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PrimeElectrid

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Posts posted by PrimeElectrid

  1. 9 minutes ago, KingBrodd said:

    What is the likelihood of the Dragons going up next weekend? 

    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. 1 hour ago, CarkFish said:

    Why are we talking about another lumineth book? ... This can't be a thing right?

    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.

  3. 19 hours ago, Dogmantra said:

    There is definitely still some use there. It's just under a 50/50 to get a 9" charge off with a reroll. So not entirely out of the question, but still a gamble.

    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.

  4. 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).

  5. “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.

    • Like 3
  6. 2 hours ago, Malakithe said:

    What are people thinking on how to move/deliver Protectors now? My original plan was to have a unit of 10 in a stormkeep list but now im not so sure.

    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?

     

  7. 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.

    • Like 4
    • Confused 2
  8. 12 minutes ago, Phasteon said:

    Oh my argument is very valid, because SBGL is an army with mostly low Save models, also its a 12“ aura (in fact i think its 9“ iirc but it doesnt really matter) so you can dodge it or just shoot the 80p model. 

    The command trait on the other hand (besides being 0 points) works on an entire army, no matter what positioning and its on a model with tons of wounds thats hard to take down anyway. 

    The trait ist still good, probably the best in the book - just not an absolute nightmare for armies with mostly 4+ to wound (like OBR for example)

     

    Just because a mechanic exists in some other form doesnt mean its no problem to give it for free to an army of high wounds / high saves monsters. 

    I think actually YOUR argument is not valid. 

    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.
     

     

    • Like 3
  9. 1 hour ago, Beliman said:

    A few notes: You can't move after Fly High (nor disembark). Only one subfaction (Zilfin) has a once-per-game (you know, like your Holy Orders).

    And let's be honest, KOs is a faction without a lot of basic mechanics or tech-tools (no wizards, priests and monsters, etc...). Not sure if that counts too.

    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?

  10. 1 hour ago, Beliman said:

    A few notes: You can't move after Fly High (nor disembark). Only one subfaction (Zilfin) has a once-per-game (you know, like your Holy Orders).

    And let's be honest, KOs is a faction without a lot of basic mechanics or tech-tools (no wizards, priests and monsters, etc...). Not sure if that counts too.

    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?

  11. 49 minutes ago, Phasteon said:

    You could salt a ton of fries with that post. 

    Great contribution. Really moves the conversation forward.

    47 minutes ago, The Red King said:

    Everything on that list is either once a game or requires other things to facilitate it. Nobody else has a teleport that does not specify they can't move afterwards is what I was saying. Except maybe Nagash cause I don't know his rules but he's pretty bad anyways as far as I know and it's a lot easier to balance one unit with the ability rather than one unit that can use the ability on any warscroll they put STORMCAST on.

    I don't think KO boats should work the way they do if it helps. 

    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”.

     

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  12. 1 hour ago, Phasteon said:

    We all knew translocation would get fixed, it was such a standout autotake ability that completely ruined the internal balance. 

    Same goes for the menagerie trait. 

    Its crazy how anyone can cry about those changes. 

    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.

    59 minutes ago, The Red King said:

    I mean... that's stormcasts place in lore (winning through a series of pretty good straightforward warscrolls). Kruelboyz, skaven, tzeentch, these are tricky armies that win with tricks. Stormcast show up and challenge you to an a straight up fight and then beat you at it. That's their identity. If you're the kind of person who likes winning through complex interactions then I imagine they aren't really meant to be the army for you flavor wise. 

     

    They don't use assassins or thieves or poison or anything in lore so it seems suitable to me. I don't plop my skaven down and feel let down when they can only win through massive amounts of bodies or unreliable explosions because that's WHY I play the army. This isnt meant to be a recrimination of your point. I'm just genuinely confused by the seemingly vast disconnect between how you want the army to play and how the army is portrayed in both lore and rules.

     

    As to people complaining about the translocation "nerf" that was obviously meant to work like every other teleport or the auto take command trait or worst of all attacking the FAQ team for not agreeing with their incredibly contrived opinion of how a rule was meant to work remind me far too much of space marine players on Dakka saying that everytime xenos get a damage 2 weapon it's some grave insult and injustice that proves GW doesn't care about space marines!

     

    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.

     

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    • Confused 1
  13. 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. 

  14. 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:

    image.png.1fe5127e4d1f87364b7cb81117d5bccf.png
     

    3 big wins in as many weeks

    WE META NOW BOYS

    • Thanks 1
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