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Juicy

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Posts posted by Juicy

  1. 6 minutes ago, xking said:

    Yes, this is true. But if we are talking about a lord-Commander, there is only one for each stormhost.  Vandus deserved the position more. It is Vandus that claimed ghal maraz, it was Vandus that warned Sigmar to heed dress solstice  and it was Vandus who faced the everchosen in the realm of metal and lived to tell the tale. And it is Vandus who is the inspiring leader of the Hammers of Sigmar. Everything in the lore pointed to Vandus being chosen to be the Lord-Commander. 

     

    You must understand, that to me. Someone who has read the lore and stories from the beginning and likes vandus for who he is. Some random dude being chosen as Lord-Commander is extremely disappointing.

     

    Vandus needs more screentime for reall. in 2015 he was on the cover and i felt like hes going to be important. Fact is he got no screentime and somehow i feel betrayed. Loved for him being the new big thing.

    • Like 1
  2. 14 minutes ago, OkayestDM said:

    A single Decimator can easily get upwards of 6 or 7 attacks, even if they're facing 32mm bases. 30+ attack on 3+/3+/-1/1 is nothing to sneeze at, and then there's battleshock, which they penalize the enemy for. 

    Granted, Decimators have little value unless facing a horde, but they sure shine when they do!

    On theorie yes.. But in practise no and never. Me and some other guys on this forum playing with decimators for a VERY long time because of skyborne slayers. Besides hitting a ironclad with garrisson units they never do enough work against hordes.  Its all theorie. 30 attacks is only 6.6 damage against a 3+ save. and 13 damage against a 6+ save. That aint going to drop hordes not even with battleshock. The return damage could kill your decimators pretty easy. And movement 4 means they most likely getting charged aswell. 30 attacks means almost no starsoul maces to fight anything other than hordes. I would say Decimators are one of the biggest traps sce has. 

    • Like 4
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  3. 9 hours ago, Phasteon said:

    Luck is the right word, I dont see Zombies deal more than 4-5 wounds in total, as they have 1 attack each that basically does dmg on a 6 to hit. 

    With up to 20 models in contact (more would be unrealistic) its 4-5 MWs if he spikes the hit roll. Rest either doesnt wound or is saved. 

    I‘d simply but something that has a) many wounds b) ward or c) is cheap against them. 

    Eg 5-10 Liberators will do, or anything within 9“ of the general in a Hammers of Sigmar army. 

    Bonus point for Decimators, as they should tear through a Zombie horde in one round of combat. 

    Decimators are a trap.. movement 4 unit with max 7 damage 1 attacks isnt going to tear trough anything in the current game. Not even a a horde of zombies and is likely to get killed in return while doing like 15 damage or so if your lucky.

    • Like 1
  4. 1 hour ago, PJetski said:

    Yes you could play two mount traits its written right there in that same header how to get more mount traits

    image.png.a6b0a43ca13f3be0bac36992aeb5ee2d.png

    It was always the intent that you could take more mount traits. This is why mount traits are Enhancements.

    When you take an Enhancement you can take a mount trait from the list, simple as

    Fair enough if you took 1 battalion you could get an extra mount trait.

    Still your ignore the first paragraph where its telling you one hero can have a mount trait. We got nothing right now that tells says you can have more then one mount trait in any way. Also there is no where writen that 1 hero can have more then 1 mount trait.  First paragraph explains it al. Im not sure why you read that differant then i do. 

  5. By your interpretation Stormcast can never take additional mount traits for any reason. That's absurd.

    This is whats in the First Paragraph. It was always like that. I played double stardrake for a long time and could never play 2 mount traits with SCE. Even now that the FAQ tells us the second and thirt paragraph is gone the first paragraph stays. That tells us we still cannot have more then 1 mount trait in our army.

    image.png.318fda7f674976a54bfe753d84bd24f3.png

  6. I always play this game like its a gentlemens game. We al know how rules are ment to be played and bending and looking for loopholes in never a fun thing. Not in friendly games and not in a tournament. Its the same with people playing with praetors ability of board or people now playing with move after translocate. We know this shouldnt be allowed and shouldnt be played like this. Lets not go that route. No fun winning the easy way right.

    • Thanks 2
  7. 2 minutes ago, PJetski said:

    If you pick the Mount Trait enhancement you can select a Mount Trait from the list, just like you would with any other Enhancement. It works the same for Spell Lores and learning another spell by taking an Enhancement.

    You can use whatever house rules you want, but I would expect TOs to follow the rules of the game as written.

    the thing is, in the SCE rulebook it states only ONE hero can have a mount trait. That overrides taking a second mount trait by Enhancements. Yes you can have 2 but only 1 heroe can have 1. So if you take that second enhancement because of your warlords battalion you have 1 mount trait who you cannot give to any hero.

    A mount trait is not mount traits

  8. 31 minutes ago, PJetski said:

    Core rules 13.3 - "A save roll cannot be modified by more than +1"

    You can have multiple +1 save roll effects but you can never add more than 1 to a save roll, so the castellant's lantern will only activate on save rolls of 6+ (assuming the enemy doesn't have enough Rend to reduce the roll).

    Also worth noting that if you have Azyrite Halo you can't use the Castellant Lantern to heal and Azyrite Halo to deal mortal wounds at the same time because they both trigger off a dice roll of 6.

    Mount Traits are an Enhancement. When you pick an extra Enhancement from the Warlord battalion you can pick a Mount Trait.

    There's nothing in the rules preventing you from picking the same mount trait multiple times or giving multiple mount traits to the same hero.

    I think first paragraph is still intact what would make that only one of our heroes can have a mount trait. 

    With Ogres its different.

  9. 1 hour ago, Sagittarii Orientalis said:

    How much impact does the new battleplan Tooth and Nails(aka Total Commitment Mk 2021) on writing your army rosters? I started designing my 2,000 Points Stormcast army roster after 6 month hiatus, and I am still clueless as to what heroes I should include. 

    My list so far includes Yndrasta, 3 liberator units for minimum battleline, 4 fulminators, 6 longstrike raptors, 3 aetherwings and 3 praetors. And choosing what heroes to bring has been a challenge.

    Knight Incantor seems to be an indispensable choice for Stormcasts who are known for their weakness in unbinding enemy spells. And taking her leaves room for roughly 2 heroes on foot.

    As of now, I am leaning towards the new knight vexillor for the first candidate. Providing re-rolls for charges is important, but one-use-only resurrection ability is what truly grabbed my attention. Along with Yndrasta's new ability, it is one of the very few abilities that can bring expensive stormcasts back to life. Particularly the ever costly and fragile vanguard raptors. 

    Assuming I take Knight Incantor and the new Knight Vexillor, that leaves me with barely enough points for one more Stormcast hero. And frankly, if it weren't for the existence of Tooth and Nails I would have taken Knight Heraldor gladly. The presence of such strangely persistent battleplan however made me consider taking Lord Relictor instead.

    Translocation is even more valuable when Scions of the Storm is banned in the battleplan, and because now units can move after being set up. Also, "casting" Translocation is more reliable if I give the High Priest command trait to the Lord Relictor.

    The downside is that even with the re-roll, there is more than 10% chance of failing to "cast" Translocation in the critical moment. And of course the loss of unconditional mortal wound bomb from Knight Heraldor.

    In regard to teleportation, regular Knight Vexillor with the Pennant of the Stormbringer can provide once-per-game unconditional teleportation. But he is too pricey to include in the list for that single ability alone. And I already have the Thunderstrike Knight Vexillor for charge re-rolls.

    All in all, I need to play 3.0 AoS games ASAP to get a hold of how the new system works.

    I would never go without a knight heraldor if im going with fulminators. This heraldor won me games. Same goes for incantor. Voidscroll worth everything these days. I would love some way to teleport now that im not sure about the lord castellant. ( bet he gets a rework)

  10. 3 minutes ago, TheArborealWalrus said:

    The upcoming points imply the general boost to our saves. We'll see though. It will certainly give a distinct feel to the stormcast if true. 

    I feel like this edition will reinvigorate prosecutors. Their ability to charge reliably from outside of 9" makes them the ideal support unit (assuming they still charge 3d6). Neutralizes those ranged overwatch threats as well as redeploys. Plus squishy archers are their ideal targets.

    with 6 wounds and lowest damage ingame.. im not sure.. 40mm bases.. 

    • Sad 1
  11. utterly lost for words about al these uninspired increases. There was just increase... no point balance. Nothing like we thing this unit should cost more and this less. That slaanesh has gone up is just another blow in the face for the slaanesh players. Lost for words on that.. I dont even collect slaanesh but i feel sorry for them. 

    Balance team is just super disconnected to the whole game its unreal. just lost for words for this whole leak

    • Like 3
  12. 6 hours ago, Neverchosen said:

    I thank you my friend, it always nice to receive encouragment from the mightiest Giants! It was a bit overwhelming particularly as I am working from home for the first time and using a lot of new digital platforms. I will get the hang of it but it was a lot to take in at once. No complaints about learning 3rd edition from me after this. 😇

    I am hoping to reward myself with Dominion but since I want support a local store I might miss out, in which case I have my eyes on a KO Battle force or Shadow and Pain. They are all in the same price bracket and all set me up for my 3rd and (hopefully) final faction... 

    I desperately want there to be multiple head options. I really want classic Chaos Dwarf players to have big hats. Modern ones the option to choose which aesthetic fits their taste. And as for me I will run all the heroes with big hats and their troops with helmets. In my army you'll have to earn the hat*! 🤠

    I learned to play from Ash back when he worked at GW years ago. He is a cool guy and seems to be treating this very much as a demo. He promised more batreps in the Rules review so I expect him to make a more synergistic list and push the strategies more going forward. I just finished watching it and it was a good fun match. Owen also seems like a chill guy and I love his Sky Grots. On to Dark Artisan for me and I also saw MWG uploaded their video.

    *sadly I will only be able to afford them if they are an expansion of S2D, probably just some troops, a warmachine and a hero. 😢 

    people still watch MWG? my gosh besides the nice table and nicely painted mini's those battlereports are awfull.

    • Like 4
    • Haha 1
  13. 3 hours ago, TheArborealWalrus said:

    In meaningful numbers? Yeah. Beasts of chaos, slaves to darkness, khorne, slaanesh, (I'd say) nighthaunt, among others, but I don't want to have to go through all their warscrolls to confirm what I remember from playing with/against them. Basically many armies might have a few units/tools that might be able to deal with us, but as an army, many lack sufficient rend, damage, or mortals to make me think they'll do fine against a global 3+ with a possible +1 save waiting in the wings. I could be biased as I usually play the lower end of the army power spectrum, but I want my opponents to have fun too. I'm just concerned. Assuming the rumor is right, of course. 

    Don't get me wrong, the 3+ feels right for what stormcast do in the stories, (that is what a rule writer is supposed to achieve when making them,) I'm just concerned about balance.

    Although, many stormcast units don't exactly do the damage either. ... Who knows. We'll see how the army feels come release day. As always, give it 3+ games to feel it out before deciding. Hope everyone's had a good week and will have a great weekend.

    For Sigmar!

    Dont worry, ive played lots of games with 1+ rerol 1 save liberators and they be dead turn 3 anyway. The game can handle weaker troops with a lot of strong saves. And since we cannot do stuff like 15 hard to kill paladins or 30 libbies, those smaller numbers wont matter to much for game balance. The mortal wound spam increases makes that 3+ army wide not a big problem when fasing sce as an MSU elite army

    • Thanks 1
  14. 52 minutes ago, OkayestDM said:

    Agreed. It's worth noting that if the Stormkeep sub-allegiance make it into the new edition, that would be the place to take units of 6. Without the drop-down MWs, you'd want a cushion to make sure those large lads got the full benefit from their charge.

    but then you lose half the warscroll because you miss out on the mortals on the drop.
    missing half the warscroll makes the value go down

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