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Kasper

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Posts posted by Kasper

  1. On 9/26/2020 at 5:36 AM, Malakithe said:

    That is true too. Its technically an invalid battalion

    I was looking through the FAQ on base sizes for another model and randomly looked at the Destruction part. This probably wouldn't hold up in court, but..

    image.png.89b5006697903512a61c70b189aacf14.png

  2. 4 minutes ago, Gwendar said:

    The magic-based Hosts Duplicitous lists I've ran before is relatively control based more or less. Be'lakor, Arcane Suggestion somewhere in the list, not being able to retreat from the 1-2 Chaos Spawns you can create per turn (and remember they only need to come within 3" of the unit that had models slain, not within 3" of the slain model) and Geminids works super well. You can easily stack -2 to hit and wound at a minimum on a unit and then Be'lakor can just shut down another for a turn.. if you could find a way to put a Changeling in then it could be even worse, but I don't find it necessary.

    I've ran the version with the Manticore before and most recently I switched up that list for a Magister on Disc (another source of Chaos Spawns) and 10 Pinks over 10 Acolytes. Still debating if I want to run that or try out Skyshoal in an upcoming tournament 😅

    Yeah this is the kind of stuff I like! I realize it might not be for everyone, but I dont personally enjoy the playstyle of just having a brawl in the middle of the table. I find controlling the game/movement of my opponent to be a lot more interesting and fun, even if it might create a headache for my opponent. 😅

    Could you either link me to a similar list or do a quick and dirty mock-up for an idea of how such a list would look like? 

  3. 12 hours ago, Gwendar said:

    There's quite a few actually.. we're lucky in that you can do a lot of competitive things with this book. Here's just a few things off the top of my head in short summary:

    1. Eternal Conflagration + Changehost is the most popular tournament list but it won't win you any friends in more casual play. As a standard you're typically taking 12 Flamers and 1-2 Exalted Flamers.. fill the rest with Horrors, 1-3 wizards and maybe some endless spells.

    2. Hosts Arcanum lists have started to crop up and have been doing exceptionally well.. but these are generally a bit more objective\movement based and less emphasis on "how many units can I kill per turn before they start scoring points".

    3. Lesser options but still up there depending on the player and matchup are Pyrofane + Withfyre Coven for a shooty list that isn't quite as offensive as 12+ Eternal Conflag Flamers in a 1-drop Changehost... but still plenty competitive and generally leaves you some room to include a combat threat like Enlightened. I think Hosts Duplicitous is pretty competitive too, but it's generally more about bodies\objectives if you go the route of a few wizards, a bunch of Horrors (Pink in particular) and can even run it with Multitudinous Host for even more wounds for an opponent to chew through.


    My favorite lists for competitive play so far are my magic-based Hosts Duplicitous lists (casting RR's from the Command Trait) and Pyrofane.. but I'm hopping on board the Hosts Arcanum train this next month to see how it works. All of these can be built a bunch of different ways so I can provide some lists if you want just as examples.

    Thanks for the write-up of compential lists!

    Have there been any control-like lists doing well lately? Im personally not a fan of the mass Flamers playstyle, but I rather like the idea of running Kairos + Be'lakor in an attempt to control the game. Maybe with Sorc on Manticore with Blue Scribes and in the summoning cult to summon on chickens.  

  4. On 9/27/2020 at 11:06 AM, Brino said:

    Hi guy i’m new to play seraphon and i see a faq about engine of the gods.

    Now over engine of the gods there is also a skink priest, so it’s mean if i play it i Can also use the ability and command ability of the skink priest?

    sorry for my bad english

    As @umpac explained, you cant use any ability associated with the Skink Priest.

    The reason the model has been FAQ'd was because of artefacts/traits/mount specific buffs. Previously the Engine itself was considered the "rider" (like an Oldblood on Carnosaur) and the Skinks ontop were considered the "mount" due to how the warscroll was written.

    The FAQ specificed that the Engine is now considered a mount because the rider is the Skink Priest. This means it will benefit from stuff like Prime Warbeast in Thunderlizard etc. This unfortunatenly means the Sacred Stegadon Helm wont buff the damage of the Engine/Stegadon. 

  5. 13 hours ago, Arkahn said:

    About that, there is some question if you can play a MBoMK within the 2 required MB, since now it was clear to me, only MB on foot was allowed... 

    Actually the problem here is that the batallion specifcally says "Megabosses". People claim the requirement is the guy on foot, but he isn't called "Megaboss" on the warscroll but instead "Orruk Megaboss".

     

    Tbh either you can run the Mawkrusha as a "Megaboss" or the batallion simply cant be played because there is no entry called "Megaboss".

  6. 38 minutes ago, Enoby said:

    They're certainly not tanky, but they do help us regain our lost troops. I don't know if it will impact the meta, but it gives us another option. 

    Im just thinking since the current meta is very much shooting/magic that many of the top armies will simply remove Syll'Esske turn 1, then you wont really benefit from the host. KO, Tzeentch and Seraphon should be able to take out Syll'Esske fairly easily even turn 1. 

    The host was much better when much of the gameplay revolved around close combat armies.

  7. 14 hours ago, plavski said:

    https://www.warhammer-community.com/2020/09/24/legendary-battalions-update/

     https://www.warhammer-community.com/wp-content/uploads/2020/08/Jp8AWDibSM2831yA.pdf

    This army is fully legit for play now as GW have reversed their stance and made old battalions from White Dwarf and other supplements legal without requiring permission.

    Wonder if this will really have an impact on Slaanesh. The meta ATM is very much shooting/magic and Syll'Esske isnt exactly that tanky.

  8. On 9/22/2020 at 9:17 PM, SolomonHelsing said:

    First up the eel list, at 8am on a sunday when I hadn't slept properly at all, not for lack of trying. It was Total Conquest, and he placed both boats in a right angle either side of a house to block me just moving out of my deployment area besides the back half of each side. Now it turns out he'd not known about the boats 1" from other scenery being over-ridden by the GHB 3" rule. I hadn't realised about this overhaul because obviously the seraphon one just has its own rules that don't get changed by that because it goes down first. I just couldn't get enough out to objectives to score. Plus the lack of sleep had mucked up my judgement on deployment so I could've done alot more in my first turn even if his eels in round 2 would've messed them about royally. He just got a warning from the TO for the boats error, but oh well. 

    Man I can relate to this. It might be due to lack of experience against the eel list, but it is honestly such ass to play against. In general Im a big fan of people playing whatever they want, but mass eels just feels so stupid. Every single game is the exact same and it is incredible annoying to play against every single time. Playing against it when you feel tired is just so much worse. 

    Sad to hear about your result overall but hope you at least had some fun against the chariot madness. 

  9. Its the internet - People are generally very negative or at least have a very firm idea of what they believe in. I feel like its very hard to make people change their mind even if you come up with compelling arguements. It also depends on where you look - There are very dedicated faction facebook groups where as the general AoS facebook group is kinda ******. Twitter from my experience is a lot more positive. 

    From my experience a lot of people would rather whine that X is OP and needs to be nerfed instead of sitting back and thinking that maybe they didnt play that game the most optimal way, or maybe they can optimize their army, or they could have played better etc. It seems to me that many people arent interested in becoming better, and instead they believe they should be able to play however they want and if they lose, the game is obviously ****** because they play flawlessly every time.

    As @zilberfrid mentioned, the rules also cause a bit of a buzz from my experience. The rules are often times not at all clear and sometimes you need to read every little word multiple times and people understand things differently, especially people that arent from the UK/US and might not be flawless at english grammar. Some people insist on twisting and turning every little sentence to their advantage too. Creates awful situations at times when nobody really knows the "correct" answer but have an idea that interpretation is correct.

    You also have the obvious keyboard warriors that dont really know what they are talking about. They might not even play the game regularly but they read something, somewhere about X faction, hence that must be the truth and they will preach the same thing. 

  10. 10 hours ago, Agent of Chaos said:

    Does anyone know if Pitch Black terrain and/or the Prismatic Palisade blocks line of sight to flying units?

    Dont know the exact wording on the Pitch Black rule, but flying has zero effect on anything in regards to line of sight unless a rule specifically says so. Flying only ignores terrain when doing a move.  

    Overgrown terrain specifically mention that if either unit is a flying unit then you have line of sight. but to my knowledge this is the one of the only cases where fly ignores LOS. 

    • Thanks 1
    • Priority roll stays - It is an overall fun and great mechanic. Im of the opinion that most who hate this rule are people that deploy and max move all units across the board with little to no thought and dont look at the bigger picture of a game. Just house rule it out if your club hates this.
    • First turn isnt decided based on drops, but on a normal turn roll with whoever has the lowest amount of drops win ties. It means alpha armies cant just deploy knowing they will take first turn and armies that want to double turn you risks having to go first. Gives an overall more balanced apparoach imo. While drops is great, it seems too random who gets to have a 1 drop army, 5 drop army or 10+ drop army. There is no "choice" for many armies.
    • Fix terrain/flying. It is an obnoxious rule that fly units can land wherever they want to and sometimes it creates confusion/disagreements when units are near wonky terrain and you cant measure properly because the model simply cant fit/sit on the desired spot. This game is a game of inches at times, being able to pile in 4" due to wonky measurements can make or break a fight in certain situations. Im perfectly okay that fly units can pass across models/terrain without issue.
    • Maybe introduce a "flight mode" for flying units - Either they soar high above the battlefield and cant capture objectives/fight or they land on the ground and is treated in the same manner as normal units. Dunno, just fix the current wonky rule.
    • Points are entirely digital.
    • Look-out sir rule isnt good enough for 5 wound heroes when a lot of stuff can get down to really low to-hit numbers.
    • Summoning is OK as it is. Slaanesh 2019 was beyond broken, but summoning armies arent winning every single tournament/TTS as it is, so clearly summoning isnt as OP as some make it out to be.
    • Remove the majority of battleshock-immune mechanics. For OBR you could argue that their army begins to "crumble" when too many in a unit bites the dust.
    • Either better balancing of subfactions or give them points (which is then balanced out by reducing the points for your models so the overall army stays the same) - Batallions already cost different points and offer a wide variety of bonuses for some armies.
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  11. On 8/28/2020 at 3:26 PM, Okonomiyakimarine said:

    Maybe my read of the warscroll is too limiting, but to me it looks like there are 0 casts remaining. 
     

    the warscroll says: ‚A Wizard on a Balewind Vortex can attempt to cast an additional spell in each of their hero phases...‘

    ‚an additional spell‘ Alone would mean you could create an additional spell with the method you describe. But it says this happens per ‚each‘ of your hero phases. This is the limiter.  It does not say ‚per set-up bale wind vortex‘.

    I dont see how "each" is a restriction here at all. I can understand if the ability said "once per hero phase". The each part just seems to suggest it is included in the following hero phases, not just limited to the turn you casted it. Balewind is from a time when rules werent well communicated.

  12. 11 hours ago, Sonnenspeer said:

    Please help me here: in my last tournament I told my opponent that I have the Cloud of Midnight and what it can do. I also explained Forgotten Nightmare.  But that the combination of both prevented a whole shooting phase he was not aware of and so he lost the games (KO player) 

    Was this unfair? I still feel a little guilty about it. Because how could you know how it works? Only if you read the FAQ. 

    So was I "That Guy"? 

    If you explain two mechanics it is kinda up to your opponent to piece them together, especially in a tournament. If you explain that when you put model X here, you will effectively shut off all his shooting for a phase, you are starting to talk tactics and what you plan to do. I would probably do it against a less experienced guy during friendly games, but not in a tournament.

  13. Balance in what sense? That all battletomes have a 50% win ratio? I dont think this is important at all. To me it is much more important there arent armies out there that cause super polarized games. If you 100% win every other game and lose the others, you have a 50% win ratio which means your army is "balanced" according to stats but actual game experience is terrible.

    • Like 1
  14. The Wizard casted Balewind Vortex in turn 1. When turn 2 comes around the Wizard is now on the Balewind and is sitting at 1 cast + 1 extra from Balewind. He now decides to use his extra cast to autodispell the Balewind at the start of the hero phase as per the rules for the Balewind warscroll. With his remaining cast he recasts Balewind. 

    Here comes the question - When he casts the Balewind with his remaining cast,

    1.  Will he gain another cast, so now he's sitting on a single cast?
    2.  Will he be sitting on the Balewin with 0 casts remaining?

    Technically he already benifited from the extra cast on the Balewind in the start of the hero phase but this is a new spell/model, so Im unsure if he will be able to benefit from the extra cast yet again, or if he is now sitting at 0 casts.

    The Balewind "Arcane Invigoration" ability seems a bit vague. "A Wizard on a Balewind Vortex can attempt to cast an additional spell in each of their hero phases (including the turn in which the Summon Balewind Vortex was cast), and you can add 6" to the range of any spells that the Wizard casts."

     

    The intention of this move is to basically shuffle an otherwise stationary Wizard forward to gain extra range, since when you dispell you get to setup the Wizard within 1" (1" further forward) and then get to setup the Balewind within 1" of the Wizard (another 1" further forward, plus the Bale is about 4" wide, so you effectively gain an extra 6" reach).

  15. 7 hours ago, Athrawes said:

    So This weekend I got an chance to play my first game using the Lumineth Realm-Lords, against an opponent I'd never played but who I have chatted with occasionally on a local wargaming group.

    As I usually do when Setting up the game, and going through my list with opponent, I gave him a rundown of what my army does, and abilities that he should be aware of, for example, "these guys are 1- to hit if they stay base to base" or "this guy has Ethereal" "These guys can move 28" with a spell" "This lady can make your units take my battleshock tests" ect. 

    This is my normal approach as there are so many armies, I figure a refresher to help avoid gotcha moments is a good thing.  A gotcha moment is where  an opponent makes a game choice they never would have if they had been aware of a specific special rule. (For example, not being aware of tides of death, and mistakenly charging Idoneth Deepkin armies in turn 3)

    We got around to his army list, and he kinda rushes through it, I start asking what units do, or what the army special rules are (I haven't played his army before) And his response was either you'll find out in game, or you can look it up in the app. I pushed the issue and his response shocked me, he said "I'm not going to give you my strategy to win, if I do that what is the point of playing?"

    I packed up my army and went out to lunch instead of struggling through that match.

    I guess I have two questions for the community about your local metas, is walking your opponents through your rules to help avoid traps uncommon? And or, do you or opponents you regularly play against consider surprise rules/traps/gotcha moments a core part of the gaming experience. 

     

    Some people will try everything to win - From my experience it is typically middle of the pack players that semi rely on surprise rules to win their games. If Im not in a tournament I want to try and have as fair a game as possible. It holds no value to me if I win just because my opponent was clueless as to what my army can do. I also want the best possible practice against your army for when Im actually playing against a good player.  Giving away your strategy is completely different than telling your opponent that you have access to teleport/deepstrike abilities.

    I think your rundown of your army list is a pretty good rule of thumb of how things should be done prior to a game, unless your opponent knows your army inside out - It takes maximum 5 minutes to run through both of your lists and the most impactful subfaction abilities/alligiance traits, but it removes so many bad experiences. 

    We usually always play somewhat competitive lists and enjoy tuning our armies to an 11, but even then we still help each other out to have as fair a game as possible. It sucks winning because your opponent was clueless or did obvious major mistakes. 

  16. 1 hour ago, SolomonHelsing said:

    @Kasper For the first turn no, As one plan I have Kroak casting that, then cogs. The Starseer manipulates them to cast 2 spells, casting the quicksilver swords and his +1 save spell on a friendly unit. It's worked nicely when i've done it like that. Then i just change his spell to what's likely stellar tempest for round 2 onwards. without either range boost it's possible kroak won't be in range for it turn 1 anyways, so I went for a different approach.

    Ah I didnt realize you wanted the +1 on two spells on the Starseer. Is the only purpose for the Cogs to give him an extra spell or do you ever activate for extra mobility? 80 pts seems like a lot. Im personally a big fan of the Balewind. I guess you dont want your casters stationary in the back?

  17. 9 hours ago, Ggom said:

    Hear, hear! Conga lines are unthematic and (I think) the rules should provide guardrails that don’t encourage this as the strategic play.

    They already have done this with the introduction of “wholly within” buffs/auras/command abilities though. Whenever a new book comes out, largely all the rules are updated to a longer range by wholly within instead of just within. 

  18. 7 hours ago, Bayul said:

    - Your army can stop being legal at tournaments as soon as Forbidden Powers leaves the webstore, so you feel a constant tingly excitement thinking about it. Then it vanishes suddenly and you become one of this mysterious Legion of Grief players of yore.

    Unfortunatenly they made it illegal for matched play already. 😒 Saying if your opponent agrees or it being house ruled OK is basically the same as saying "not playable, unless allowed". 

    image.png.0932709b10331bec44cd882861a136d4.png

  19. 8 hours ago, Scurvydog said:

    Yea, I might use that if the going gets really tough, most opponents would probably hate using that trick though ;)

    AoS is funny in that regard - I mean I dont enjoy Fyreslayers using "their trick" to fight twice or when Plague Monks use "their trick" to fight twice after death etc. 😅 Where do you draw the line for "what isnt fair".  

  20. On 7/23/2020 at 11:03 AM, Backbreaker said:

    Nothing in the GH2020 say they are not. :)

    I'm also working on that Da Boss Fist list, but I don't know about warchanter, I like having a second MK and one drop army...

    Da Boss Fist isnt matched play legal anymore - See the GHB20 FAQ which answers this question. Basically if it is released prior to the GHB but not in the matched play points section, you cant play it. 

  21. Honestly Age of Sigmar is a rather bad quality game and it certainly is not due to the game systems that I spend hours upon hours on this hobby. It is due to collecting figs, painting and the whole social aspect of getting together, playing games and rolling dice. Sure I like to get competitive, but there are tons of way better games with significantly better systems if all I wanted was to “compete” or “game” the systems.
     

    If you want me to stand and stare at my iPhone and click/swipe repeatly within an app, it completely goes against the reasons why I play. I want to be social, not interact digitally. 
     

    I also think it would be super difficult to have an app recognize all potential buffs a certain unit might have. How is the app gonna detect if your support hero is wholly within every model or not etc etc.

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