies of marauders invading from the north led by mighty chaos champions. Fluff vise the army has always been a Horde (or a secret sect if within the boarders of the empire) and not a small elite force. Going over to AoS - a chaos warrior is really not that special any longer. In WFB they used to be elite troops - now they are killed by Stormcasts without breaking a sweat.  

     

  8. 57 minutes ago, Infernalslayer said:

    I love Age of Sigmar, but i respectfully disagree with this. I don't think that Age of Sigmar, Warhammer Fantasy or 40K could come close to  Middle Earth SBG. One of the best and most balanced rule systems and it also manages to combine lore/fluff with gameplay.

    To be honest - forgot about Middle Earth - somehow newer felt that it was a GW game (probably because of the vastly different setting - Tolking vs actual GW). My main point was that GW games have never been fully balanced. More than that - for a long time (10+ years) they didn’t even try to balance things (the whole “we are a company that make models and not games” era). Now at least they try.

  9. A bit disappointed in the changes. No real boost with the exception of knights - if enough to make them viable time will tell. On the other hand marauders will still be the staple unit and Daemonrift still a must have. Gaunt probably not worth it any longer. Thus most builds will gain little but will now cost around 100 points more in a 2000 points game. Didn’t really feel like the army needed toning down overall. No sky falling but they should just have boosted knights and warriors and we would have been in a much better place without being OP.

  10. If trying to be objective (I like the Book so I am biased) the biggest problem of the argument is that people mix freely between:

    1) The competitive strength of the Book;

    2) Internal balance in the Book; and

    3) How the fluff fits the various units.

    1) If looking at competitive strength - my opinion is that it is really good. The book has several strong builds and has placed high in several tournaments. No it is not top three on the power curve. IMHO (there are other contenders but these are mine) right now those books are OBR, Tzeentch and Slaanesh  (although this is pre point changes and not taking into account Lumineth) but I would argue that  no book should be on the same power level as those books. The winning builds (of said books) are not good for the game (very few armies can offer resistance, a new player does not stand a chance etc) and thus it is those books that should be modified and not StD that should become stronger.

    2) Internal balance - the internal balance is not super. Both MoT and MoS are close to worthless compared to the other two marks and there are clear winners (from a point efficiency viewpoint) such as marauders. On the other hand show me one book with great internal balance?  Even the top books have half of their entries at “you will never see this unit unless I like the models and don’t care for efficiency”. So asking for “I want all my models to be balanced” is really asking to play checkers since even in chess the Queen is far more valuable than everything else. If you must play with unit X - either accept that you will not build an optimal army or change unit X/army.

    3) The fluff changes constantly and really is up to the artist and you as a reader.  I have followed GW fluff for 20+ years. I have probably read more than 100 Black library books, I have read all army books of all armies from 4th edition WFB and onwards but regardless of my very personal and subjective feel on the matter - it is mine opinion and mine alone. I personally hate that MoT does not make you a wizard any longer. I find it irritating that my DP of Tzeentch no longer is a mage - but those are the rules and because of that my DP has become enraged, cursed his old master and is now a DP of Khorne (although very much more glittering and feathery than most Khorne DP).  Fluff is fluff - and we have both Open play and Narrative play to cater to eventual fluff needs. Saying that the book is worthless because X (usually warriors) are not competitive/fluffy is like saying that DoT are worthless due to chariots and Spawn not making the cut.

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  11. 1 hour ago, JackStreicher said:

    Simply not caring.

    they don‘t play as they should do lore-wise. And the builds are too narrow and focused on a Single god I personally dislike.

    thx no thx. Pretty bad book 

    Every 10th page or so we return to “bad book - the sky is falling”. Despite the relatively good success rate of various StD builds and high placings at tournament (before Covid) still the same argument comes back. The lore (or ones opinion of it) is highly subjective. If you don’t like the book - there are many others that may give you a better feeling for fluff, lore, right good etc. Does not make the book bad, just not right for you.

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  12. 1 minute ago, zilberfrid said:

    No idea, but the game gets a lot harder if Teclis can't be removed before he bubbles everything and starts blasting mortal wounds simply by casting cogs or similar.

    Lumineth is not a vs new player friendly army.

    If your only chance to win is to remove Teclis first turn then you need to rework your army. Sorry to say that but you really can’t base your strategy on it. Not reliable in the long run.

  13. 10 hours ago, Kramer said:

    You get the possibility of the double. But if you never go first in the battleground. You’re never taking advantage of it 😂

    it’s like postponing the first kiss on a date until the date is over. You gotta take a chance at some point 

    This is a common misconception - not using the double turn results in a greater chance of denying your opponent said chance. As an example - My Tzeentch army happily goes turn by turn - witch usually result in me winning the attrition game - the double turn is the only real threat to that.

  14. Really surprised (not judging) that so many people find going first being an advantage. Sure there are some Alpha strike armies that can pull it off but most armies benefit going second. You get the possibility of double turn (not just taking it but dictating if the opponent get the chance or not), better chance of getting range on spells, charges etc. and you also get the possibility that your opponent do not get full efficiency out of their army (turn one) due to not having range etc. I generally see a need for scenarios to increase benefits for going first - not for going second.

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  15. My main problem with the new (sort of) direction with DoT is that it is so efficient at shooting. The army is definitely not unbeatable but most optimised builds comes down to can you remove enough of your opponents army with the initial shooting/spell casting or not.

    While loosing is never fun - people tend to get a worse gaming experience if they don’t even get to engage.

     

  16. On 5/2/2020 at 6:30 PM, GeneralZero said:

    I absolutly agree with this. But, at the end of the day you have to choose. I like th sword profile with high rend and high damage. But will I put my LoC in close combat? Not really. And, the LoC always has the big staff, hasn't he? So, he still can CC with the staff? (which is no so bad) + the rest of CC natural weapons

    Edit: and if you make him survive more than 1 turn, the addition of all damages done at each turn is probably better than the (most likely) one turn CC sword damage. What do you think?

    I always go back and forth between the Rod and Sword. In the end the sword wins (for me) not because it is great but because I have tons of ****** shooting anyway - 2D6 more or less rarely means anything. The sword on the other hand is useless 90% of the time since the LoC tends to stay out of CC BUT it provides me with three things:

    1) The chance to really threaten support level characters in CC (any decent save hero is more or less safe from the Rod);

    2) Prevents the LoC from getting charged by mediocre “hunter” units - any decent hammer will still destroy the LoC but most 100-200 point units will regret fighting a LoC with the sword; and 

    3) The Hail Mary situation where you have no choice but to commit the LoC or lose the game. If the LoC will need to charge a 3-400+ monster I rather have the Sword (odds are the opponent will have a nice set of new feathers regardless but the sword makes it at least a possibility).

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  17. On 5/1/2020 at 1:23 PM, Agent of Chaos said:

    Cheers! All good suggestions. Right now I don't have a 2nd Gaunt or Blue Scribes to field. Khorne DP is an option.

    TBH the marauders in this list are the sacrifice unit. I think a warcry unit would be ideal but I don't have one.

    Any other artefact suggestions?

    I guess it is down to play style and your idea behind the army. With Cabalist I personally use 1-2 marauders units as ballistic missiles (teleport them up to 9” away and charge - preferably something holding a back line objective or a mage) so in such case they don’t really work as fodder. The horrors are excellent (especially if you have the emerald swarm) or the snake people (since they get models back). I also always try to include the spell portal (since I really need to be able to get my spells where needed) and then I really like the Khorne DP (or Kairos) since they both can buy me an extra turn out of CC if necessary. 

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  18. On 4/28/2020 at 4:35 AM, Agent of Chaos said:

    Looking for comments on my new Cabalist List.

    If I have a good magic phase then I think this list has the potential to do quite well. Might get a sprinkling of mortal wounds from the Warshrine battalion as well.

    All comments are welcome but mostly I'm interested in recommendations for my 2 artifacts as I really don't know what to take. This list doesn't have much use for CP or melee weapons; are there any artifacts out there that boost spell casting or generally help a magic oriented army? I could go the Cabalist items for a once-per-battle auto unbind and auto succeed on a ritual but wondering if there are better options out there?

    Allegiance: Slaves to Darkness
    - Damned Legion: Cabalists

    Leaders
    Chaos Sorcerer Lord (110)
    - General
    - Command Trait: Mighty Ritualist
    - Artefact: ??????
    - Mark of Chaos: Undivided
    - Spell: Whispers of Chaos
    Chaos Sorcerer Lord on Manticore (260)
    - Artefact: ???????
    - Mark of Chaos: Nurgle
    - Spell: Binding Damnation
    Be'Lakor (240)
    - Spell: Mask of Darkness
    Gaunt Summoner of Tzeentch (240)
    - Allies

    Battleline
    20 x Chaos Marauders (150)
    - Axes & Shields
    - Mark of Chaos: Undivided
    15 x Chaos Warriors (300)
    - Halberd & Shield
    - Mark of Chaos: Nurgle
    5 x Chaos Marauder Horsemen (90)
    - Javelin & Shield
    - Mark of Chaos: Undivided
    5 x Chaos Marauder Horsemen (90)
    - Javelin & Shield
    - Mark of Chaos: Undivided

    Behemoths
    Chaos Warshrine (170)
    - Mark of Chaos: Undivided

    Battalions
    Godswrath Warband (180)

    Endless Spells / Terrain / CPs
    Darkfire Daemonrift (50)
    Aethervoid Pendulum (50)
    The Burning Head (30)
    Ravenak's Gnashing Jaws (30)
    Malevolent Maelstrom (10)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 240 / 400
    Wounds: 112

    The Manticore Sorcerer greatly benefits from the Ethereal amulet. As to the second one, I feel that the Godswrarh isn’t really worth it in Cabalists. A second Gaunt (trimming needed to fit), the Blue scribes, Khorne DP or another unit of marauders provide much more than the lower drop and additional artifact. 

    I would also look to remove a marauder horse unit to replace it with a sacrificial unit for the rituals. 

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  19. Nagash is either fairly middle of the pack (sometimes just worthless) to absolute ridiculous depending on actual list/what your opponent is playing. Lowering his cost would unfortunately make him of the charts in some of the more frequent competitive Death lists.

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  20. On 4/12/2020 at 12:31 AM, Gistradagis said:

    Well, if those are the units you have, that's what you gotta play with. A couple things I'd recommend are:

    • Plaguebearers in a unit of 20 and another of 10. A single of 30 is just unwieldy, and you only need them to screen and absorb charges (with the Munificient Wanderers CP to deal D3 MWs if a demon gets charged).

    I would argue against units of 20. Ten are relatively cheap and function as a road block/holding objectives in your own zone - 30 gives you discount. 20 is just expensive and not worth it at all. 

  21. 12 hours ago, hurben said:

    do you provide a list or something? Would love to hear more ;) 

    Big disclaimer - not my army (although I have played against it half a dozen times at least):

    He plays with Rotigus, one GUO and Be’Lakor as the main characters and then 3 units of 10 plaguebeares as core (almost the same as your initial list - which was very close to what he used to play in Magotkin). Then he adds Drones or bigger units of plaguebearers depending on preference (trying out different combos) and what is left is spent on Endless spells or a support hero.

    The main thought behind the list is to utilise the durability of Nurgle. The Legion gives the whole army an additional 6+ ward save and lets you summon a unit of plaguebearers (10+ on 3 dice) which should give you a new unit 3-4 times per game (on average closer to 3). Then Be’Lakor can return d3 models To all plaguebearer units on a 3+ (Including drones which actually makes them playable) and Be’Lakor also has a very powerful ability and access to STD endless spells as well as becoming a decent tank/fighter in the legion. 
    The main drawback (from my perspective) is a that the drops are high - but in our meta people usually are playing 1-3 or armies that do not care so the usual Thrice list is still outdeplyed when it matters (different metas will affect this naturally). 

    The list is not S-tier in any way (hard to get a real punch with Nurgle Daemons), but I have played against both it and the regular Maggot daemon army quite a lot (my main opponent) and I find that the Legion list gives me more of a challenge (played against with both StD and DoT). 

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