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Gilboy

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  1. Look out for more info on the TSportsNetwork Super Series. I believe that will go ahead whilst tournaments can’t as it is only ever two teams that meet.
  2. It is curious that they are referring to these as Teclis’ Aelves despite it being Tyrion who is the God and the warrior so there should be Tyrion’s Aelves somewhere... Though I doubt they would release two separate Light Aelves factions.
  3. It's important for us Deepkin players to keep reminding opponents that Volturnos and Eidolons do get cover People forget that "monster" qualification
  4. 8 wound MONSTERS don't benefit from cover. Normal models do
  5. I think maybe our definitions of netlisting are different. For me netlisting is more the journey to the list rather than the final list. If someone looks at a tournament winning list and then just copies it then that is netlisting. If however they arrive at a similar list based on their own calculations of what units are strong versus not, trial and error of using different units and trial and error with different lists then that is not netlisting. Comparing unit stats and seeing which are better, trying units out and figuring out which are better, figuring out synergistic combos and applying them is part of list building. Of course, you apply that to Slaanesh you will end up with 3 Keepers. You apply that to Deepkin you will end up with 18(+) eels. Because those are the best. I arrived at 18 eels in my own Deepkin list because I tried everything out (seriously, I have 6 Sharks and 2 Eidolons of the storm) and just found eels were the best, and the more I had, the better I did. Trying to improve your list is part of the game and people shouldn't be denigrated from doing it. That said no one should be put off from attending a tournament for fear that they haven't built a strong list. Tournaments aren't that competitive outside the top %. They aren't 80% 3 Keepers Slaanesh, 20% 120 plague monks. Slaanesh are <10%. If you lose your first game you will probably never face them. And none of your opponents in the bottom half of the tournament are going to be WAAC aggro-players. They will have lists like yours and mindsets like yours and you will have fun games.
  6. A lot of pre-conceived notions of tournament players from non-tournament players going on here... Some opening statements. Age of Sigmar is ultimately a game of you versus your opponent. The goal of a game of you versus an opponent is to win. If you are not trying to win then you are doing a disservice to your opponent (and what the hell are you doing? Running away from objectives?). The conversations on these forums always seem to stray close to "winning is bad" Age of Sigmar is a fun game. Playing and figuring out how to beat your opponent is fun. Winning is fun in-and-of-itself (sure people don't necessarily want to win if it doesn't give their opponent a good game but all other things being equal >80% of you would pick "win" over "lose") List building is a part of Age of Sigmar, a part that requires skill, and list building to win games is as valid a way to try and win as is improving your tabletop play No one has a 100% win rate, no matter what army they bring (or how many Keepers of Secrets they have). There seems to be a default assumption on this board that bringing a top tier army is an auto-win (and a lower tier army is an auto-lose). This is categorically not the case. The worst armies are still on ~40% win rates (i.e. 2 games out of 5 are wins on average). The best are on 60-80% (i.e. 3-4 wins out of 5 on average) Why do people go to tournaments? You get 5 back-to-back games of Age of Sigmar in a row. If you like to play this game (I assume you do if you are on this site) then this is something I imagine you enjoy too The best games are between equally matched opponents where both have a chance to win Aside from the first game in a tournament, you are pretty much guaranteed 4-5 games versus opponents of a similar skill level to you (and over the course of just one weekend) given how tournaments match players (i.e. if you are not a "competitive" player then you will pretty quickly be facing "non-competitive" players too and have good games) Given this, how do people pick armies for a tournament? Obviously generalising but I suggest people fit into multiple buckets The number 1 reason anyone picks an army is because they like how it plays. End of. People with top tier armies that have a playstyle they do not like playing do not win. That said, additional reasons are below: People who pick S-tier armies (Slaanesh, old Gristlegore, 2018 DoK): they want top table games against the best Age of Sigmar players and they want a good chance to win. Also remember that list building is a part of the game too and these armies squeeze the most out of your list. If they are already a top-tier gamer then they want to win the entire tournament (e.g. see James Tinsdale with Slaanesh in 2019, Ben Savva with DoK in 2018). This is good. There is nothing wrong with aiming to win five games in a row against top opponents. People who pick top tier armies (Deepkin, Fyreslayers etc.): they want a chance to win against any opponent. This is a good guarantee of having 5-6 good fun games. You can also win the tournament if you play well so there isn't a "cap" on your potential success People who pick lower tier armies either: Want to test themselves and see how far they can push their own abilities. Achieving 3-2 with these armies is a testament to a player who is very good at this game Like their models/ army/ want to play similar people with similar mindset and have multiple games against different armies I've been mostly playing Deepkin this year as they are my first proper AoS army and I like how they play (hence why I bring them to tournaments). Being able to compete against anything across the table is great (maybe not Slaanesh). Next year I am planning Bonesplitterz to try a completely different playstyle as well as have a chance to face off against anything across the table.
  7. The initial rules pages were only 4 pages though weren't they and no points etc.? So I suspect that implies they could do a much shorter planning timescale than 9th edition WHFB would require?
  8. To add to everyone else's points, have you considered bringing a unit like Untamed beasts or Ungor raiders? Pre-battle push out 6". Your opponent's teleports are then 15" away from your key stuff
  9. Just to confirm this: at least one model from every one of your units within 12" of the enemy unit you picked must end up w/n 1/2" of that enemy unit IF they charge. So you can choose not to charge. Or you can choose to charge one model w/n 1/2" and the others strung out into a different target. Or all just into that one target. You've learned that now in your first practice game with it, you won't make the mistake again. The soulscryer ability is amazing, just be careful with your measurements when moving in the prior phase. For me it is an auto-include in any list.
  10. Not sure about it being tactically more interesting to remove choice. As it stands you can play tactically to influence your opponent's choice, as well as for either outcome of you going first or second next round. Removing the choice aspect just means you only play for either outcome of go first or second, not to influence your opponent's choice. Not sure why it feels bad that drops determine initial priority? It adds a further tactical component to list writing. "What is it worth giving up for the slightly higher chance of choosing first turn priority?"
  11. Another thread on the double turn... Here are some basic opening statements: It is not "double turn" it is "priority roll". The importance of this distinction is that games can still play out as "I go you go" even with priority rolls If you automatically take the first turn every priority roll you win then you are not thinking strategically I am certain that 90% of people who complain about the "double turn" play like this EVERY battle round you should plan for the scenario where you go first next BR and the scenario where your opponent does - or otherwise play to force your opponent to take the turn/ give it away when it may not be optimal for them You can win this game even if you are tabled - I have won games with only 2 battleline models remaining. Double turn me all you want if I am winning on objectives. There are FIVE battle rounds in this game, not one, not two, FIVE. In any given game you are likely to have at least one double turn as is your opponent. The idea that a double turn is an auto-win or auto-lose is ludicrous in this context. I regularly (50% of the time) give away priority when I win it. Here are the reasons: My opponent is locked in combat/ otherwise held up and will not be able to do much with the turn I am otherwise locked up or held up and will not be able to do much with the turn I have gotten all my spells off so my army is fully buffed: giving away the turn I can guarantee the buffs are on for my opponent's turn rather than risking failing to cast them in the next Going second in any battle round that is not the fifth one is a flexible position to be in: you cannot be double turned from there but you can double turn them. Staying in second until you need the double turn is a strong move Note: this frequently means when I am given first turn in BR1 I then give my opponent the first turn in BR2 (if I win priority) (i.e. let myself be double-turned. NOTE: I DO NOT THEN LOSE THE ENTIRE GAME FROM THIS DECISION. I cannot emphasise this enough, GIVING AWAY A DOUBLE TURN DOES NOT LOSE ME THE GAME) Quite frankly I am astonished at the blanket statements other posters on this thread are making about gaining a double turn being an auto-win So how do you plan for it? Two scenarios, one where you went first in the previous BR, the other when you went second: Going first in BR: Here you know there is a sizeable chance your opponent will have two turns in a row. You need to plan your moves, spells, plays etc. to last through two turns. And (if you want to) make plays that force your opponent to give away/ take priority (depending on what you want) or that at least make your opponent pay if they pick to go first Cast and place endless spells strategically. Like a Purple Sun nicely placed to smack into their key support hero (for 2D6) and take them off if they give you second Screen your units Don't get greedy. Remember there are more turns beyond this one. Don't overreach for objectives/kills if they put your key units in dangerous positions Bluff. Make it look like you would be unable to make use of a turn if your opponent gives you first turn. (But actually do have a plan (ala Tzeentch)) Do what you can to make sure your buffs go off (arcane terrain, any abilities that allow rerolls to cast/prayer etc.) Going second in BR: this is always a more comfortable position to be in. You can play aggressive, but unless you really need to you shouldn't go all-out just in case you lose priority and your opponent has some easy plays to make back If you want the double: Make plays that make your opponent consider giving away the first turn next round: Cast endless spells near their support pieces that they HAVE to ensure don't move to their pieces. (again, i'd give away a turn if it meant I could move that purple sun away from my key support hero rather than risk losing them) Moves with less clear threat potential (e.g. make your opponent believe there is not much you could do with another turn) If you do not want the double: Bait: offer up a "juicy" target that your opponent will want to kill (especially if they are likely to overextend themself in order to do so) Try and arrange no/ an even number of endless spells Hope that helps those of you reading this thread who want to understand the dynamic a bit better.
  12. Pretty much spot on. Power level basically correlates to the number of eels you have (up to 18) so you can scale it like that. The other options aren't bad (the sharks and the Storm Eidolon are actually rather fun) but eel-Deepkin is basically playing the game on easy mode. You can (and will) still win games running few eels, if any, plus sharks, Eidolons, Thralls, Reavers. The Octodude is terrible so no need to buy it. I've never tried a turtle but imagine they are slightly more on the hard mode than the easy mode side of the sharks and Eidolons.
  13. This is basically the key confusion for me, as someone who bought some WHFB minis as a kid but never played, and now have only played AoS. All the rulebooks, battletomes, models etc. for WHFB all still exist. If this announcement is just that WHFB is back then I don't get the excitement because the only thing that stopped was official GW rules support. But there have been 8 full editions of rules (plus 9th age) already: just pick whichever one you like most and play it. And it's not like many of those players were buying new models (given the whole reason why WHFB was ended) so a lack of new models with square bases had limited impact.
  14. The Storm is a lot of fun. I've even run two of them at once in my more "fun" lists. Add the artefact from Hysh that adds one damage to the spear and then Isharann ritual him to reroll hit rolls. 4 attacks 3s rerolling/2s reroll 1s/ -2/ 4 damage on the charge. It's not Eel-level damage but your opponent will fear it.
  15. I take yours (and everyone else's points) on this and definitely you should use boats if they work for you. The undercurrent of all this for me is you need to be fully confident and comfortable with your game plan for a given opponent and scenario. I am confident with my eels and sisters and how i'm going to use them (and therefore, given a certain opponent and scenario, how to deploy them). I just lack that confidence for the boats and mentally it knocks me back at the start (and I suspect all that second guessing and planning with the boats has a similar effect on others). Starting a game with anything but a confident mindset can cost you that game. Also another point is that boats can feel a bit obnoxious for your opponents and we're all here to just have a good game and not needlessly annoy each other
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