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Everything posted by PrimeElectrid

  1. 0 as they will be “arriving in December.” It’s more likely they go on a 2 week preorder just before Xmas on Dec 18th and land in January. But my money is on Dec11th preorder and landing dec18th, as this is the last GW release weekend prior to Xmas, and makes perfect sense from a marketing perspective.
  2. Of course they won’t be. We can only hope that the outrage over Stormdrake Guard and Translocation overshadowed Longstrikes and Fulminators when the winter FAQ was being written.
  3. Which is strange as I thought the 2 models in the paint set were not ETB Dominion
  4. It is a thing 💯 based on the fact that Tyrion is missing, 4 of the nations are missing, and at least one of the spirits is missing and doesn’t have an element unit (river I think?). Its happening at some point in the next few years. Best move past it.
  5. These kinds of gambles might be acceptable in casual play, but in an event you are throwing away success. it’s not just failing to charge, but also losing your 500+ point game winning hammer unit to the counter attack, which the rest of your list is set up to support. You don’t write competitive lists around such awful chance so, competitively at least, anything relying on a 9” charge is a dead option.
  6. The fact that dragons aren’t out shouldn’t mean that they don’t get nerfed; but rather that GW should address the stuff that is out and genuinely unpleasant. Its the contradiction/hypocrisy that’s the problem, exacerbated by the fact that they could do something but choose not to. (and also the fact that the writers are so far ahead that they consider the problem already solved and forget that everyone else plays the game as it is now).
  7. “Some dude” = AoS senior product designer. It’s a great achievement no doubt, but Ben Johnson could win an event with 5 sponges. I don’t think anyone is saying the army is weak. We’re saying it’s uninspired, restrictive, and unfairly nerfed before models are even out when way worse ****** is out there and has run wild for months, meanwhile Ironjawz get buffs for no reason. A few points hikes on key units (Dracoths, Longstrikes) will ruin this book competitively as these are currently doing all the heavy lifting. This is exactly what happened in 2nd: sacrosanct does all the heavy lifting, gets repeated points nerfs, fights first happened, dead. We’re all adults here we can deal with reality without the need to sugar coat everything.
  8. GW: understood, we’ll nerf SCE again and buff goregruntas with another rend.
  9. Sell them and buy dragons/dracoths/annihilators? Honestly you have no options. Well, two that I consider non-viable: 1) Run and charge Holy Order 2) wildform and translocate. I’m a bit wary of basing my strategy and 400 point unit on a 5w 6+ hero casting a spell, though. Otherwise Protectors might still work in a castle list as a screen/counter attack?
  10. Megagargants have been too strong for 3 months - nothing. Sentinels and foxes have been too strong for 6 months - nothing. Tzeentch/Archaon has been too strong for 3 months - token nerf. SCE are too strong for 4 weeks - immediate nerf These nerfs don’t make other options viable because the other options are substantially worse. All command traits are garbage. SCE melee lists that aren’t dragons or annihilators are dead.
  11. The trait is garbage, though. There’s exactly 4 behemoths, you’re unlikely to actually have more than one anyway, and the only one worth taking it on isn’t that good (my apologies to all the proud stardrake owners). Fortunately, it joins the other command traits as outright garbage. Just rip the page out and throw it in the sea, along with battle tactics, grand strategies, every CA that isn’t Thunderfire Volley, all the artefacts but Mirrorshield, all the spells, and 30+ warscrolls. We have to play with this book for the next 3-4 years and most of it is redundant already.
  12. You can with alpha beast pack. Fly high 9” away pregame. Move in your turn 1. Again, my point is not that everyone has access to a teleport and move; but that everyone has access to comparable abilities. If Translocate and move was too good, then how is everyone coping with those other abilities?
  13. You can with alpha beast pack. Fly high 9” away pregame. Move in your turn 1. Again, my point is not that everyone has access to a teleport and move; but that everyone has access to comparable abilities. If Translocate and move was too good, then how is everyone coping with those other abilities?
  14. Great contribution. Really moves the conversation forward. And yet, KO boats do work that way, as do a bunch of other abilities to hurtle something across the board. Other teleports may indeed restrict move after (Hunters does not, much like Scions), but the point of my comment was that there are numerous abilities which are functionally identical to move after teleport and nobody has an issue with it. SCE get the same and everyone loses their minds. Apparently asking people to redeploy was too much. In addition, nobody recognises that SCE lost all their delivery mechanisms. Gavriels CA was deleted, removing Scions for all but six melee warscrolls. Meanwhile the Heraldor run and charge ability was deleted, leaving only a CA which conflicts with At the Double. Once per game spend a CP to roll a 1 and watch your expensive melee waddle 5”.
  15. Internal balance is significantly worse. Here are the lists: gun line, dragon spam, and the risk takers living on the edge with an annihilator bomb. That’s it. Translocation opened up SCE melee builds that don’t go and have a drink at the bar when tooth and nail comes up. Good luck beating mega gargants in a straight up fight. ”Like every other teleport”, ah yes you mean like KO boats pregame fly high and move, or kruleboyz teleport 9” away pregame and move, or hand of gork teleport and mighty destroyers move, or tzeentch bridge and fate dice auto-9” and move, lot or living cities deep strike shoot and move, protection of nagash and move - or even like stormdrake translocation and hero phase move.
  16. Especially relevant after the translocation faq; TOs should stop putting Tooth and Nail into event packs. It unfairly penalises SCE in a way that no other battleplan penalises other armies, and SCE suffer much more than any army that uses summons.
  17. In the app 265 points for 15 wounds 3+, some shooting, decent melee, some mortals, +1 to hit within 9”
  18. The Stormcast faq is in the app (presumably OWC also) along with a core book update, but changes aren’t highlighted. Predictably, Translocation has been nerfed.
  19. The double turn wouldn’t have nearly as bad a reputation as it does if the people insisting that good players can play around it actually took the time to explain how this is done. Personally I don’t mind it now, it’s just a fact of the game, and I don’t doubt that good players do know how to play around it; but I don’t think that I’ve ever seen a thoughtful and comprehensive guide to so this, so the argument rings hollow.
  20. SCE win Warhammer world: Ben Johnson - Baddice - Warhammer Age of Sigmar Matched Play Allegiance: Stormcast Eternals - Stormhost: Hammers of Sigmar - Mortal Realm: Aqshy - Grand Strategy: Hold the Line - Triumphs: Bloodthirsty Lord-Celestant on Dracoth (215)* - General - Lightning Hammer & Thundershield - Command Trait: Skilled Leader - Artefact: Luckstone - Mount Trait: Aetheric Swiftness Thunderwave Echelon 2x Dracothian Guard Concussors (220)** 2x Dracothian Guard Concussors (220)** 2x Dracothian Guard Desolators (220)** 2x Dracothian Guard Desolators (220)** Lightning Echelon 2x Dracothian Guard Fulminators (230)* 2x Dracothian Guard Fulminators (230)* 4 x Dracothian Guard Tempestors (440)* - Reinforced x 1 *Battle Regiment **Redemption Brotherhood Total: 1995 / 2000 Reinforced Units: 1 / 4 Allies: 0 / 400 Wounds: 103 Drops: 2 SCE win London open: 3 big wins in as many weeks WE META NOW BOYS
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