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Fert

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  1. But you can screen a purple sun or at least zone it. However, I think it's rule should maybe be 1" instead of 3" to allow for easier screens. There are definitely aspects of the game that are lost with a single roll. I feel GW needs to up it's game and roll out smaller tweaks and a higher rate to keep their finger on the pulse of NPE mechanics.
  2. For some. This entire forum topic is truly subjective. Personally, I love the priority roll. Others not so much. Big learning curve understanding priority and tempo in Aos. It really can feel bad if you are new to Aos.
  3. Totally agree with you and in a sense some of what I am saying... This game has the potential for bad matches (a symptom of many factions, rules, builds, bloat) but good players even casual ones know that there are tools and plays that exist. (i.e. They have the wits to work around tough matchups/NPE) I like the place Aos is in. As often as a double turns can seal a game into a loss they just as often save the game for a win. We see a hand full of top factions and unfun builds, but not is completely blowing the scene out of the water like that of 40k (which has, imho, much more NPE). I feel GW is tackling some controversial rules fairly, just not fast enough, and then when they do it a little heavy handed. Living cities with SCE, Shoot cast, Sentinel Spam all took way to long, and then completely gutted them. Give us smaller tweaks at shorter intervals. GW can do better... i.e. KO disembark should not have taking a year to release an FAQ to address such a fundamental part of an army.
  4. A lot of this game is rock paper scissors. At the competitive level the top tables players build lists that have the tools and make the right choices to deal with tough matchups. Leverage low rend into hordes. Leverage mortals into tough heroes. Do the math on chance of success before you move into position only to whiff. Have options baked into your list assist to deal with save stackers.. even if this means avoiding them. Use control, use screens, use terrain, and/or movement. You don't have to kill/smash/maim everything. Overall I feel that at competitive events people need to understand what they are signing up for. You will play NPE games. That's how it is. For casual play, you need have the correct play group to avoid NPE. Play path to glory. Drink, laugh, have fun. Read your friends reaction to the game. If they have a bad time and quit... then your done playing as well.
  5. Totally agree here. Glad its gone. However, there is always some kind of play and/or counter (some armies not so much sadly, Sob for example). In casual play where people drop a lot of Gotcha! moments then it sucks and is a very negative experience and those people tend to weed themselves out of a casual community quickly. But in a competitive scene, the bulls%*$, especially if you game at top tables, should be known what gnarly comp/rule could come your way. For the living cities bs, army design, deployment, and movement decisions are your biggest counters. Setting up cheap screens or anvil units (preferably cheap screens against fulms) Buffing units in prior turn with mystic shield, applying negative modifiers to wound/hit, parking in area terrain and saving CP for AoD and battleshock. I've seen fulminator smash into things and whiff baddddd. Best counter is cheap screens and always go second (if you can). Don't take the steal the top of turn until initial hit happens and the enemy hammer is exposed. Of course there are a million combinations of events, battle plans, and rules all built in to just ruin your damn day. RIP Living cities. Won't miss you. Casual games - understand gotcha moments and poor army design can happen - paint the scene, roll play, make funny noises and laugh. Competitive - well, thats the nature of competitive, but you just have know that gnarly comps exists and they will eat your soul.
  6. But then again... you could take my example and say that is per attack... which would be insanely tedious... Needs faq.
  7. "each time this unit is affected by a spell or the abilities of an endless spell" So for a purple sun example; - your opponent rolls a 1, you are now affected and now need to roll for you ignore. - Your opponent targets you with a shooting attack. "Subtract 1 from save rolls for attacks that target this unit..." Roll to ignore. - Your opponent now targets you with another different shooting attack from a different unit. Roll to ignore as this is a new set of attacks. Every separate instance where you are "affected" roll to ignore. Just my opinion of course
  8. I feel like we can shine in this GHB. If people buy into infantry/body count I'm game as that usually accompanies low armor values. I love shooting squishy. I love seeing our damage come through. And, if people are still into high armor values/save stacks, we have the admirals ammunition and the new purple sun (an absolute gift). Rend 3 Thunderer rifles... backed up by rend 2 Aether carbines on Ironclad and frigates... LETS GO!!!! Really curious to see what comes of the FAQ and our transports.
  9. I'm over the moon for this warscroll! I was hoping the update did a few things; - new warscroll for admiral as his command abilities just didn't fit in with 3rd edition - access to rend improvement mechanic (warscroll covers that) - boats counting as 5 on objectives (not asking the world here, just wanted to tie monsters and beat a hero) - Sadly seems this was missed. - clarification on our disembark - Sadly, also missed.
  10. Sure, it does actively hurt you and that is ok because it can also actively help you. If you decide to use it while weakened then its a definite gamble... but the pay off is big, taking you back to primal... HUGE! And remember it is 100% optional, a tool in a toolkit. You get choose the gamble and when. I'd agree 100% If it was a forced ability... like, "has to charge an endless spell in range and attempt this monstrous rampage" then it would be a big problem. But again it's optional and very very strong if you do get it off... like crazy strong.
  11. Well if we have choice before the start of the game, but not bound to our pre-written lists, then we can choose what is beneficial vs. certain armies... Do they have a Gotrek? Ward ignore. Are they stormcast? Increase Rend. Kragnos? 1d6 Charge (maybe). It's a very nice utility and I see Admiral becoming an auto take.
  12. Boom!!! I was hoping for a new Admiral warscroll... He is the perfect candidate for holding the new incarnate. He is gona be a tough ****** kill...
  13. Yea khemist is the auto take for Zilfin... Just trying to figure how to protect a hero who may have the incarnate bound to them. Admiral is currently our toughest hero... but just has a terrible warscroll otherwise.
  14. On top of battle tactic issues, my big problem with KO is board presence. Or rather objective presence... We simply cannot anvil up or keep enough bodies to hold objectives long term. We have trouble taking objectives because; - fly high is easy to zone and we have to be 9" away. - even if we can toe on an objective from a fly high... a ship counts as 2 models... GW please fix. Even just counting as 5 would be huge. - our main source of damage is shooting... So we can shoot the hell out of something on an objective and then what.. charge in? If we shoot well enough there is nothing to charge, thus even less bodies or even no bodies on target objective. My hope is that the update gives us some easy battle tactics, ships counting as 5 models, and maybe some sort of rend augment for a cp. Ohhh and re-write the admirals warscroll ffs
  15. Some new triumphs to spend gold on... reroll a casting attempt, blow up a ship, nothing to great though. Yes, any hero/leader of any size can fill the "Commander" slot for battalions. It just that "sub-commanders' must be under 10 wounds.
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