Jump to content

#SteveJames

Members
  • Posts

    119
  • Joined

  • Last visited

Posts posted by #SteveJames

  1. In matched play battle plans both player should always play all five battle plans. You could dominate the battle fields turn 1-4 and score so many points your opponent can't catch you even if they table you.

    Sometimes one player might have to run/teleport to capture an objective. So it's important to roll the dice and see if it's possible. 

    Also endless spells prayers can still be in play and potentially kill something changing the outcome. 

  2. I've not been to any tournament that have specifically said no mercenaries, however neither have I seen an army with mercenaries at an event. 

    Think most people can achieve what they want with allies, losing your first CP for mercs is probably considered not worth it? 

  3. Schweet, Warhammer World is great. It's well worth going for the exhibition alone especially the Massive Dioramas! 

    Staff are really friendly to and you'll probably be able to see a few games played too. Good to start small so get painting those ghosts! 

    Good luck with your hobby adventure 

  4. 1 hour ago, Sedraxis said:

    This is my criticism with a lot of posts asking for buffs (or nerfs) on this forum, people want to compare everything to the strongest models not realising every faction should have weaknesses and strengths to keep the game interesting.

    This is so true, I used to play a lot of strategy games on PC some had diverse faction with unique ways of playing other however were just the same faction with different skins. 

    The games that were more fun were the one that had unique factions as it leant to replay ability I've played a shoot faction now I'll play a combat one. 

    Having bad choices or factions that can't do everything keeps the game interesting. I play Mawtribes (BCR), Khorne and Ironjaws all are "combat factions" but they play completely differently. 

    My Gore fist is fast as anything packs a real punch and plays objectives well but has almost no Mortal wound output. 

    My Khorne list is very slow and reactive but it has a bucket load of mortal wounds. 

  5. Movement is such an important stat in AOS, it doesn't matter how good a unit is if it's not on a objective. 

    The extra 3" move plus fly is great for getting the Morghasts to where you want them. The charge 3 D6 is great to just makes those key charges more reliable. 

    Another thing to consider is Morghasts are in Grand Host of Nagash, so that will be taken in to account when they're given points. 

  6. Heading down to your local Gaming store or GW and chatting to the people there's a good shout. 

    Grab the Night haunt book and have a look at it, try and work out what you want to do. There's quiet a few good for them for example the soul wars. 

    • Like 1
  7. Some really great advice on here already, after you've got an idea of what you would like to do it worth trying a few demo games at your local store. 

    There's lots of clubs about too and it's a brilliant welcoming community lots of people willing to show you how to play. 

  8. 26 minutes ago, TALegion said:

    I'm gonna clear it with my tournament organizer first, but I'm hoping to use this tomorrow

    This is the Key, clearly explain how it works to To and fingers crossed get it OK'd and good luck Waguhhhhh! 

  9. Yes according to rules as written that is correct as you've filled all the criteria. 

    You have charged earlier in the turn an can therefore pile in 3", it's useful as you increase your threat range and can keep Crusha outside of 3" until you want him to fight. 

  10. Will be interesting to see how it plays out on the board, Archaon is a lot of points, so you won't be able to fit it all in. 

    That being said I do feel that Slaves will be a very tricksy battletome that plays the mission and controls the board as apposed to killing stuff. 

×
×
  • Create New...