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chord

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Posts posted by chord

  1. 1 hour ago, AthlorianStoners said:

    Compare Swifthawks representation to any other faction and it’s still considerably underrepresented. Scourge Privateers or freeguild, both minor factions in a roughly equivalent position, saw much more lore representation. 

    Umm...swifthawks have been mentioned a lot in battletomes (stormcast), short stories, novels (the neave blacktalon one), etc.  I don't recall the scourge privateers ever being mentioned.  

  2. 1 hour ago, Panzer said:

    To be fair it's not 'just' his opinion. GW already told us themselves that they didn't handle it that as well as they could at first, that with the help of community feedback they made the improvements that brought us to where we are today and that they saw the positivity of those changes reflected in their sales numbers.

    There was a loud vocal minority but I don't recall hard sales numbers being released.  

  3. 2 hours ago, Overread said:

    That might be because you're the kind of person that wants to make their own rules for the game. 

    AoS at launch had no formal points and no formal rules for the game. There just wasn't a game at all, just a model line. 

    There were some joke rules with things about stroking your beard for bonus points ;but otherwise there was no real proper sensible game to actually play with AoS at launch. Even the casual rules had no points values to help you build armies so you could easily  come to the club with 30 spearmen whilst your friend brought 5 dragons and you'd have to either spend ages experimenting to find what worked against what or, what most did, use the old world points values. 

     

    Lets not forget that up until the actual launch day no one expected GW to:

    1) Destory the Old World setting entirely
    2) Destroy multiple factions and fragment them into subfactions - some of which had 1 model in them
    3) Remove 2 armies from the game 
    4) Remove all the games rules and strip it back to a joke edition of rules. 
    5) Change ALL the bases to round and remove all rank and file. 

    All this was after the "End Times" campaign where GW had put a lot of effort into boosting attention and getting Old World players hyped up for the game. 

     

    For those who wanted boutique models or to puzzle out building their own game it was a fun time. For the super casual or the model collector it was a good time; but by and large it was a mess. Not just the launch but also the massive product direction change with no upfront marketing or buildup or anything. 

    Just your opinion, which is no more or less valid than the original posters.  I happen to agree original AOS was the best as you were not constrained by rules.  And there were plenty of community point systems that were better than the current official point system we have now.

  4. 1 hour ago, Dead Scribe said:

    Much like how the double turn has remained despite people not liking it, GW must have some information stored away somewhere from polls that indicate that morale is a game killer for a lot of people enough to essentially squash it in both of their games but pay homage to it by including it for whatever reason.

    Some people don't like double turn. Others like.    

    • Like 1
  5. 1 hour ago, Overread said:

    True but is it beneficial to the game itself? 

    Does the fact that one person might suddenly get a second go without any comeback or prevention really enhance the game experience? Especially when that means the opponent now has a whole second turn of doing nothing save removing their models from the table and, if they are lucky, perhaps controlling an endless spell for a few moments. 

    Also when most time whoever gets a double first wins or increase tehir win to an impossible to challenge point; is that really making the game overall more fun or is it ending it on a single role which could be very early in the game.

    Doing nothing?  I'm sorry if I go second I get to control an endless spell (if any), attempt dispells, pile and attack.  now maybe if its just a pure shooting list I'm against and I'm too far away to do anything then thats a different story.  But most of the time I'm active and planning my turn or pile-ins. 

    • Like 2
  6. 1 hour ago, Naem said:

    You are right, they are great against a monster heavy list, while the axe guys are much better against hordes and hammer dudes are the most flexible. Sooo what to do with my 5 man box? I already have 3 hammer guys from the starter set but there is no use in having 8 of them. But maybe I can magnetize the 5 new dudes to match all needs? Anyone has experience in that? 

    Build the 2 star soul maces. Build three of the Protectors.   Then you can field a unit of retributors or a unit of protectors as needed (2 of the 5 have star soul maces).  then buy a starter set of paladins and kitbash some star soul maces (I like painting the hammers a different color) so you can field both units at the same time

    • Like 1
  7. 15 minutes ago, PrimeElectrid said:

    I’ve been using it since March and it’s really underrated, surprised not to see it mentioned before. Cheap to cast, better damage than arcane bolt, and most of the things you want to hit with mortal wounds usually run at you.

    its also  gives you options when you inevitably get given first turn and are out of range of everything else, and AT Dauntless Hunters can help line it up against a key target.

    Yup it has unlimited range but you can't aim it too well.  But its effective all the time.  Typically in the opening round I just blast it , then as I move my knight-incantor into a support role (behind paladins, etc)  he really helps chew through whatever they are fighting.

    My favorite part is that it's so thematic!!

    • Like 1
  8. 2 hours ago, Maturin said:

    So maybe that at my local Warhammer Store everybody sucks, but the guy who won the tournament was a SCE with

    Lord Aquilor on GC

    2 Celestars with 1 Lord Ordinator

    1 Knight incantor with the cheapest blast spell

    2 or 3 vanguard hunters x5

    1 5man evocator

    1 5 man sequitor

    He had plenty of mobility with his Lord Aquilor, he moved quite around the table. He deleted monsters in one or two turns with his balistas, and evocators did hurt too. Yu guys think it's not a tournament list ?

    I do not think this is a tournament list but I do think that the spell the knight incantor is using is underrated. 

    • Like 1
  9. 7 hours ago, EccentricCircle said:

    So what do we think are the most likely sets to be discontinued when Cities of Sigmar arrives? The article says that they'll let us know in due course, but a few things are already seeming to be sold out...

    I've had a poke around on the various webstores, and quite a few of the old Empire sets look to be endangered, as do some of the Aelves. However its hard to tell what will just be a reboxing, since basically everything except wanderers is on square bases.

    Does anyone who went to the preview have a feel for the kind of units that were prominently featured, and are thus likely to be safe?

    I'm hoping that they wouldn't get rid of any of hte centrepiece models like the Phoenixes and the Skycutter, but I worry that the rest of the high elf stuff could be on shaky ground. There are also a lot of old Dark elf units which have never been re-based. Scourge Privateers get talked about a lot in the lore, so it would be a shame if they vanished, but its hard to know. Darkling Covens could be safe, since the Dark Elf Sorceress is popular enough to be one of the last square based models which is still in stores rather than being direct order. Taking away all of her soldiers would seem like an odd move, but if they are really shaking up the list so that the idea of Darkling Covens no longer matters then anything could happen!

    I think it will be the plastic kits from Spire of Dawn that did not come on its own sprue.  So spireguard, the high warden, swordmasters. 

    • Like 1
  10. 11 minutes ago, JackdawGin said:

    It seems to be simplified from that, based on whether your attack Strength is greater than, equal to, or less than their toughness.  Once you know that you know which number dice are "successes" (and critical) then their model takes damage accordingly.

    In a way it's almost simpler than AoS's system (which you still need to talk to your opponent over because of modifiers and rend).

    I disagree it's too much like 40k.  For me and the AoS ppl I play with this is a deal breaker (of course we weren't too interested) 

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  11. Well the one thing I hate most about 40K is here in warcry, comparing my roll to the enemy models' toughness (whatever terms 40k uses).   I really dislike having to keep asking, etc.  This is where AoS shined!  I didn't need to ask/know the other players warscroll to continue my rolls. 

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  12. 3 hours ago, Carnelian said:

    Warcry is a part of AoS just like Kill Team is a part of 40k.

    If you like the narrative and lore of AoS, then you'll be interested in the narrative and lore of Warcry. 

    If you like the models of AoS then you'll be interested in the models of Warcry.

    If you like the rules and matched play  of AoS then you'll be interested in the AoS rules that Warcry models get. 

    If you like AoS open play then... Well you get the point I'm trying to make here. 

    Warcry seems like a huge expansion for AoS on a number of levels and I for one am pumped for it 

    No.  I like all those things and have zero interest in warcry. 

    • Like 1
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  13. 1 hour ago, DinoTitanedition said:

    @EMMachine I don't know if it's like that in the UK too, but in my region "Narrative Play" has nearly died out since the introduction of the GHB. Skirmish went the same fate with the release of the WD rules. If it's smaller scale it usually means, it's rather a boxed game than AoS. But I'd be happy to see pointless games with smaller sizes make a return. I actually really liked the Skirmish supplement too. It worked, with what was in there.

    Agreed same here.  The GHB killed off narrative mostly because the addition of matched play drew back the players who lack social skills to set up fun balanced narrative games.  

    I'm hoping the WD skirmish rules get releases as a pdf download 

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