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feraxil

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Posts posted by feraxil

  1. 5 hours ago, jeremym said:

    I think avoiding the design space of other armies/ units is important. TBH if vamps come out and they're just 1:1 copies of other armies /units ill be disappointed 

    I think vamp lords could have unique flavor and mechanics. For example, vampires could require something extra to kill them, i.e. no single blow/activation will do it. Imagine "if a vampire lord is slain by an enemy, for the first time, set their wound counter to 1 instead. All additional wounds that enemy unit have dealt are negated. This vampire lord cannot be slain this turn" 

    gives your heroes a chance to stay resilient and fight longer/heal up 

    I'm not sure using a ability that appears on one warscroll as a theme for another set of units is infringing on design space, nor lacking in unique flavor. 

    Another way could be to have each vampire start with X Blood Tokens, which could be spent for various uses, sorta like Lumineth and KO, but with the ability to gain additional tokens by destroying units.  The ability you state above could be a once per battle ability in said system. Vampires without Blood Tokens could go beastial gaining additional attacks or damage, but losing the ability to regain tokens or to benefit from their expenditure. Or maybe having too many tokens at once could do the same thing.

  2. I would really like to see a quality of life improvement to my favorite good bois, Gryph-Chargers. 

    Aetheric strike, when triggered, deals a mortal wound and ends the attack sequence. I believe this should be in addition to regular damage instead. 

    I also believe they should have auto 6 to run rolls. 

    • Like 1
  3. 5 hours ago, PJetski said:

    I'm waiting for the FAQ before I start making any value judgements on units. Bastiladon, Stegadon Chief, and Engine of the Gods need some erratas

    Bound spells, too

    Bastiladon doesnt need faq. Mistweaver Saih has had a 1+ save for years and no FAQ.

  4. 1 hour ago, PJetski said:

    Kroxigors in a Thunderquake Templehost are pretty good. You get 7 attacks per model on 3+/3+/-1 and either 2 damage (maul) or a chance at mortal wounds (bite). That's pretty good for a 140p unit.

    Isn't it 8 attacks? 4 maul 1 bite base, 1 bite from coalesced, 1 maul and 1 bite from thunderquake? Or am I missing something?

    • Like 1
  5. 5 hours ago, gronnelg said:

    How do you guys feel about the dread saurian? 510 points seems a bit much to me. He's tanky, and he does a bit of damage. But 510? 
    And 35 wounds is great, but only a 4+ means it's actually possible to take him down.

    For the same points you can bring Gotrek.

    • Like 1
  6. So a long time ago I was lucky enough to purchase 18 of the Woogity Kroxigor. Some of you know what I'm talking about. 

    With that as the basis of your army, how would you build it? I was assuming going Coalesced for the extra jaw/mortals and defenses and 3x10 skinks for battle line but not sure how to build the hero/support section.

  7. 3 hours ago, Maddpainting said:

    That was day 1, he was in the lead then with perfect score. I'm guessing day 2 he didn't do so well lol, and i didn't see they only posted day 1 at the time. sorry.

    Looks like he went 1-1 final day. He missed out on 4 hobby points, if he had 15 like the rest of them instead of 11, he would have been 2nd.

  8. 21 hours ago, Revlid said:

    As the title says: what's the point of having separate hit and wound rolls? Why not just have a single attack roll, like in Warcry (one attack roll, modified by Strength/Toughness), or Underworlds (one attack roll, opposed by one defense roll), or just keep the same system but remove the wound roll (one attack roll, then a saving throw).

    Both the hit roll and the wound roll work the exact same way – roll a D6, apply modifiers, compare it to the value on the unit's warscroll. They both have the exact same effect – if the hit/wound roll is a failure, the attack fails and nothing happens, and if the hit/wound roll is a success, the attack proceeds to the next step of resolution. Why bother making them into two separate rolls?

    In games like Warhammer 40,000, I can understand having a distinction, because the Hit Roll represents a particular model's accuracy, modified by external factors like range, and a Wound Roll represents a particular weapon's strength, opposed to the target's toughness. Two models with very different accuracy can use the same weapon with the same Strength, and two models with the same accuracy can use different weapons with different Strength. And, because the two rolls work differently (flat roll versus target-sensitive roll), it actually makes a difference to how you use a model when an attack has high Strength but low accuracy, or vice-versa.

    In Age of Sigmar, that's not the case. Hit rolls and wound rolls are both specified in the profile for each attack. 20 attacks that hit on 3+ and wound on 5+ are identical to 20 attacks that hit on 5+ and wound on 3+, regardless of the attacker or their target. Modifiers can have different outcomes; +1 to wound is slightly more effective on a 3+/5+ attack than a 5+/3+ attack, but that's about it, and many such modifiers are keyed directly to units (and therefore attacks) anyway. Rend and Saving Throws (and to an extent, Damage and Wounds) serve the exact same role that Strength and Toughness "used" to – models that are particularly hard to kill just have high Saving Throws (and/or Wounds), and models are particularly strong just have high Rend (and/or Damage).

    So why does the wound roll even exist?

    It opens up design space. 

    You can assign targets to each hit/wound roll and then have modifiers that affect them differently. 

    It also increases variety in game experience.

    Lets say opponent A has a model with 4+ hit and 2+ wound. If I give him -1 to his wound rolls, I get experience X. When opponent B plays against me with a model that has a 4+ hit and 3+ wound and I give him the same -1 to wound, I get experience Y. 

    A general game design truism is that the more steps you take, the more space you have for creativity. Of course the inverse is true as well, which is rules bloat.

     

    • Like 1
  9. 15 hours ago, Maddpainting said:

    So... i forgot about the flags lol, cutting them out and getting them ready right now while the chariots are drying to the bases.

    My process idea to make it quick and easy was;

    Cut everything out and trim
    Glue Horses together, prime black
    Glue chariots together, prime black with zenithal highlight silver
    Glue riders together, prime black with zenithal highlight white
    Spray seal everything once
    Complete bases fully
    Glue chariots to bases
    Paint chariots and Flags (each unit different color, Lead will have a symbol on the flag)
    Paint riders, then glue to chariots
    Paint horses, then glue to chariot
    Spray seal everything last time

    By doing it that way i can get the full army done in a week, i didn't get to do much today at all (only the bases) b.c my Heat pump went out and had to deal with that. I'm hoping tomorrow i can have pictures up of all the chariots on the bases and paint.

    I'll also have some Shadow warriors posted tomorrow too.

    Here is my list for now (Spells/relics are up in the air).
     

     

    The shooting from your list is incredible. 

    Have you practiced much with deployment? You have 17 large bases to deploy plus a smattering of smaller ones.

  10. 7 minutes ago, SwampHeart said:

    Don't need combat when you delete units wholesale. The damage output on those Skyhooks is unreal (18 3/2/-2/d3 shots a turn), plus the handgunner output is admirable (20 3/2/-1/1 shots a turn) with the ability to stand and shoot to clean up most of what's left. 

    What have you noticed giving you trouble/fits in your games?

  11. 38 minutes ago, Tidings said:

    Sure. I don't think anything I say will convince you lol, but I've beaten the exact Hallowheart strategy you are talking about with TE. 

    But how does TE stand against the meta vs how HH stands against the meta?

    Being able to beat one style of build/city with another in the same book doesn't answer a lot.

    • Like 1
  12. 3 hours ago, Forrix said:

    Got my Anvilgard start collecting boxes in...Its been mentioned but I just didn't realize how big their base is.  The thing is the same bloody base as the Stonehorn, 120mm oval. I the footprint of a unit of 3 is massive, possibly the biggest per point spent in the game. It makes me want to run a bunch even more for the lolz.

    Use those guys for dual roles.  Shooting and blocking movement.

    • Like 1
  13. 3 minutes ago, Paul Buckler said:

    It will be dreadful, the army will traffic jam up, 75% be out of range, and then get locked in combat.  Hero missions auto fail so easily.

    I use 6, I would never go more than 9, they are that unweildy.

     

    I've had no range issues in the 20 or so games I've played with the list.

    Your hero mission critique is pretty spot on. I also want to adjust for better objective holders, like PG, and I'd like to try out an Annointed on Firebird or Frostbird.

  14. I like this model a lot. 

    I like it even more in Tempests Eye, as on the first turn I can castle back and move up into range easier if going 2nd or if going 1st I can run up the board and clog up movement lanes with the massive footprint the unit of 3 has.  A base is what, 5 inches long? There's 15 inches of blockage. Add in the 1 inch spacing and the 3 inch restriction and you have a 23 inch block for a turn with 18 wounds and 4+ save for 150 points. Plus you probably killed something with them. 

    My original list was 

    Lord Ordinator w/hawkeye
    Hurricanum with battlemage
    4 rocket batteries
    5x3 scourgerunners
    3x10 darkshards.

    Its a lot of d3 dmg shots with good rend and a bit of d3 mortal wounds sprinkled in. 

    I'm trying to figure out lists with better staying power for objectives, but bringing 2 or 3 units of these chariots is still primo.

  15. On 11/14/2019 at 2:00 PM, PJetski said:

    You're right, they might be a little too cost effective at 120. I am going to raise them to 140p - that should make them a little bit worse than other shooting units in the army, but when shooting against hordes they will be fantastic.

    With all the new options in the house rules those Stardrakes are definitely going to be worth their points now!

    Retributors doing 3 damage on their melee attacks means their Blast to Ashes would have to do 3 damage as well, or it would be super weird to roll a 6 and reduce their maximum damage.

    • Hammerstrike Force gives them +1 to wound and charge
    • Devastation Brotherhood can give them +1 attack
    • Hammers of Sigmar (through Vandus) and Celestial Vindicators can give them +1 attack for a phase
    • Hallowed Knights can give them a permanent +1 attack each time a hero dies near them
    • Knights-Excelsior will let you pile in and attack twice, and re-rollable wound rolls
    • Tempest Lords lets them run, retreat, and charge, and reroll wound1
    • Astral Templars gives them a free 6" move, +1 hit vs MONSTER, +1 to wound rolls, and +2 to charge

    They're also 3+ save and Rend-2 in this battletome... I think Retributors are looking pretty good now!

    I think I want to keep Liberators at 100 points and improve them indirectly through battalions, stormhosts, etc. I like the Hammers of Sigmar ability summoning them into play, so I don't want to buff them too much or that ability becomes insane. Compared to their old version Liberators are now improved in a few significant ways:

    • Paired Weapons always give a bonus attack, instead of just on hit rolls of 6
    • Their battalions (Thunderhead Brotherhood and Vanguard Wing) are much better and worth using
    • It's generally not worth using command points on Liberators, but they get directly improved from being used in Stormhosts

    The goal isn't to make every unit exceptional for its cost - what matters most to me is the factions strength as a whole, making sure there is a niche for every unit, and creating interesting combinations through stormhosts and battalions.

    I apologize, I missed the whole battalion sections. I feel uninformed! Lemme try again.

  16. I think this version of Castigators is too good for 120 pts. (basically a better version of the hellstorm rocket battery for less points and less range)

    I think LCoSD should be max 350 and DT should be max 300. 

    Retributors should do flat 3 dmg or have an additional attack.

    Liberators 5/20 should be 80/300.

    Vanguard Hunters and Sequitors always Battleline.

    Lord-Ordinator should grant +1 to hit rolls for all missile attacks within range. 

    Just my thoughts. Feel free to tell me I'm a dummy.

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