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NinthMusketeer

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Everything posted by NinthMusketeer

  1. Edit: I originally missed the above request to drop the subject, erasing my response now to comply.
  2. True, I should say this is based off my experience where the overwhelming majority of players do not enjoy it. I have also encountered players who avoid AoS entirely because of it. I also raise that if the double-turn is generally a fun mechanic why does no other game use it? Why not add it to 40k? Why is it so unique to AoS?
  3. I'll keep this short: -Reform the design team/process. It isn't working. There is a tremendous amount of content being pushed out but some of it is so imbalanced, so unfun, that I keep losing new and even veteran players to it. No playtesting is needed to see that a terrorgheist dealing 6mw on a hit roll is too strong, that depravity sets Slaanesh up for massive hero skew, that a sub-faction giving +1 to saves army-wide is game breaking, that the mortek crawler is unfun rules design. There is a lack of quality control that is reducing people's fun and costing GW sales. -The point of the game is to have fun. The double turn isn't. Discuss balance if you like, but it isn't fun. Get rid of it. -Assuming the above happens, change deployment to 'deploy first, go first' where the player going first puts down their entire army, allowing the player going second to mitigate their disadvantage via counter-deployment. It isn't perfect but it is better than now where people are taking battalions they don't like so they don't get screwed by turn choice. It is getting in the way of players enjoying the game.
  4. Can you find some other abilities that work as you say, where the name does not refer to the warscroll? Because there are many that work where the name refers to the warscroll.
  5. Warband tables have been updated! This means major updates to Kharadron Overlords and to Tzeentch! In addition, where possible a handful of 'quality-of-life' changes were made on various tables in order to prevent players getting 'stuck' with a unit option only available in resin when attempting to roll for an option available in plastic. Tables for Brettonia and Tomb kings are on their way and will be in a separate legacy document, probably tomorrow. EDIT-Up now, enjoy! In other good news the main rules have been updated to 1.2! A number of wording changes were made to (hopefully) make rules easier to understand, and the rules for using Awakened Artifacts were tweaked.
  6. So in other news, I am still struggling with the third iteration of horror splitting and how to manage it... But the tables will be updated this week for KO and Tzeentch, along with tables for the legends rules of Bretonnia and Tomb Kings.
  7. Fortunately it is much stronger. It is a potential for d3 each time a unit attacks in melee. It lasts until the next hero phase, so that is two combat phases, and it should be used on a unit that engages multiple targets. It wouldn't be difficult to put it on a big unit and have it charge three different enemy units. When it's dealing 6d3 MWs for one CP the ability is a lot better. What it needs now is proper tactical application to be good.
  8. "Bloodletters" is the name of a warscroll though, "Pink Horrors" isn't unless we refer to the older one. IMO it is largely moot because they will FAQ in a couple weeks to fix it.
  9. It isn't a complaint, it's just curiosity; GW rarely makes proper balance decisions to nerf an OP element so quickly OR so effectively. This change was not only within weeks of the battletome dropping but is entirely reasonable and puts the ability in an area where it is a useful tactic to have but not over-the-top. Such a sensible response so quickly is such a rare occurrence from a GW that it sparks confusion when it actually happens. IMO? A broken clock is still right twice a day.
  10. The nerf to the Nurgle DP command ability wasn't heavy handed; it was appropriate (and I say this as someone who uses a Nurgle DP). It may seem heavy handed because other nerfs are too light or miss the point (Slaanesh Depravity or Hearthguard Berzerkers, for example) or even more frequently simply do not occur at all (a whole swathe of units & mechanics across the top third of armies). I have reached a point where I feel that not only does GW not prioritize balance, they do not even know what it is.
  11. As far as I know they should not be an option, though there are some Tzeentch units that can be allied in (Gaunt Summoners have the Everchosen keyword). It is a bit of a grey area that they have not put hard limits on.
  12. I got into it in middle school, right around 2000 I think. A friend of mine played it and got me interested. Though I was mostly just a kid messing around for a while and it wasn't until the 2010s that I would have actual armies fighting off in full games. Two other guys in my gaming group have kids, both of them have/are introducing them to Warhammer. One of them gets the WH: Adventures content for his kids. From previous experience I would say that almost every parent I have met who plays has also made an effort to introduce their kids to the hobby.
  13. The point being that RAW, "Pink Horrors" are not a unit. Or at least it does not refer to the current warscroll. There are "Horrors" which could contain 10 Pink Horrors, but that still is not the name of the unit. Now we all know what the ability means RAI but TECHNICALLY the first option could only be used to summon the older "Pink Horrors" warscroll that is now obsolete. To make it work with the current lineup it would have to read along the lines of "a unit of Horrors containing 10 Pink Horrors" because the name of the unit is different. That is why it needs an FAQ/Errata, because RAW is getting in the way of how the rule is clearly supposed to work.
  14. To the first question the answer is currently no, but expect an FAQ on the matter in two weeks. Second question the answer is yes; you can fold reality to return the slain icon bearer. Regarding the Tzaangors, the additional models in that case cannot have special weapons, because the "in 10" threshold has not been met. We're someone to use a unit of 5 Tzaangors, for example, they could not use any special weapons.
  15. If something is simply "battleline" by unit type in the point listings then it is always battleline no matter what you do; you could not change that even if you wanted!
  16. Spoilers I think it is pretty clear they are the same person. It seems that Rayner does die at some point after the events of the novel, being in Shadespire he of course revives, but does so at the first moments of it's cursed existence, taking the name Zuvass and becoming that character. What that leaves open is how Rayner dies (Zuvass presumably knows, having been through it before) and what Zuvass does after Rayner dies. It is a loop, but one that only goes around once rather than perpetually.
  17. This is the second time they have done a full warscroll update outside of a model release (first time was the grundstock thunderers) and man is it a big step up. The new plague monk warscroll is WAY more user-friendly while preserving the role and function of the unit on the tabletop.
  18. Chaos Warband tables have been updated to bring them in line with the new battletome! To eliminate redundancy the daemon prince champion listings from mono-god tables have been removed, but like all champions can still be taken with whatever allegiance they have the keyword for. On a related note the gaunt summoner on disc has been left in the Tzeentch chart rather than appearing on the StD chat, it has also dropped one initial follower to compensate for summoning a free unit. I have tentatively put the Sorcerer Lord on foot as three followers, the difficulty being that while he is a mere 5-wound, single-cast wizard he hands out a re-roll save buff to an army with very good saves and I cannot understate how powerful that is. He also has a 4+ save himself and an obscenely powerful warscroll spell. But I would love to hear feedback on the matter. Daemon princes have been moved to grand champions but left at three initial followers for now since they are very vulnerable to MWs and don't have ready access to healing, but the potency of their command abilities might justify certain ones (looking at you, Nurgle) going down to two. Again, would love to hear feedback.
  19. This looks really cool! Going to have to look into it when I have the time.
  20. Destruction and Death have seen some small updates. Gloomspite got a few changes to the basic retinue making them more user-friendly and to have boingrot bounderz moved to elites. Ogors saw similar adjustments on their charts, and both icebrow hunter options gained one additional follower. On the death side Ossiarch Bonereapers had some significant adjustments. Most notably taking the Petrifax Elite subfaction reduces initial followers by one. The gothizzar harvester's follower cost was increased by one. The boneshaper has had his initial followers reduced by one and been moved to the elite hero table. The Elite tables were condensed into one and the 10-man mortek guard option was removed entirely. I am on the edge as to if the liege-kavalos should be dropped to 2, but left it at 3 for now. Feedback would be greatly appreciated.
  21. If something is targeting an unmodified characteristic it will specifically state as such--the Mortek Cralwer, for instance, has an ability that targets the "unmodified bravery charactertistic".
  22. Take a Harbinger of Decay and Warshrine with a Lord of Afflictions with the resilient command trait and the splithorn helm artifact to get a model with 4+ armor and a 5+, 5+, 6+, 6+, 6+ to negate wounds. Each damage that makes it past his armor will be reduced down to an average of 0.257! Unfortunately this will provide no protection against when your friends light him on fire.
  23. The Hinterlands rules, which were so well done they got their creator a job at GW, are still out there. Whatever GW publishes needs to be comparable before I stop recommending people to play those instead.
  24. GW in general does not seem to fully recognize that a 4+ to ignore wounds taken in effect doubles the wounds characteristic of the model with the added benefit that healing is worth double as well. So a frostheart phoenix is a 12-wound monster, but an annointed on frostheart phoenix is in practice a 24-wound monster that heals double. While this is not represented in the point costs it is important to recognize the dynamic on the battlefield and treat it accordingly. Now as for actually dealing with it. The phoenix is more durable than it is killy, especially the way he is running it. He is counting on you to try and kill it, something many armies may need to do... but not Maggotkin. Your wound profiles are good enough and your unit options durable enough that you can afford to hold it down in melee while the rest of your army goes to do other things. Here are some good tools to do that, pick & choose what you like: -30 Plaguebearers + Lord of Blights + GUO with witherstave: a great combo in general, it applies here too. The LoB uses his command ability on the plaguebearers to make them -2 to hit in melee while the GUO stands nearby so the witherstave forces the enemy to re-roll 6s to hit. Generally you want a GUO to carry the witherstave specifically, both so his fat base increases the size of the bubble and because a smaller hero can be more easily sniped. -Pusgoyles + Harbinger of Decay: When the harbinger uses his command ability it puts the pusgoyles at 4+ armor, then two 5+ to ignore wounds. They will sit in front of that phoenix for the rest of the game. Even without the harbinger they will stand there for some time. Note they won't deal much damage but that isn't the point. -Poxbringer w/Glorious Afflictions: The spell gives -1 to hit, to wound, and to saves, which neuters just about anything and as an added bonus lasts until the caster moves, casts again, or dies. This means you get it off once then just stand there and don't cast anything, simply maintaining the spell. Obviously he will try to kill the hero, but that's why you use a poxbringer for this; with his small base he can easily find cover to stand in (even just on a feculent gnarlmaw) giving him a 3+ armor plus 5+ to ignore wounds, he can heal himself for 1 wound every turn, and can benefit from look out sir. He'll still die but you make your opponent work disproportionately hard to do it. Here are some things NOT to do: -Blightkings. These are generally the offense of a Nurgle army and you want them to be fighting something other than the most durable target he has. -Plague Monks. Their damage output is insane, but 2+ armor will stop that in its tracks and the phoenix will only take a small amount of damage from them bouncing MWs on death (note that wiping out an entire unit only deals an average of 6.6 MWs, which the phoenix will cancel half of). -Plagueclaws. Plagueclaws have more than double the damage output when targeting units with 10+ models so while utilizing their rend -2 here may be attractive, it isn't worth it. The average damage dealt to a 2+ save phoenix is tiny. -Don't engage. While you don't want to try to kill it, you also can't afford to have this thing flying around everywhere. You want to charge it with something if it doesn't charge you, that way he must retreat and wait a turn before charging something else. Summoned plague drones or plaguebearer units can fill the roll if nothing else is available. But let's say you really hate this thing and want it to die... Grashrak Fellhoof (and Despoilers) - A nice little wizard you can ally in and his accompanying unit can eat wounds for him on a 4+, helping him stay alive to cast his spell which does d3 MWs and more importantly gives unit attacking the target +1 to hit in the subsequent combat phase. Plague Monks w/double blades - Plague monks have a lot of attacks, just not much rend. Normally they can't put a dent in a phoenix even at +1 to hit, but not after you cast... Blades of Putrefaction - 6+ to hit deals a MW. At +1 to hit that becomes a 5+. Plague monks with two foetid blades "can re-roll hit rolls" meaning you can re-roll 1s, 2s, 3s, and 4s since you are just gunning for the 5+ anyways. You can also swap the plague monks for marauders (less attacks but their own +1 to hit mechanic), chaos knights + lord on daemonic mount (his command ability gives them +1 to hit) or blightkings from the blight cyst battalion (rend -1 so their base attacks can deal some damage).
  25. While well aware that sharper blades are safer in a general context, I cut myself worse and with greater frequency with sharp hobby blades. Not blades in general--just for hobby blades the trend somehow reverses itself for me. It must be something to do with how I use them.
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