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Fert

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Posts posted by Fert

  1. On 7/1/2022 at 1:56 AM, pnkdth said:

    "oh, I lost the game on a single dice roll."

    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.

    • Like 1
  2. 21 hours ago, pnkdth said:

    NPE is not about being able to win or not. Casual/friendly play doesn't mean you're just flinging models at each other. Most players exist in between competitive and narrative, in a space you could call competitive casual games. This group still enjoy the matched play rules but voice concern over power creep, i.e. arms race between mechanics and factions.

    That said, AoS seem to be veering heavily into becoming a much more competitive game. As evident by mindset and attitude both here and discords + new rules/seasons. Not saying it is a bad thing to be competitive, I'm just saying that you do not have to go all in win at all costs just because you use the matched play rules.

    Furthermore, competitive players will make anything work regardless of NPEs so there's very little downside in addressing the more controversial rules and mechanics to make the experience better on a grander scale. I'd even say the competitive experience would improve as well since it will come down more to wits than abusing mechanics to gain an advantage.

     

    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.

  3. 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.

    • Like 1
  4. 13 hours ago, Gokken said:

     

    Old cities with deepstrike 3 away from people: what optionos do you honestly have against fulminators starting 3 away from you?

     

    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.

  5. 16 hours ago, Fert said:

    "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 :)

     

    But then again... you could take my example and say that is per attack... which would be insanely tedious... Needs faq.

  6. "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 :)

     

  7. On 6/16/2022 at 11:40 AM, Beliman said:

     

     

    Overall, I think that this GHB is not for us (like anything about 3.0). That doesn't mean that we can still play and have fun, but I expect that we don't change ur gameplay after all this new rules.

    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. 

  8. 17 minutes ago, Rachmani said:

    P.S. I would have thought that more admirals would react to a buff of their warscroll. >.<

    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.

     

  9. 2 hours ago, Mutton said:

    Didn't say it should auto-delete. You still have to roll above the casting value on 2d6 (essentially make a dispel roll). My point was that the punishment for failing the roll shouldn't actively hurt you. Delete the last sentence of the rampage ability.

    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.

    • Like 1
  10. 42 minutes ago, Arzalyn said:

    Thanks for the corrections, I edited them with the ones you pointed out. Do you have the exactly wording for the admiral CA?

    Having to choose just 1 ammunition and it been once per game is a little sad, but the extra rend should help solve some of our issues with save staking. Rend will probably be the safest one and the ward a little more niche (for things like Nurgle and Fyreslaeyers where you don't need the extra rend that much). It will probably make 2 or even more Admirals in the same list something much more common to see.

    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.

    • Like 4
  11. 14 hours ago, Fiddybucks said:

    Make khemist General to avoid command trait and take collector

    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.

  12. 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 :)

    • Like 1
  13. 41 minutes ago, Just_Flo said:

    Which Kharadon Overlords relevant things are in Broken Realms (Be'lakor)?

    Some new triumphs to spend gold on... reroll a casting attempt, blow up a ship, nothing to great though.

    36 minutes ago, Just_Flo said:

    Another question from me: 

    As we don't have Chars with 10+ Wounds, can we use a char with less wounds as a leader for Batallion requirements and others with less than 10 wounds as subleaders?

    Yes, any hero/leader of any size can fill the "Commander" slot for battalions.  It just that "sub-commanders' must be under 10 wounds.

  14. 7 hours ago, Beliman said:

     

    So, after being cast, every unit within 6" of the point picked have the status of "being affected by chocking mist".
    And even if they move outside of the area, that units are still affected by this "special status" (-1 to attacks of melee weapons and it cannot run).

    I feel that you can move away.  It like an aura ability that last until the next hero phase.  If you move outside of the auras range, no more buff/debuff.

    Maybe check the verbiage of some endless spells with aura type abilities.

    Water tight GW... Water tight!

     

  15. 47 minutes ago, Beliman said:

    It sounds awesome XD How do you give 5++ to the Admiral? I'm not used to play with him

    He passes wounds/mortal wounds to a unit near him. 

    Be even better if you can command trait him with "tough as old boots" for 2 extra wounds.  It would be hard to snipe him out of that boat and thus keep the incarnate bound to him.  But you'd have to go custom port for that command trait.

    • Thanks 1
  16. Krondspine Incarnate in KO army...  Bind it to an Admiral in ironclad with company.  -2 to hit (net -1 of course), +1 to armor save, and 5++ shrug.

    The unknown is if the incarnate starts on the board or can it be "unleashed" in the hero phase... Zilfin hero phase fly high, drop it in enemy lines, stack on its all-out-attack aura, and profit?

    Also... y'all get any of them white dwarf leaks?

    Edit... Admiral in zilfin sucks for his forced command trait...

  17. Terrain needs to be 6" apart so this would be a none issue.  

    But, let's say there is a unit next to the terrain the gap is smaller than your base....  The terrain rules are sparse so this is hard to answer. 

    I have been playing it that you would need to allocate your movement to move up/over the terrain piece.  Unless you fly of course :)

  18. 8 minutes ago, yukishiro1 said:

    See my edit. The rules for jumping down seem to imply you can push down through terrain. And then if you end halfway through that move, you leave the model on top of the terrain, but you treat it as if its base was x inches from the ground, within the terrain piece. So yes, this ends up with your model "in" the terrain piece in terms of the rules. 

    You don't have to agree, but that's how I'd read the rules for jumping down. The picture very clearly does not show the model being moved into the air until its entire base clears the terrain feature before it can drop down, it shows it moving till the front base edge reaches the edge of the terrain feature, and then moving straight down through the terrain feature until it reaches the ground, then it begins moving forward again. So I do think you can end your move (charge or otherwise) 1mm from the ground, with your base "in" the terrain feature. 

    Aye, totally see what you are saying.  Damn GW with your janky terrain rules... can't go through terrain but next paragraph... go through it...

  19. 12 minutes ago, yukishiro1 said:

    No, you can't actually get on the ground, but you can get to within 1mm of it, and that's within .5" of the enemy if they're right on the other side of the terrain feature. There's nothing in the rules saying you have to be at the same level as the thing you're charging, just that you have to be within .5" of it, measured base to base. 

    So if you position your models say .51" away from the terrain feature, and there is nowhere for the charging model to move off the terrain feature to end their movement within .5" of you because you've blocked it off, that would indeed RAW make it impossible to charge them. 

    If what you are saying is that you can't do that because your base "ends" inside the terrain...that's a gap in the rules. The rules don't specify where your base is while you're halfway up or halfway down a piece of terrain. I.e. if you end your move halfway down a piece of terrain, is your base on the ground adjacent to the terrain as if you had moved off it, but you're floating in the air, or is your base still on top of the terrain piece until you get to ground level and move off it? The rules don't say. 

     

    I'm saying that the terrain piece is an 1" high.  So the two modes parallel bases are 1" vertically apart from each other. 

    And since you cant push down through the terrain you can't physically make the charge since you are over 1/2" away.

  20. 10 minutes ago, yukishiro1 said:

    So you can charge down the wall and end 1mm off the ground, even though you can't end on the other side because there's no place to put your base.

     

    Aye, but you can't move through terrain per 9.3.  "You can trace the path of its move over terrain features but not through them."  So you can't "push" the base through the terrain to get on the ground level as you are saying.  Again, if you have enough movement for your entire base move around and get to ground level then no issue.  

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