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Kasper

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Everything posted by Kasper

  1. I don't see Mighty Destroyers as a "win more" ability at all, but I think the "issue" is that most of us have played Ironjawz as an alphastrike list that can't take a lot of punch. After having watched Leo Rautonen play his Ironjawz vs Slaanesh, I could certainly see a much slower and defensive playstyle with tons of Ardboyz where you let your opponent get the double turn and you sort of rely on your opponent to charge you, then countercharge important hammer units with Ironsunz CA and when your turn rolls around you have a load of stuff locked in combat during the hero phase and ready to smash.
  2. I honestly have a hard time seeing Ardfist being worthwhile at all. We are so starved for CPs between Ironsunz CA and Mighty Destroyers to move/fight in hero phase etc., that spending CPs to bring Ardboyz units onto the board is probably worse than having a proper list where you buff your current units and spend CPs to fight in the combat phase etc.
  3. Not only that, but if you are a combat army that doesn't manipulate the ordinary combat activation, the warscrolls have to be extremely tough and killy if it still has to pose a challenge after having been beaten by FEC/Slaanesh/IJ S&B etc. in a round of combat.
  4. I don't think faction terrain fits every faction. But it has gotten to the point where so many people complain/whine/are disappointed if their army doesn't get faction terrain and endless spells. Honestly alot of the terrain feels kinda lackluster and has very limited use, but it is there just for a free, tiny bonus to your army. That feels bland and boring imo. Either make it an important part of the army that it should play around, or dont bother making it in the first place. Stuff like the Beasts of Chaos terrain feels so weird to me. It is completely opposite of what the faction likes to do - Run fast and ambush the enemy, but the aura wont benefit you until much later in the game, so what exactly is the point of it?
  5. If it specifically says FAILED armor saves and not just "armor saves" that's great - Obviously I would have prefered no rerolls in the future, but heavy rend will make a big impact there.
  6. The state of AoS is amazing - They have pumped out tons of battletomes recently and pretty much all of them have something decent to offer. GW has certainly come very far, but that is not to say they could still do tons better. In the future I hope to see: More often balancing than once a year, especially when something is obviously broken. We can't rely on new tomes to de-throne the current kings. Less absurd mechanics introduced - I get that they have new ideas and want armies to be different, but when the normal activation order is thrown out the window for a few specific armies, it leaves the remaining armies that don't have similiar mechanics in the dirt.
  7. This might be skewed due to the armies that I play, but I also feel you field less models on the board, so even though prices increase the overall cost of an army is roughly the same.
  8. Isnt your Megaboss with the Quick Duff Amulet forced to take the Bloodtoofs trait? I don't see how it is legal to have Brutish Cunning.
  9. Yeah matchups plays a big part obviously, but watching both the game vs Khorne and vs Slaanesh he played extremely well. Especially the game vs Slaanesh was quite awesome to see - He was very patient and played it it very calculated rather than just max moving everything and spamming MD. My army has consisted of largely GGs recently, and I really feel the lack of bodies - Epsecially screening - When playing the double Maw Krusha setup. The insane amount of Ardboyz (55) he was playing with looked awesome on the table. Still got that hammer unit of 6 GGs. I still have an Ardboyz box and another starter box laying around on sprues, I just dread putting them together and painting them. I would love to upgrade his Megaboss on foot to a Maw Krusha, because the Megaboss didn't really do anything in both of the 2 games from what I saw, just not sure what I would cut. 😛
  10. Quite amazing - To be fair there are like 3 other lists going 4-1 with a Maw Krusha, so I don't think this rules him out. I think it makes sense though - He's playing into the meta where Slaanesh is a crazy dominating force, so having more units rather than one big guy that screams "Locus me!" makes sense.
  11. And remember to place the unit outside of 12" with the teleport
  12. I have the same thoughts from playing a couple of games - Ironsunz give you some really awesome tools, and considering there are quite a few fast armies (especially Slaanesh) the -1 to hit is not to be underestimated imo. The counter charge as you said also messes with people - They are so used to be able to charge and only tag a select few units, but with this ability you don't care - So you charged and my other units are more than 3" away? Hold my beer! Now the issue is that you are forced to take the kinda meh Ironsunz artefacts. I really love the Ethereal Amulet + Brutish Cunning + Weird 'Un combo on my Megaboss, but that isn't possible with the Ironsunz. In general I really like the dual Megaboss setup and has been using Gordrakk + "normal" dude. I really love Gordrakk, but I might have to downgrade him to dual Megabosses so one takes the required trait/artefact, and the other guy is beefed up survivability wise. In general I really think maximizing damage on the Maw Krusha is the wrong way to go about things - The damage is already insane, and I think it is much more important to keep him alive and well to stack up SFV and also to ensure your dude lives until your next hero phase, where you hopefully are in combat with something and can rip it apart with MD.
  13. After having seen a couple of batreps and listened to some podcasts, Im gonna reconsider Big Waaagh. The armywide +1/1 plus 6+ FNP just seems insane, especially on stuff like Gordrakk, and it gives us access to the Wardokk. For just 80 pts we get a caster and access to Bonesplitterz lore which is honestly amazing. With his dance to get +1 o casts, we basically have a ranged Locus of Diversion on a 6+. You still have 2x Mighty Destroyers with trait and Ironfist. The only issue is the lack of Smashing and Bashing, and that you gotta aim for turn 2 to have generated enough points for the juicy buffs.
  14. Agreed. If they get non of these abilities, their warscrolls overall have to be quite strong to stand a fighting chance against the current meta. I would wait and see.
  15. I wouldn't run the Big Waaagh in a 1.000 pts. army. You simply wont generate enough points to get the juicy +1/1 bonus imo. Bloodtoofs is okay, but I feel the purpose of the clan is the 1 pr. game secured teleport - If you don't have a plan around using this, I wouldn't bother as the rest doesn't seem that useful. Now it depends on what your list is gonna look like, but I would personally look at Ironsunz or no warclan at all.
  16. Looking at purely win % is kinda meainingless to me, but that is because I care a lot about the gaming experience. If everybody is having fun, then a couple of % don't matter at all. Nobody that I know really care if an army has a slight edge against yours, as long as you feel you can actually play the game and not just sit back and get steamrolled. Imagine if there were 4 armies - All with 50% win ratio because army A hardcountered B and won 100% of the time, B hardcountered C and won 100% of the time etc. Would this be balanced? Yes, from a stats point of view. All armies would be considered equal. Would it be a good game design? Hell no. It would give everyone involved a horrible gaming experience.
  17. Figured I had posted in the wrong thread But couldnt figure out how to delete.
  18. The recent stats for Slaanesh are to be expected from experience, but pretty gross nontheless. I really think it shows that GW need to take into consideration how armies can intereact with certain mechanics that they introduce. I realize all armies and troops can't be the same naked warscroll and this would also be boring, but if your army can't interact with the "activation wars" atm. as an example, you are left in the dirt, which is what the stats display. This also often leaves a really bad gaming experience for especially people on the receiving end. New mechanics are cool and "needed" with armies going forward, but there gotta be some way of playing around it or competiting with it.
  19. Who are you using the beat on? It is in charge phase and wholly within 12”. Your Warchanter is not gonna keep up if you also MD the unit
  20. Wrath of Gork could get real fun real fast with such a list
  21. So you thought Slaanesh summoning was bad, huh? Lemmie tell ya about Ardfist.. So yeah real talk, this needs to be made 1 CP pr. unit destroyed, or you can use multiple CPs until you succeed in rolling a 4+. This many bodies in a Big Waaagh army with armywide +1/+1 and FNP save etc. would be nuts. Way too many bodies for people to chew through to get to the objectives.
  22. I guess you didn't read all the posts Because a couple of pages back we covered the exact interaction between SnB and LoD with FAQ backing it up. 1) Smashing and Bashing says you can fight immediately with a unit instead of later in the phase. Locus of Diversion doesn't prevent your unit from fighting, it just fights at the end of the combat phase. This is still later in the combat phase, hence why you can fight immediately with Smashing and Bashing. 2) There's a FAQ for Beasts of Chaos that says if two abilities contradict each other, the most recent one (Smashing and Bashing in this case) takes precedence over the previous effect.
  23. Depends on what list. Usually it is 4 drops since they take the batallion that includes all heroes, and then 3 battlelines.
  24. I forgot how the Terrorgeist stuff works, but from memory it is start of the combat phase - In this case yes, he would attack first in his own turn, then you can activate cloak (kinda pointless by now). Slaanesh has no such thing though.
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