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Landohammer

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Everything posted by Landohammer

  1. Yea I guess we still have the regular version no matter what which is cool. But I think the whole "special permission" clause rules out bringing the familiars in a competitive matched play environment. This ends up being a pretty crucial change since this removes the inherent +1 to cast. So outside of the LOC or Arcane Sacrifice buffs, you are now relying on a natural dice roll to get infernal flames off.
  2. So I just got my copy of GHB 2019, but I am not seeing Gaunt Summoner with Chaos Familiars in either Tzeentch or Everchosen section. Additionally there is a sentence in the pitched battle profiles booklet that says "Only units that are included in this book, or that have a later publication date, can be used in a Pitched Battle game without your opponent's consent" So does that mean the Chaos Familiar version of the model is no longer fieldable in matched play?
  3. You should never be forced to play a game that you don't want to play. If your priority at warhammer is to win, then you are going to have a bad time vs toxic players. If your priority at warhammer is to have a fun game, then you are in control. Pickup games - Easily avoided. Just say no if he asks. Better yet, plan your games ahead of time with other people you specifically enjoy playing. (always the best method IMHO). Strangely, many toxic players I know tend to avoid scheduling games in advance and simply like to lurk about the venue asking people for games. Small-Med tournaments - Always grudge someone round one. Almost all tournaments allow this as first round pairings are not terribly important. This will cut your odds of playing him by a third. If he is a WAAC netlister and you are a casual fluff player, then hopefully he will shoot off to the top tables and be far away from you. Med-Large tournaments - Just quietly inform the TO beforehand that you and the player do not get along, and that if paired, you will politely concede the game or will conveniently leave the venue for the round. Most TOs will prefer the non-confrontational approach and will make sure to simply pair you with someone else. Larger tournaments usually have more wiggle room in pairings. Furthermore, if your friends share the same opinion, have them speak up as well.
  4. So to be clear, I'm totally ok with GW making medium-power level models. I actually really like several of the rules on FP models. They have a cool theme and fun rules. My reason for not buying the kit is the lack of proper points costing for those models. Lets consider, Quicksilver Swords and Soulsnare Shackles are pretty tame when compared to Cogs, Pendulum or Geminids. But the fact that they are only 20pts actually makes them pretty useful Knock a few points off the FP spells (and cut the terrain points cost by 60%) and I would totally buy this kit!
  5. Hard pass on Forbidden Power. The models are great. The fluff looks fun. The rules are creative. But the points cost are simply too high. Endless spells can be dispelled and used against you. And they are used competitively to help burn off leftover points in lists. When they are climbing to 80+pts then they no longer fulfill their purpose. I'd rather just have another unit. Price is mostly irrelevant. People buy $60 Witch Aelves by the truck loads.
  6. Curious no Sylvaneth or Tzeentch? Sylvaneth makes sense as book is pending but I wonder if this is some kind of indication that Tzeentch is getting a codex soon?
  7. Here are a few tips for some of the armies I am familiar with: Sylvaneth: -Stay far away from their Wyldwoods. They buff their troops, and can auto kill models that run/charge through them. Also, anytime a spell is cast nearby, the forest wakes up on a 5+ and starts doing mortal wounds. - All treelords have a 3+ armor save and can be healed by magic and usually are -1 to hit. However their attacks degrade quickly. So weaken them with spells before pulling them into combat. Do NOT engage Durthu unless he has at least a few wounds on him already. -If Alarielle is on the board make sure you focus fire on units until they are destroyed. She has an AOE heal so if you just plink wounds off multiple units you may find your turn wasted. -Watch out for teleport shenanigans! Tree Revenants can teleport every turn and any unit can teleport between Wyldwoods. Stormcast: -Do not engage Evocators in combat unless they are significantly depleted. These guys churn out an insane amount of mortal wounds. We are talking at least 10+ a turn. -Watch out for Gavriel Sureheart. The net-list strategy is to deepstrike him with several other units and spam his command ability for multiple bonuses to charges. If you are unprepared you can essentially lose the game turn 1. You can prevent this by conga -lining a screening unit to absorb the charge. Pink Horrors or Kairic Acolytes work best. -Keep your Lord of Change at least 23 inches from Ballistas at all times. They absolutely wreck anything they shoot at 18 inches. (and they can move!). Try to tie them up with summoned horrors. Remember, they can still shoot while in combat but they have to target who they are fighting.
  8. We see a ton of Cogs and a fair bit of Spellportals in lists, so I'm beginning to think that 60pts is the magic number. Seems appropriate since most of the cheapest units game-wide start around 70-80pts. Bridge is pretty much dead on arrival. Soul Seeker fills the roll better and cheaper. Engine is a cool concept but 100pts is laughable. Why not just pay 100pts for two guaranteed CP and a roll on the Triumph table? I may have to pass on this set. Not sure Shards and Soulseeker alone are worth the cost of a start collecting box.
  9. Honest Wargamer posted Forbidden Power points to Twitter. Are we allowed to post points costs in this forum? I didn't see any rules specifically prohibiting it. Horrorghast- 60 Soul Seeker - 60 Shards - 40 Bridge - 80 Engine - 100
  10. I have had similar experiences and feel your frustration. But I will say this: Your friend isn't learning much by beating the ****** out of you. You, however, are likely learning and growing more competent with each passing loss. The net result of this is that you will eventually get better and better. Just stick in there. In the meantime, try adding more randomness to the table to help offset the skill gap. Employ Realm rules. Set up special terrain. Take weird lists. Bring some endless spells that ****** up his movement. Be unpredictable! Having your friend go easy on you would be a disservice to you and the game. If you are not the best player in your group that means you are in the right group! Never be the smartest person in the room! If you are, find another room.
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