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Hvy

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About Hvy

  • Birthday 04/12/1969

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  1. I will tell you what my army can do- especially sub-factions and artifacts. I will not tell you how I will use them. If you are a new player I will make sure to point out what could end up being gotchas in the first couple turns- I expect you to remember by turn 4. This game rewards system mastery- which includes what other armies do. I certainly can't remember everything that every army does, but I do know the key units and tactics for most armies. I do not want my opponent to tell me too much info about their army. I have found- for me- that the surprise of it happening in game, regardless of whether it causes a loss or not, is more effective as a way to remember what that unit/rule does. All of this applies to matched play only of course.
  2. If they retire the double-turn then it goes back to I-go-you-go- and quite frankly that is pretty boring. At least with the double turn you have some unpredictability. I mean, you don't always get a double turn. Sure, it sucks having to sit through and second turn- and the in-game consequences can wreck your army- but they don't always. And there are ways to at least mitigate some of the damage. I think the next iteration could see the system evolve into something more similar to an Apocalypse-style turn sequence. If it doesn't I'd rather take my chances with the double turn than change it to IGUG.
  3. I'll happily take the current priority roll and chance of double turns over I-go-you-go. That was horrible. I would rather have an activation system (similar to Bolt Action perhaps) or where players alternate each unit through each phase. The Apocalypse rules look like an interesting take on that. I've never been tabled on a round 1 double turn- usually a turn 2 or 3 double is where the pain happens. Thankfully, alternating who picks a unit to fight in the combat phase helps with weathering a double turn. If your opponent doesn't make good choices on which units they charge and which they choose to fight first with, you can either deplete attackers from another one of their units or pile in with your own units- a lot of that depends on what you did when you moved. That is where I really see the tactical choices forced by the potential double turn show up.
  4. Or increased the unit size to 10 for 60ish. Agree that putting them in behind a unit of plague monks lets you get some additional attacks in- just don't know if that makes them worth taking. Thanks for the reply
  5. Can anyone give me a reason to use Plague Censor Bearers? They do nothing better than plague monks and are more expensive for a similar sized unit. Even as a cheap screen I'd rather just spend the 10 extra points for 10 plague monks. What am I missing? Thanks
  6. Yes- you get the benefit of both banners and doom gong and bale chimes.
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