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Zappgrot

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  1. Really your supprised that a store that sells only a single product keeps competition outside of thier own store? Really?
  2. Wut? Isn't it 9-M+1d6 since they redeploy afther you move. So palladins 5+1d6 (bad) redemers 4=+1d6 (decent) the rest 3+1d6 (good) So as long as the opponent has a cp and space chargeing a specific unit will still be kind of hard. However you can easily threathen a large part of the opponents force when you teleport and they can only redeploy one unit
  3. Well orruks obviusly. And while i can talk to my friend. It really isn't our job to ballance the game. Sure if we want closer game we can do that. But we kind of spend money on gw's product whit the expectation of them doing that. And yes SCE dragon spamm is going to be an competative stapple cause they are badly designed ( as in they do everything ) and undercosted at the moment.
  4. That's nice and all. But i have to run my oruks vs my friends LRL. The extreem diffrance in options and interactions is crushing.
  5. That is kinda how buisness works right. A companie works to establish a brand and then want to profit of that brand. Clearly protecting your brand is a good idea.
  6. Well appart from giants who are top meta. My point is not so much about kruelboys beeing good or not. But that it feels like a fail on design space. If they wanted to make cruel boys sneaky. They should have made them proppa sneaky not just slap on a 6 to hit is a mortal wound and a single pre battle ability. Getting acces to more telleport or more redeploy tricks would have been nice.
  7. I think the problem i have whit kruelboys form a competative sense. Is this. If this is the best thoretical list. Then kruelboys seem pointless. Since you could have a same type of army but way better by plating LRL. I know they ar filthy elves and all. But if one looks at it purely from a copetative point of view. There is little point to the lads ;(
  8. If gw wants to do somethign about the shooting meta. They should look at order. Cause they are by far far far the main problem. The mortal wounds on 6 untis are competative stapels and dominate the order meta. At least where i play. I am up to my ears in snakes and pointy ears.
  9. The old bone splitters worked for my by stacking armour on my stuff and tanking it out. But AOS 3 killed that. Also grabbing far off objectives whit the movment spell that is gone. This edition seems to be a straight up nerf to an army that wasn't strong to begin whit. and that makes me kinda sad.
  10. I think Icebone is to huge. To be honest. It is such an increase in dammage to most units whit armour that it is probably the cause of the ifnatry beeing so exepencive for the bare stats. I would rather have cheapers stuff and more of it then such an effective ability
  11. Well tough luck against LRL acording to GW. But save stacking helps against everything else. A bit to much even and that is the problem whit how the games is at this time. Either your defences do nothing or they are overwhelming.
  12. Depends. Against skaven gits or anny other swarm army even whit Lambent light it's not a problem. Against stormcast, obr, or Slaves. Your just going to delete 300 points each turn the problem whit sentinals is that they make defences useless. And that sux a lot if you paid points for it.
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