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NinthMusketeer

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Posts posted by NinthMusketeer

  1. 1 hour ago, Red Bull said:

    As a former WHFB tournament player (who by the way is skinny, polite, and smells nice... I do usually have a neckbeard though), I can tell you what killed it in my group: increasing prices and a wildly OP magic phase/armies.

    That last Chaos warrior book was the death. I forgot the details, but demon princes were absurd. Prices got higher and higher, the Empire Greatswords were called Goldswords for awhile, but they weren't an anomoly, they were the new par. 

    We stopped playing before GW killed it. We moved on to KoW and more recently, ASOIAF. I'm the only one left who cares enough to even follow the news from GW

    Some of the specific points brought up by Peachy:

    "established players not buying new product":

    this is kinda tied to prices for me. I have a ton of metal dark elves. But the new dark elf plastics came out in essentially the same poses and same price as the existing Black Guard. Furthermore, I preferred the metal witches and executioners.  Their new kits that were actually improvements (Cold Ones, Dark Riders, and Dragon) probably sold well for them. Essentially, GW made a change without an improvement

    "figure design limited to square bases"

    I agree with this one and it's probably why the newer plastic Black Guard were still pretty static. But then, what little information we know about The Old World is that they said square bases are back. I really hope they aren't. I hope it's similar to how ASOIAF does it (or even GW's own War of the Ring from back in like 2009). It'd also mean less minis required to fill a unit and it gives each mini some space to breathe

     

    $60 for 10 Witch Elves wasn't your price point? XD

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  2. IMO, GW didn't kill WHFB with End Times; they simply buried the corpse. Years of price increases, lackluster rules, grinding slow gameplay, no community interaction or engagement, and price increases eroded the fan base bit by bit. It was this long process that really killed WHFB; it wasn't people making a knee-****** reaction to one decision or another, it was people finally being fed up after years of abuse and giving up on the company, not the game.

    • Like 4
  3. There just isn't enough context in the original question for me to cast an honest vote. But if we're wishlisting...

    My dream would be a three-tiered system of progressively stronger allegiance abilities as a reward for progressively more narrow unit choices. One of the reasons the Grand Alliances worked (well at least in Warhammer terms anyways) was because their abilities were, explicitly and by design, much weaker. What did they have instead? The entire roster of their grand alliance to choose from! They could cherry pick the best units from each army to make up for their lack of layered allegiance abilities.

    So that's tier 1 - Grand Alliances. Tier 3 is the battletomes we have now, with potential for further subdivision within them that (literally or practically) locks out certain options. I would also like to see God-specific tomes have two extra allegiance abilities each; one for all-mortal and one for all-daemon, each preventing the army from having the other but offering some benefit to compensate.

    Tier 2? Well that's in-between. This is where the allegiances for Aelf, Duardin, Human, Deathrattle, Vampire, Grot, Orruk*, Ogor*, Daemon, and whatever else reside. They aren't as strong as full battletomes, but they aren't as weak as Grand Alliances either. Reminds me of when I made allegiance abilities for mixed-Duardin armies, but there was little to no interest.

    *Split them back up into their own tomes; we've seen it works, Destruction needs the army diversity, it lets the writers really capitalize on each faction's unique identity, and no one cares if different tomes share an allegiance ability or two.

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  4. I voted so hard for "Worship That Which Has Risen" back during the time of tribulations global campaign, I really wanted to see daemon prince Khul. Alas people voted for (IMO) the LAMEST option instead and his greatest victory was literally rewound through time to undo it. 😭

    But to answer the question, we don't know. Last update we got was back in 2nd edition, he could be anywhere by now (and probably has been to quite a few places). As for the Goretide itself, and its homeland, he doesn't really need to do anything. Even with Sigmar back in the fray and cities springing up the Goretide still OWNS their home region. It is almost entirely under their control and even failing that the rift which opened at the end of the novel? Still open.

    Soulbound Core Rulebook would be the best place to learn about the Great Parch, including it's... saltier elements >.>

  5. 5 hours ago, Bosskelot said:

    Yeah trying to make people avoid the double turn discussion because it is somehow off-topic but then allowing a load of posts about horus bloody heresy is peak ridiculousness.

    Well lets not go full hyperbole on the volunteer; discussions on that topic have led to issues in the past. Multiple times he has needed to step in and cut off discussion on the matter because people were getting too impolite. It is entirely understandable if mods are a bit jumpy on that particular note.

  6. I don't like the double because it is an auto-win for me. I don't play to win, winning is an arbitrary goal one pursues as part of gameplay. And I'm here for gameplay. Fun gameplay. If I get a double? My opponent will not be left with the tools to come back from it, even with a double of their own, and if I cannot ensure that being the case then I can choose not to the take the double in the first place (as being second is hugely advantageous anyways between the extra CP and Proving Ground choice).

    I have my head cocked as to why the above is off-topic but discussing Horus Heresy armies is not?

    On the topic of negativity vs positivity; the topic of the thread makes this entire discussion explicitly focused on things people believe need fixing. Not only because they aren't working well but because they are actively harming quality of life. So we are laser-focused on the most negative aspects of the hobby in this thread and this is on top of the innate human tendency to focus on & discuss downsides more than upsides. It is easy to get caught in blaming people for that, sometimes I have to step back and remember that instinct is why humans are so dam good at solving problems!

    I also made the Positivity Thread to counteract that very facet of psychology and prevent both myself & others from falling into a feedback loop of negativity. All are welcome! 🙂

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  7. Every poll I have run on AoS forums (bias towards those reasonably invested) has shown the number who dislike outweigh those who like, with an increasing margin over the years.

    What's extra funny is 3rd edition fixed the matter; person who goes second gets an extra CP each round. That neatly compensates for first turn advantage in a generic way every army can make use of. Before it has a theoretical reason to exist, now random initiative can simply be dropped from the game (along with the FotM GHB anti-double compensation) and it works better.

    In the meantime, stats I've seen suggest in 98% of tourney matches the person who chooses first round order chooses second. Don't have win rates for second turn, but I imagine those who have collected them would rather not share.

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  8. I will add my voice to the double turn being a recruitment issue. I ran my local AoS community for years, and after practical issues of time/money that one rule was the most common thing keeping people out of the game. Many refused to even try AoS because of that rule existing. There has been plenty of arguments in its defense (coming mostly from people who are afraid they can't win without it, in my experience) but at this point I don't care. It is standing in the way of me expanding my community and I resent that.

     

    I have seen a not insignificant number of demo games (not run by me) go like this:

    Demo Guy: Which army would you like to play, newcomer?

    Newcomer: *excited* SCE!

    Demo: OK, so since you had led units to deploy you get to choose who goes first.

    Newcomer: *excited* I'll go first!

    Demo: Now it's the start of the 2nd/3rd round and the game is still in contest, let's roll for initiative. Oh, it looks like I won so I get what's called a "double turn."

    Newcomer: *no longer excited* So you go twice in a row while I just... sit here?

    Demo: Yeah, well... [expression of sympathy and/or mitigating factors that go over the newbies head]

    Newcomer: *loses all interest as their army is mopped off the battlefield. Finishes game half-heartedly if at all, tells friends about how their demo game was ruined*

     

    At the LEAST a guide suggesting that demos with first time players have the newcomer go second and GET a double turn round 2 or 3 would be a big help. That is what I do and it serves three purposes; the newcomer gets to win, gets more play time, and they get to see first hand what a powful mechanic it is without being victim to it.

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  9. Here's another one, this being rather subjective but hey it's the internet!

    Dump the current PtG design philosophy. Making it compatible to Matched shackles it to the design restrictions of Matched and utterly ruins the narrative aspect people actually want. The core system is solid and can work, just not like that. Seriously, who makes a narrative progression system with NO* progression for the leader AT ALL!? What a out ALL earned perks being 1/game abilities? SoB are the only ones with ways around this via quirks.

    *Adding a mount to a leader doesn't count because you could just drop the leader from the list and re-add the mounted one since there are no rewards or xp to lose from doing so.

    Seriously just contact me and get whatever legal permissions you need from me to use Road to Renown. Or just put a link to it in books or online or something. I make the content for my local community and share it online for free, there's nothing to lose here.

    Could quietly adopt my FFA rules as well for that matter. The ones in the Core rulebook suck and no one uses them.

    • Like 1
  10. On 11/13/2022 at 9:58 AM, Baron Klatz said:

    Neat! Are they your Soulbound party? A few look like Reclaimed. (Also look like fun designs for the Anvil of Apotheosis with tribal-turned-city Ghurian CoS heroes)

    It is an evident demonstration of scale creep, we can see the far left figure from WHFB 6th edition is smaller than his AoS counterpart to the right, and the regular empire human from WHFB 7th is smaller than a regular human from AoS on the far right. /s

    It's funny how the picture changes when honest like-for-like comparisons are made instead of cherry-picked nonsense trying to prove a point. Not blaming you, dishonesty just really gets on my nerves.

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  11. For the love of god stop making rules that do MWs on 6s to hit. It goes hit-wound-save; skipping one roll is fine, skipping two isn't. WHFB knew this; poisoned made 6s to hit auto-wound, killing blow made 6s to wound ignore armour. Bring back those rules, give them out appropriately and get rid of everything that does MWs on hit rolls, and adjust points accordingly.

    It is mind-numblingly absurd that there are more units dealing MWs with attacks than units with attacks at rend -2 or better.

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  12. 12 hours ago, Neil Arthur Hotep said:

    Maybe slightly off-topic, but does anyone know if there was ever any lore justification for vampires being so tall in AoS? I think it's not just scale creep, other models that have come out since and even other models from the Soulblight release are more in scale with regular humans. So I think it's just supposed to be part of the fiction that vampires are, like, 10 feet tall in the Mortal Realms, but I have never seen this acknowledged in the writing.

    They aren't that big though. Radukar & friends certainly top out far shorter than that.

  13. On 10/11/2022 at 2:40 PM, Sinfullyvannila said:

    Just because the writers spin the trope doesn't make it good or intuitive.

    Correct; using a trope neither makes nor prevents something from being intuitive. It would factor into originality, but is non sequitur to its intuitive factor.

  14. 20 hours ago, Sinfullyvannila said:

    The whole point of the trope is that it's a vulnerability. If your true name could change, there would be no threat. That's the reason its called true, because it's fixed. It's dumb writing.

    It would be way better if it wasn't that way. It gives them Chaos Gods a real motive for seeking worthy mortals if they cant 100% rely on their warp spawned daemons.

    It can't change. Mortals don't have true names, daemons do. On becoming a daemon they get a true name, it's intuitive and fits with the established rules of the setting. The writers aren't being lazy at all; personally preferring it to be different doesn't make it dumb.

  15. Wow that looks WAY better than what I had pictured in my head. Fantastic realization of the concept and color scheme! Particularly good job selling the 'internal glow' look with that pale blue.

     

    In other news, has anyone tried stacking Acolyte spellcasts on the same unit to see if they can get some rend -9 attacks going? Obviously it would be utterly pointless in mechanical terms but it would be hilarious.

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  16. It is a metamorphosis, a total transformation of being. A lot of factors come into play while others are removed; they can no longer die, they require magic/worship to summon & sustain them, they are utterly slaved to the will of their god, they can be affected by bindings and wards against daemons, etc. Getting a new name is pretty minor in comparison, and it is probably one the god gives them at the moment of ascension. 

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  17. 6 hours ago, MitGas said:

    Then why argue against my statement so fervently? 🙄🙄🙄 I’ve only added to your statement as you were the one to say his dice aren’t ideal… they obviously don‘t sport the vanilla/classic/typical color combo of today but the colors still work well enough for modern Tzeentch and Tzeentch used many colors before that are now seldom used (e.g. red and yellow) or added some subtle differences (like more greenish blues, when before it used to be more regal blues). Perhaps you should fully embrace Tzeentch in all his colors and take a look at the history of the single best thing aspect of Warhammer before you try to educate others and accept the info you are given (one could say you got owned there, you got your proof after all) - so get rid of that disgusting (and dumb!!!) Nurgling avatar that has absolutely no place in this thread and just enjoy this blast to the past instead of being so antagonistic. 🤷🏻‍♂️

    I never argued against the original colors, and explicitly stated from the start that I was not. I referred to the "classic" Tzeentch colors readily apparent on the model lineup, and there has been no evidence or argument against that. Instead there has been repeated deflection, pointless antagonism, and ad hominem.

  18. 29 minutes ago, MitGas said:

    Oh, I find you arguing against facts strange too but whatever. Look up the old publications if you don't wanna believe me. 🤷‍♂️

    No. Yours is the claim presented without evidence, the burden of proof is on you. Show us something from this century, at least.

  19. 7 hours ago, MitGas said:

    Of course, no other Chaos God (or army) provides us with this much freedom in regards to the colors. I love seeing unusual color choices personally and I‘m using lots of shiny silver (with blue/teal shadows) for mine and use lots of cold colors as I enjoy an „evil“ look. I just wanted to add that yellow and blue are the „classics“ if one wishes to aim for the iconic colors for possible dice and that‘s the way it was. It changed and evolved over time, which fits T well but arguing against yellow/blue as the original colors is about as senseless as arguing that Nurgle is the better Chaos God. 😇

    It is a strange choice of hill to die on, to be sure.

  20. 2 hours ago, MitGas said:

    Yellow and blue are the original AND classic T colors. Look at the first Tzeentch minis like the ancient Chaos Space Marines, they were mostly yellow with bits of blue but yellow actually was the dominant color at first. I guess it‘s fair to say that multi-colored dice are fitting now as Tzeentch went more and more in a kaleidoscopic color scheme. I‘d maybe use eyes instead of dots to sell the Tzeentch thing, if that is possible. The teal could also be more blue although I think they fit already pretty well. Without a Tzeentch symbol one can‘t do the optimum. 🤷🏻‍♂️

    I suppose people can look at the official images of Tzeentch models and decide for themselves.

  21. 6 hours ago, MitGas said:

    To add to this: Yellow and Blue are the true „classic“ T colors. Gold came later, although he had lots of silver (first Aekold and Egrimm paintjobs as examples) at first too. In the end it‘s everything from teal (teal/green-blues are a very recent addition) to purple now as well as gold (which went from a desaturated one to rich gold) and slightly colored metallics (with a teal or purple hue in recent paintjobs), so to me they actually fit very well as Tzeentch is the God of many colors. :)

    Classic not necessarily meaning original. Obviously they could be any color, but if the idea is to specifically market them as Tzeentch dice I imagine that isn't the advice he is looking for. Otherwise why ask in the first place?

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