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Kasper

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Posts posted by Kasper

  1. 11 hours ago, Caffran101 said:

    You mean clarified to how it was originally intended.

    It was 100% broken before but to state it was changed to how they originally intended the batallion to be played is just wrong. 

    Before the new unit was capped at 10 model size, and it was also added to the batallion which made infinite cycling possible throughout the game. The batallion is completely different now.

    It's pretty clear they just didn't think the Ardfist batallion through or play tested it at all with mass CP and 5 MSU Ardboyz units in mind.

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  2. 1 hour ago, Sleboda said:

    Sure. 

    They were these 12" diameter brightly colored circles that had words and logos on them. They looked nothing like a part of the table and dominated the visual aspect of the game.

    My opponent had placed them on the board before I arrived. What was I going to do? Tell him I didn't like his fancy, immersion-breaking templates he had imposed without so much as asking to use them and thus risk being marked down in sportsmanship? Nah.

    They wrecked the visual appeal of the game, but I had to roll with it or look like a tool.

    He then proceeded to not really care about precise model placement and stopped the game for 15 minutes (at a timed event) on two occasions to have a chat with a bystander. 

    Add it together and you have a picture of a very self-centered, or at least socially unaware, opponent who had zero interest in the social contract.

    I played that game as fast as I could, even making errors on purpose, just to get it over with.

    On point, the markers were ugly, detracted from the game, and showed that my opponent cared little for the aesthetic of the hobby compared to the 'game-ness' of it.

     

    To be fair it sounds like you just had an awful game all around. As stated by multiple of us in the previous posts, a marker with a non-fantasy friendly print isn't what we are after.

  3. 11 hours ago, Kasper said:

    They might not have to change warscrolls at all. I wouldn't be surprised if we saw a change to:

    • Locus of Diversion, so it goes off on a 3+ from Keeper of Secrets and 5+ on the other heroes.
    • Change to how depravity points are gained
    • Change to the cost of summoning or the way summoning works (maybe increase costs or can only summon 1 unit like Khorne, then rest of the points are gone.

    Those kind of changes can just be FAQ'd since they are alligiance abilities.

    Well I got 2 out of 3 right 😄

    https://www.warhammer-community.com/wp-content/uploads/2019/05/55c2cd0c.pdf

     

    • Like 1
  4. 9 minutes ago, Skumbaagh said:

    Hmm.. so now one need to read the rules from the app as well? 

    I have only read the rules from the book and the faq and maybe an official answer on the fp page but never from the app. I figured there wasnt going to be an IJ faq since the ghb faq doesnt reference to one in the list of updated faqs. Maybe the list only mention faqs with changed points. Too bad since I really hoped for brutes to go down 20 points.

    Their website is pretty much chaos atm. The Skaven FAQ appeared under the 40k section. Multiple others only appear depending on how you sort by - If you sort by A-Z some appears, where as others will appear if you sort by Z-A etc. 

    I'm pretty sure in a couple of days it'll be fine and you will be able to find all the correct FAQs where they usually are.

  5. 3 hours ago, PC Veteran said:

    So if my boys die and my Warchanter is on the battle field. I can try to get them back on a 4+ once in every phase?

    The trigger is “when” a unit is destroyed. So if a unit is wiped by enemy spells = You can use a single CP in your opponents hero phase. He wiped another in the shooting phase = You can spend a single CP.  

    So it is a single 50/50 per unit. Unless he wipes multiple units in a single phase.

  6. 10 minutes ago, Nezzhil said:

    Really? Are they going to change the warscrolls when the points got update one week before?

    They might not have to change warscrolls at all. I wouldn't be surprised if we saw a change to:

    • Locus of Diversion, so it goes off on a 3+ from Keeper of Secrets and 5+ on the other heroes.
    • Change to how depravity points are gained
    • Change to the cost of summoning or the way summoning works (maybe increase costs or can only summon 1 unit like Khorne, then rest of the points are gone.

    Those kind of changes can just be FAQ'd since they are alligiance abilities.

  7. 13 minutes ago, TALegion said:

    Honestly, is there any point in running this now? Why would you pay 1 CP with a 50% chance of it doing nothing?

    I mean we all knew it was cheesy as hell to run 5x5 Boyz and spam CPs to flood the edges of the board and it was 100% not intended to be played that way.

    I could still see it being worthwhile in a BW army with bigger sized units where you don't have *that* valuable CP spenders. I would have liked it to be spmmable until you succeed in a 4+ roll though, just to combat bad streaks.

  8. Change to the Ardfist batallion:

    image.png.a82a97d03e92af6039f16473321c3d59.png

     

    So it can no longer be spammed. Small units is being discouraged since a unit of 5 boyz can't suddenly turn into a 10 man unit. Also can't recycle infinitely since the new unit isn't added to the batallion, but to the army instead.

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  9. 13 minutes ago, CommissarRotke said:

    It just makes ZERO sense from both a consumer and back end perspective. Why do they need to be trickled out? If this is an infrastructure problem, they need to upgrade their site. If it's a workflow problem, it should be automated to a point where they go up all together or one after the other.

    Instead we get some trickled out, others aren't even in the correct AOS section or disappearing, ones in the AOS section don't even show up properly when sorting "recently updated"..... like it's an absolute mess for GW saying this is what they'll be doing from now on, and consistently taking in high profit margins by year.

    It could have been handled better, sure, but it is hardly the end of the world.

    I have no idea why they aren't all released at the same time. Your guess is as good as mine. It could be to create hype (chaos - people talk about it on all platforms atm) or they simply push them out as they are approved in the different languages or whatever.

  10. 45 minutes ago, smartazjb0y said:

    Yeah that's almost assuredly the case. It's certainly a weird way of them getting ready to release them, but they're not ACTUALLY expecting everyone to scrounge through different languages to find the updates

    I honestly don't see it as that big of a deal and expect it to be fixed within a day or two.

    I get it that people are excited to see their army buffed/nerfed right now and that is why it is annoying.

    • Like 1
  11. 8 minutes ago, Malakree said:

    So my argument is specifically this.

    1. If you are using 2 maw krushas
    2. And you don't have 2 artefacts
    3. Then Gordrakk is an option to functionally gain a second Artefact/Command Trait for 80 points.

    I still love him but I'm actually not going to be running any Cabbages at slaughter. They have decided to remove the realm artefacts, my poor aethercrutch broach :( , so I'm going for a big waaagh! army instead. Especially with the rise of petrifex bonereapers.

      Reveal hidden contents

    Allegiance: Big Waaagh!

    Leaders
    Orruk Weirdnob Shaman (110)
    - General
    - Trait: Master of the Weird
    - Artefact: Shamanic Skullcape
    - Lore of the Weird: Wrath of Gork
    Orruk Weirdnob Shaman (110)
    - Artefact: Great Green Visions
    - Lore of the Weird: Da Great Big Green Hand of Gork
    Wurrgog Prophet (160)
    - Artefact: Mork's Boney Bitz
    - Lore of the Savage Beast: Gorkamorka's War Cry
    Orruk Warchanter (110)
    Orruk Warchanter (110)

    Battleline
    10 x Orruk Brutes (280)
    - Pair of Brute Choppas
    3 x Orruk Gore-gruntas (160)
    - Pig-iron Choppas
    3 x Orruk Gore-gruntas (160)
    - Pig-iron Choppas

    Units
    5 x Orruk Ardboys (90)
    5 x Orruk Ardboys (90)
    5 x Orruk Ardboys (90)
    5 x Orruk Ardboys (90)
    5 x Orruk Ardboys (90)

    Battalions
    Ardfist (120)
    Ironfist (160)

    Endless Spells / Terrain / CPs
    Balewind Vortex (40)
    The Burning Head (30)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 141

    This is what I'm looking at running, if I can be bothered to paint another 3gg's I might swap the 10 brutes for 6 GG's, drop the Ironfist to a Gorefist and remove The Burning Head.

    If you were talking about lists with 2 MKs that is a different story for sure.

     

    Why are you going with 2 Weirdnobs? Are you banking on doing a lot of work with Wrath of Gork? If I was going BW with multiple casts I would for sure grab a Wordokk at least to dabble into the BS spell lore. It is honestly quite insane.

  12. On 12/15/2019 at 3:34 AM, Jabbuk said:

    What's up IJ boys,

    I'm having an end of year 2v2 game at 1500 and my teammate and I (he's BoC) are splitting 750 each. I wanted to try something different and flavourful (and also field my 10 brutes, lel). I tried a few combinations and I was always either at 760 or too low for my taste. Here's my list:

    Allegiance: Ironjawz

     

    - Warclan: Ironsunz
    Orruk Megaboss (150)
    - General
    - Trait: Right Fist of Dakkbad
    - Artefact: Sunzblessed Armour
    Orruk Warchanter (110)
    5 x Orruk Brutes (140)
    - Pair of Brute Choppas
    10 x Orruk Ardboys (180)
    3 x Orruk Gore-gruntas (160)
    - Pig-iron Choppas

    Total: 740 / 750
    Extra Command Points: 0
    Allies: 0 / 200
    Wounds: 63
     

    I did a 2v2 not too long ago where we both fielded 1.000 pts. each. My friend brought his Seraphon so magic was his thing and his job was interrupting casts/removing endless spells. I did the killing in the combat phase. Do you know what his list will look like? Having some casters to counter armies that rely on buffs or on the magic phase is nice.

    Otherwise I would go with the second list you have and maybe reconsider the clan. You likely have little to no CPs so turn 1 combat is unlikely unless you both just move max distance ahead. I would personally skip Ironsunz (you wont really have CPs to make use of the countercharge CA anyways) and if you don't count on turn 1 combat, Ironsunz doesn't give you much. I would go no clan and grab Brutish Cunning + Ethereal Amulet on your Megaboss. It will make him hard to deal with in such a low pts. game imo.

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  13. On 12/12/2019 at 8:41 PM, Malakree said:

    An extra dice on his cabbage is really nice. Especially with mean Un putting it up to 3 damage.

    There's a few things which make his scaling better than the standard boss. Most obvious one being that he gets 2 extra attacks instead of one. This is important if your putting the WC +1 damage on him. With 2 SfV stacks that's 14 attacks from just him. 

    Smasha is basically equivalent to the standard MK attack. It's d3 instead of 2 but it hits on 2s not 3s.

    Kunnin looks mediocre but again the +1 damage makes it a slightly better version of the unbuffed MK weapon. More importantly there are so many wizards floating around at the moment that a lot of the time it's just going to be throwing out d3 MW instead.

    He has the +1 wound MK trait just baked into his warscroll and can also destroy terrain cover bonus which is equivalent to +1 rend in some situations. Also in big waaagh! The 6++ really helps his survivability.

    The way I look at it, you're paying 80 points to get a unique trait and artefact on a cabbage. Given that without a battalion the second cabbage has neither it's not a bad option if you can afford the points.

    I used to think Big G was awesome too until I did quite a few games with him (I know you play him a lot). Sure he is a beast when he charges a hero and he wrecks face but from my experience the ordinary MK wrecks face too. The damage comparison you guys are making between them is irrelevant in my games since it is often overkill and the biggest problem is keeping him alive for more than 1 round of my opponent focusing him. That's where Ethereal Amulet or even Ignax's Scales (depending on meta/matchup) really come into play.

    His 6 points in BW is also irrelevant in my book since you have to go out of your way not to have all bonuses active by round 2. And Brutish Cunning is just too good not to pick in BW. It is just way too many points being pooled into 1 unit. In some of my games I even find the ordinary MK to be too many points and I often consider switching him out for the guy on foot and more bodies on the table.

  14. I was watching a tournament on the honestwargamer twitch some days ago and noticed they were using some flat objective markers with a 6" inch radius tracker. Seemed really smart to have it clearly indicate if units are within to capture an objective or not, rather than having to halfass measure it from the middle of whatever objective you decide to put down on the table.

    I didn't catch where they were from and google didn't give that many hits. Have anyone else purchased similar stuff? The closest to it I got was from http://3d6wargaming.com/neoprene-objective-markers-6/

    My only issue is that they come in a pack of 6 rather than 8 and can imagine the looks being rather dominating on the battle field.

  15. 9 hours ago, TheVenerableBede said:

    If you're talking about the Nurgle DP's ability to allow a unit to reflect back D3 mortal wounds, it's not limited to melee attacks as far as I can see on the wording of the warscroll.

    I don't see why everyone's convinced this will be FAQ'd.  This kind of OTT ability is exactly where AoS is right now.  Is it any filthier than some of the things you can do with CoS, Fyreslayers, Slaanesh etc?  Just taking Fyreslayers as an example, if they're running 2 or more blocks of HGBs, have a Lords of the Lodge battalion (or two) and you play Duality of Death and they take first turn, that's an auto-win for them top of Turn 1.  So I don't see why the DP's ability should get FAQ'd, it just gives Nurgle S2D a little helping hand in the current meta.

    Because Megabosses from the Orruk Warclans had a similar reflect ability that was FAQ'd. It read as any unmodified save of 6 would return 1 MW to the attacker. This was FAQ'd to only be reflected to attacks made by melee weapons.

    I know a lot of fluff can be questionable, but it is absurd for something to shoot 30" away only to randomly die due to blisters popping on the enemy?

  16. 11 hours ago, Warmill said:

    So I've been thinking about running this list just once for giggles, what do you reckon? 🤣

    2139449735_Screenshot_20191201-121543_WHAoS.jpg.a76ae21d679fe4d7bd084270bcb161ac.jpg

    Sure give it a try for fun. I think you would be much better off getting some casters and warchanters instead of at least 1 big boy. Adding +1 damage to every attack is a big deal for just 110 pts. A caster doubling the Rogue Idols movement speed and giving it fly is also really big.

  17. 22 minutes ago, KillagoreFaceslasha said:

    So quick question. I take it may be not the case but... in big waaagh do IJ get to benefit from bonesplitter spells like breath of gorkamorka?

    Do you mean if you get to cast the spells? You need to field a BS caster to get access to their spell lore.

    If you mean if the buffs can affect IJ units, you have to look at the spell and see if it has a  BS keyword or just "friendly units" in which case it'd be fine. 

  18. 20 minutes ago, tripchimeras said:

    Brutes unfortunately have a much bigger problem.  Where I think Gordrakk has a clear niche in Big Waagh! where if the points are right he is worthwhile without making generic Maw Krusha's completely redundant, Brutes and ardboyz fill identical voids and are never going to be simultaneously strong imo.  They are just too similar.  I think point edits can reverse the position of Brutes and ardboyz but never truly bring them to balance.  Brutes are in an identical situation to Sharks in deepkin imo.  They share a nearly identical purpose with another unit  (eels for sharks, ardboyz for brutes) and there is no differentiation to make both consistently viable.   In both cases the statistical variation is not huge, but without distinct roles that statistical variation, however small, is all that is needed to relegate one to shelves and the occasional "casual" game.  In both cases the  aesthetically superior models are objectively worse and have no clear path to relevance save point changes extreme enough that the more efficient unit is simply reversed causing the problem in the opposite direction.  

    I thought Gordrakk was gonna be a clear winner in Big Waagh, but the current top lists don't even bring him and in many lists you wont even see an ordinary Maw Krusha. It is really easy to generate at least 10+ points a turn in Big Waagh even without Gordrakk, and any additional points is kinda redundant outside of some special tactic aimed at activating the 24 pts. Waagh. - Even then, you will get to 24 pts. at the start of the combat phase if you generate 10 pts. a turn and then make charges/get into combat. So.. 

    Gordrakk is just not killy enough, his CA is kinda lame and his defense is quite bad in a meta with units having 3+ rerollable saves and additional FNP ontop. I feel like he's in this weird spot where you sink way too many points into 1 character, but at the same time the model isn't expensive enough to make him some god-tier monster everyone has to play around. He's too easy to focus and take out, which is why people prefer more models. If he was fewer points but weaker, sure. If he was way more expensive but a crazy beast, sure. But currently? Nope. :(

     

    I feel like there is a space for Brutes, but they needed some unique rules, like more aimed at killing big monsters (+1 hit vs high wound models isn't enough of a benefit) or extra resilient against magic or whatever. They are tougher Ardboyz, so they should be the unit the Ironjawz field when they have to bring out the big guns to combat something truly terrifying/elite. 

  19. On 12/5/2019 at 4:19 PM, tripchimeras said:

    I think Gordrakk is overkill even if you do want a maw krusha.  I've found so far that I consistently have all my buffs by t2 regardless, which is in plenty of time imo.   2 warchanters, and a prophet are getting you 8-9 per turn on average, charging your stuff in on T2 will have you at 20pts in t2 combat.  The only reason to have Gordrakk is if you have a way to get their t1 and I don't think there is a practical way to do that with or without him.  If I'm taking a maw krusha in big waaagh, I am going generic for the mighty destroyer access personally.  

    Yeah I'm starting to think the same. You get D6 for having a general alive, 2 per Warchanter (you will field at least 2, maybe 3) and likely multiple units of either Ardboyz or maybe Arrowboyz. This results in 4 (2 pr. Warchanter) + 3,5 (average from D6) and 2-3 (depending on how many units of 10+ blocks of Boyz) if you use the 'Ere we go CA. Plently of ways to generate 10+ a turn, and that's without having heroes in combat, 10+ bodies charging etc. Generating more than 10 pts. a turn is really redundant unless you plan to spend some on +casting or plan on a big turn with the Waagh ability.

  20. 9 minutes ago, Lanoss said:

    Thanks @Malakree

    I agree and understand what you’re saying 

    a 510pt Gordrakk wouldn’t go amiss 

    Not being able to take a trait/artefact is a big deal. I feel unique characters are often priced really odd compared to their standard counterpart that can be beefed up big time.

    His CA also feels a little lackluster. While it is better than the normal CA, theres just so much you want to spend CPs on that I rarely find myself wanting to waste a CP on his CA.

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