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PrimeElectrid

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Posts posted by PrimeElectrid

  1. 2 hours ago, Scurvydog said:

    Lucky he is allowed to play without a FAQ 😛 

    This list seems like it will crumble to anything half decent in the current meta though. Try to engage a gargant army with this, do maybe 10 damage and then lose a unit of dracoths in return, repeat, while also not being able to contest any objective xD

    Actually I think this list can probably drop a mega a turn. If you mob one you’ve got 16 MWs plus the ~6.5 damage from buffed tempestors. That’s 22 damage before anything charges in.

    Edit: 2 unbuffed Fulminators can likely drop a gargant if they charge after that.

    • Like 3
  2. 34 minutes ago, Reinholt said:

    As screwed up as Cursed City was, it's still arguably better than Chaos!

    With that said, the irony of Death is that in true Nagash style, the vampires there are their own worst enemy. If you established a coercive, autocratic state that behaved in function basically the way Cursed City worked, but put a veneer of civility over it, you'd actually have held on:

    • Citizens are still consumed for blood by vampires, but rather than done in horrible hunts or dragged screaming, they are taken as volunteers and held up as sacrifices for the greater good and their families honored
    • Instead of murdering people in size to create an undead army, raise human legions, and when they die in battle, raise them from the dead anyways so they are now honored ancestors fighting for the good of the city
    • Convert the aristocracy to vampires to ensure "continuation of expertise and chain of command" and other such niceties so that the populace sees it as a tool for ensuring you always have an upper class able to fight off Chaos

    So on and so forth. Basically, dial the megalomania back from 10/10 to 8/10 and in the Mortal Realms, that might actually create a place where you still get everything you want AND people want to live there as it's objectively better than many other options!

    Vampires not being able to control themselves in the end and succumbing to their urges / desire for power is kind of the core of the story, though. Their own worst enemies.

    Wasn’t this basically Vlads strategy in TOW?

    Essentially: a vampire, but not a ****** about it

    • Like 1
  3. 2 hours ago, Chronos said:

    Any thoughts on Praetors?

    Seem decent but not sure if they are worth the points.

    There are no characters you can buy currently that are worth investing in Praetors. Either the character has a ward already, or you are doubling their cost (just bring another character), or you can protect them with Mirrorshield.

    Now when the big dragons are out they may be a choice.

  4. 41 minutes ago, Scurvydog said:

    Yea also making a hike and also a warscroll change makes no sense, either change the warscroll to match the points, or change the points to match the warscroll... If they are made worse AND cost more points, well guess I save some money then. My hype for this release has gone down the drain anyway at this point. I would not be surprised if they increase points by 10-15% and also remove the hero phase move+charge, or even the entire hero phase movement all together.

    If drakes get nerfed and translocate no longer works that leaves the book with a few power units and combos:

    Main hammers: Fulminators, Longstrikes, Annihilators (2 handers)

    Main combos: Relictor+Ghur battlemage with wildform +2 charge (far less reliable though...), Imperatant + annihilator deep strike, longstrike double tap + translocate.

    Everything outside these units and combos will be significantly weaker in a competitive sense. I don't even want to get started on the cheesemonger list with 5 knight judicators and fox, lists like that are the embodiment of every single flaw in the game.

    The only thing I sort of get in the unverified rumor, is the warlord menagerie trait. While I would like the dragon lists to actually be playable, having this trait just makes it so inefficient to use anything else. If you general is a dragon with that trait, taking a unit of dracoths for example is extremely inefficient when they do not benefit from -1 to be wounded, so making mixed lists is discouraged by this. If the trait is nerfed though and drakes get a point increase and warscroll nerf, the competitively viable dragon list has died before even reaching the tables.

    I think this release was handled just about as bad as could be, full of frustration, confusion, uncertainty and worry, not feelings you want for what should be an exciting new release...

    I’m right there with you, my enthusiasm is at an all time low. Book delayed; models currently 7-8 weeks behind the book; long FAQ time making event legality uncertain; all melee mobility options stripped out except for Imperatant when annihilators that aren’t available, a run and charge CA that doesn’t work with run 6” CA, and translocation; the likelihood that translocation will be nerfed; the likelihood the Stormdrakes will get nerfed; and now the possibility that it will in fact be a triple nerf.

    And all of this stretched out over a 3-6 month period with no communication about what the future holds.

    I’m constantly rewriting lists not because I’m excited to try new things, but because the ground keeps getting pulled out from under my feet.

    • Like 2
  5. 6 minutes ago, Beliman said:

    Yes, I'm not saying otherwise.

    My point wasn't that "other armies" don't have tp+movement, my point was that other armies are using that type of teleports as the main feature becuase that's what they do.

    Look at @PrimeElectrid post above, appart from Nagash (didn't know that trick btw):

    • Wind Spirit: It's their Trick, that's what they do. They are designed to do that (btw, I don't like that... same with Mannfred teleport....).
    • KO Boats: An army that plays around that. Shooting and teleports. They don't have great dmg, no big rend (90% -1 rend with 4+ to hits...), no magic, no prayers, no monsters, etc...
    • Kruleboyz: Their tricks are about that, a few one-per-battle shenanigans with some conditionals or artefacts/traits. That's their whole point, one big play and done (appart from their venom weapons).
    • Living City trait: Exactly that, it's what their do, you take that subfaction because that DS.

    And now Translocation is our thing, it’s what we do.

    Not really seeing your point 

    • Like 1
  6. 9 hours ago, Sagittarii Orientalis said:

    Funny to see TOs already assuming RAW translocation is unbalanced enough to warrant outright ban. 

    Lumineth foxes were already moving 24" or 36" every turn. Ironjaws could move several units twice a turn. They can also combine Hand of Gork and Mighty Destroyers to essentially do what translocation does now. 

    Such mobility tricks enjoyed by other factions are totally acceptable, but apparently not for the stormcast. I would not hesitate calling it ungrounded anti-stormcast bias.

    Why preemtively ban something when they do not even know how actual games will turn out? Players could learn to adapt to it by more clever use of screening and timely Redeploy.

    If the stormcasts with translocation as it is now do manage to absolutely dominate the podium for a considerable time, then I could understand TOs prohibiting its use.

    As of now however, I think ban on translocation is premature and unwarranted. Stormcast already lost most of their mobility buffs for heavy hitters in the new battletome.

    Stormcasts can no longer reliably run and charge every turn. And the holy order cannot be combined with automatic 6" run move command. Nor can stormcasts retreat and charge except for a single mount in the army. In fact, I am actually fine with translocation going away if stormcasts could earn their old knight heraldor back.🤨

    Here I have preemptively made a list:

    Nagash hurting himself with an endless spell, using Protection of Himself to teleport 9” away, then moving 9”

    Wind Spirits that move 24” then 12” in both players shooting phase

    KO boats that can use a pregame move to fly high before the game starts

    Hand of Gork Mawkrushas 12” away then use mighty destroyers to move

    kruleboyz teleporting monsters 9” away before the game starts

    Living Cities coming on from the table edge 9” away, shooting, then moving

    • Like 2
    • Haha 1
  7. 1 hour ago, Chronos said:

    Seeing the lists that are doing well with Stormcast, I have really no idea where to start as a new player to the army.

    I would have thought in Stormkeep it would be beneficial to have big blocks of Redeemers to just hold objectives, but it seems like 5 man units are the go to? I also seem to want to add in so many heroes, many seem so good, I guess that's a good thing.

    What I'm trying to build towards is something like:

    Hallowed Knights in Stormkeep(can always change) w/Call for Aid

    Yndrasta

    Lord Relictor with the usual kit

    Lord Castellant w/Arcane Tome

    Gardus

    Celestant-Prime

    That's 1105 points on heroes, might be too much!

    Then something like:

    3x5 Vindictors

    5 Retributors

    3 Raptors w/Longstrikes

    Puts me at 1970 and gives me a bit of everything. Two deepstriking/teleporting hammers in the CP and Rets, Yndrasta to keep my battleline and Raptors hopefully healthy, Raps for a bit of shooting, Gardus for a 5+ bubble, and the Castellant to just put out some buffs and with 8 wounds hopefully isn't picked off too fast, although I feel like there are many juicy targets to choose from for the enemy and if I lose one or two then the others are left untouched.

    My dilemma is do I drop the Prime, Rets, or Raptors and add more battleline, but I just figure the lists I'm seeing all have some heavy hammers and the Prime simply cannot be ignored with the guaranteed charge.

    Thoughts would be appreciated, thanks!

    I’d suggest that the problem with big blocks of redeemers is that it’s just a lesser version of gargants. Not only do redeemer units actually degrade, but they don’t score bonus VPs for being a monster, and they don’t kill very well.

    The rage at the moment seems to be highly aggressive lists with min battleline for holding objectives, where you invest all your points in the Killy stuff. In that paradigm Stormkeeps are kind of wasted on the 5 man units; whereas Scions can be used to help keep your good stuff off the board. This means that it can’t be killed by another alpha and can also be dropped in where it’s needed as a pseudo counter-deploy. Especially advantageous for Vanguard Raptors so you can get them into range of something that might otherwise hide >36” away.

    From what I can tell, that also means you aren’t invested in needing to go first, so aren’t at as much risk of a double or exposed to an enemy castle, etc.

  8. 44 minutes ago, Ogregut said:

    Some marine and necron stuff didn't come out for 6+ months after they were revealed. 

    They've said the dragons are coming this year.

    Honestly I impressed they've managed to keep a weekly release schedule up with everything going on in the UK right now, especially on a global scale 

    Not sure why everyone feels the need to point this out all the time. That was ****** for marine players and it’s ****** for us too.

    • Like 4
    • Thanks 2
  9. 22 hours ago, Neil Arthur Hotep said:

    What's this?

    imageedit_1_2968720969.gif.c472aa6fe4092b1a0c1401a549de934b.gif

    ZOOM! ENHANCE!

    imageedit_3_6252530704.jpg.bc344749b80f621085d0bfcd3ed5f195.jpg

    TOMB KINGS CONFIRMED!

    Going out on a limb but I’m pretty sure there’s established fluff that the old Nehekara empire reached the border princes (before there were border princes) and built barrows. I think there was also rules for this at one point.

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