Jump to content

Kasper

Members
  • Posts

    956
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Kasper

  1. The results are here https://downunderpairings.com/Tournament.php?TournamentID=776&Panel1=Leaderboard
  2. Why are batallions too impactful? I actually think drops affecting who goes first is a very good and interesting concept, IF all armies were on a somewhat even playing field. Tzeentch getting a no-brainer 1 drop batallion goes against this when other armies are almost impossible to get below 4-5 drops unless you do some major sacrifices. List building is a big part of the tactical aspect of AoS, so I think it makes sense that you take some initial tactical choices prior to game start, to reduce your drops in order to increase the odds of you going first, vs. saying ****** it all, I'll go 12 drops but optimize what my list is trying to do. This is where some batallions come into play - You might have to sacrifice certain units or heroes in order to keep drops low, but alas if some armies get a free-pass (Changehost), then the whole thing is pointless. Simply doing a roll-off is a much worse option for me. Agreed. As much as people complain about always-strike-first, double pile-ins etc., I think it makes the game much more interesting, as long as there is some kind of counter play to it. If every army played according to the pace of the core rules, it would make for some rather uninteresting experiences imo. I want GW devs to go nuts and break the rules within a certain limit.
  3. Well all we got was a couple of models and I'm 100% on you that Teclis looks dumb. For me I'm not hyped until they start teasing rules. There is nothing more disheartening for me than to invest, build and paint an army, only to put it on the table and realizing the army sucks.
  4. It is kinda hard to pinpoint exactly what should happen in a FAQ/errata. Changehost batallion is just nuts. There is no real tax to getting the batallion and it makes your entire army a 1 drop. Being able to freely redeploy 2 units from your entire army (since everything is included in the batallion) 9" away from the enemy anywhere on the board, is really strong. Tzeentch has to do zero effort into getting the redeployments off and there is no counter play to it. This ontop of Destiny Dice ensuring a tarpit of Horrors that make you unable to retreat causes further frustrations. In the majority of matchups you have to react to your opponent. Tzeentch just seems to do their thing as they please and you have no say in it since there are no counters to it.
  5. Well you can Mighty Destroyers the Maw Krusha = 24" move + 2D6+2 charge. Do the same to the pigs and they move 18" + 2D6+2. On most battleplans you are 24" apart. Since you play Bloodtoffs you can rely on being able to teleport a unit of Ardboyz 9" away from something and all you would need is a 5+ on 2D6. If the Ardboyz and pigs are buffed by Warchanters, they will most likely wipe a unit of Eels, depending on how big the unit of Eels is and how many Ardboyz you have. That means you just removed 3 very strong units back to back due to Smashing and Bashing without him being able to hit you at all. The rest of your units you just run forward and have them trickle in during turn 2. If you don't like to alpha him turn 1, you can just run everything forward and set up for turn 2. Anyways, the point is that your list is quite good, but the sole reason you lost was because you played into his pocket due to lack of knowledge/inexperience of how Deepkin likes to play. I'm pretty sure your next game will be different.
  6. Weird, I just noticed that. I compared both in GBP which said same price. If I set it to EUR and convert to DKK theres a discount of approx 15%
  7. I wanted to dig into Seraphon and buy a couple of the bigger dinos, but the majority of Seraphon stuff is original GW price.
  8. But that the thing - Almost all armies have something that is crazy strong, and if you are unfamiliar with the mechanic and play according to your opponents plan, you will get crushed. You should ask for a rematch and try to play much more aggressive. You now know he wants to fight in turn 3, so your aim should be to already get into combat in turn 1 (Mighty Destroyers help with this) and hope to break him entirely during turn 2. I would reconsider going Ironsunz - Would give you a massive advantage (-1 hit) during turn 1 where his buffs arent online. Eels are quite strong if they get the charge off, but if they get charged by either a buffed Maw Krusha or 6 buffed pigs, they will get crushed and you get to smack other stuff with Smashing and Bashing.
  9. I guess the 15-25% discount the advertisement on this site says only apply to specific models? The few things I wanted were original GW price.
  10. I started out with Beasts of Chaos and pretty much lost every game (list wasnt optimized) I played with that army. It was heartbreaking really. Turns out the army in general is kinda ****** and it makes it super hard for a new guy to win. Ironjawz is really solid though. What list did you play? And what did you play against? Was it mass eels? If you havent played for a long time and had a game vs a regular dude, you shouldnt expect to crush him.
  11. I will echo the value of Ironjawz Start Collecting boxes. I have personally bought 4, but 2 is a very good start. Fyi our artefacts and traits are seperated in 2: Megaboss (both foot and Maw Krusha) and then Weirdnob. That means you cant give the Warchanter any from the Ironjawz book. The only option is to look for the Malign Sorcery artefacts for your Warchanter.
  12. New models is always awesome and I certainly expected some given how late the release of the tome is. Honestly though, if the tome brings Seraphon up to speed I'm hooked. I was looking for a secondary army, but I'm much more hyped about Seraphon than pointy aelves. I'll wait for man-that-reads-books and other previews before purchasing some. Though I guess an Engine couldn't hurt..
  13. For me it is somewhat interesting that you are forced into a potentially suboptimal artefact and command trait. I see it as a payment/tax for getting those extra bonuses. In some armies you can opt out of the subfactions, which means you skip out on potentially neat bonuses, but you get to pick a command trait and artefact as you wish. It is a trade off, since you wont get those subfaction bonuses, but your general will usually be that much stronger. The army/malign sorcery artefacts are VERY strong imo, so if the subfaction artefacts/traits weren't forced onto you, I'd wager hardly anyone would ever pick those that are unique to the subfaction.
  14. As I said, I overlooked 6” pile-ins, and some are very real, which you have to keep in mind when doing this. It is very few armies with actually threatning units that are able to do so though. Why are these a concern? The units cant be chosen to be activated, as they havent charged and arent within 3” until you have activated. Thats what I mean by ignoring the activation wars - Its irrelevant if you fight last due to Locus of Diversion etc, or if they always fight first. The enemy unit cant fight you (unless 6” pile-in) since they arent in combat before you have attacked with your Maw Krusha.
  15. Behemat was basically killed by Sigmar/his dudes to prevent Archaon from corrupting and turning him into a chaos friend. I wouldn't be surprised if there were some kind of hate towards both Order and Chaos, like some warscrolls get to do X depending on faction they are fighting.
  16. Yeah I'm not a fan of when people pick artefacts, spells and command/mount traits prior to game start just so they can optimize depending on what you have in your army. I always print my list ahead of time.
  17. Is it annoying though? I'd imagine its better than too much room for it to move around. 18 EUR seems like a nice price compared to the stuff I've found so far.
  18. @IsotopThat's actually not a bad idea! Whats the name of it? I'd like to compare the price with stuff around here.
  19. I wouldn't be surprised if they were only for Destruction due to the lore behind Behemat's death and all that.
  20. Holy moly! Just saw someone post this sculpted Maw Krusha on some facebook sell page. Too bad I already have 2 - I really don't feel like buying a third. Would be an absolutely amazing center piece of a model. Transporting it might be a hell though.
  21. Until a couple of days ago, if you select Big Waagh alligiance, it no longer allows you to select a spell for the wizards:
  22. Would be awesome with new Gargants. I'd love some in my Ironjawz army, but I doubt it will be nothing more than fluff due to keywords and how synergies these days rely on correct keywords.
  23. I've been running this exact list for 10ish games by now and feel it is very strong. I've opt'd for the Weirdnob + 1 CP. My Weirdnob has the Green Visions to grant some extra CPs for generating Big Waagh points, but also the Waagh Banner CA. All out defense on the Maw Krusha is also very nice. Adding an extra attack on the Ardboyz or Gore Gruntas when they're also buffed by the Warchanter is simply insane. 6 GGs will chew through anything. I did the math and they should on average kill a Vampire Lord on Zombie Dragon with 3+ ethereal save, rolling all saves (cogs).
×
×
  • Create New...