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Lightomancer

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Posts posted by Lightomancer

  1. 19 hours ago, The World Tree said:

    Liberators really need staunch defender and to count for 2 on an objective.

    It would be interesting to have some sort of table for this like:

    - Non-heroes count their wounds characteristics to a max of 3 per model;

    - Heroes count their wounds characteristics to a max of 6;

    - Warmachines as  4 points max (not sure if steamtanks would actually be more and the KO zeplins)

    - Monsters count on a Wounds taken to points table: the more wonded the less it could count on its own to an objective.

    - Heroes on Behemoths go to the same points table as above to a minimum of 6 points;

     

    On a draw roll bravery against bravery. This is just an excuse to make use of it and any modifiers tricks.

  2. 17 hours ago, l1censetochill said:

    I'm assuming the thinking is that just giving an army-wide 3+ save, or else giving one Stormhost a +1 blanket save like the Bonereapers have, but leaving the points the same, would be sufficient to fix some of our biggest problems. And I agree with that - 4+ saves are everywhere now. But if the points go up as well, then yeah, we're still in trouble. Just putting 3+ saves on Paladins would be a welcome change, though. Might not make enough of a difference to make them truly competitive, but you'd probably be tempted to take them in some lists if their points stayed the same.

    While we're at it, they really need to update our Warscrolls to allow us to re-roll all hits/wounds/saves instead of re-rolling failed hits/wounds/saves. Not only because it makes us weaker to rend than a lot of other armies, but purely as a quality of life improvement. It's just so dumb and tiresome to have to explain to newer/more casual players that "oh, so modifiers apply after the roll, so actually even though you can re-roll your failed saves, you can't re-roll that failed save, because it's only a failure due my -1 Rend." The rule is stupid to begin with, in addition to making everyone look at you like you're that guy.

    I've actually given a good deal of thought to how our rules could be changed to help us on objectives, and while I think the Ogor ability is a good one, I'm against copy-pasting it on principle. Armies should have distinct identities. I had thought that maybe, given our lore, the following allegiance ability would serve the same purpose and be flavorful:

    To The Last Man: When determining who controls an objective, objectives which are currently held by a Stormcast army cannot change hands as long as there are any Stormcast models from that army within 6" of the objective.

    Not 100% sure on the wording, but basically when you take an objective, that objective is yours until every model in the unit(s) holding it is wiped out. Doesn't help you take objectives your opponent is holding, but once you've got one you're a pain in the ass to take off. It mitigates some of the weaknesses caused by being elite, and I feel like it works with the big, tanky defenders of the Realms thing we've got going on. It might be too powerful, though, especially when paired with our deepstrikes... at the very least, it would force opponents to play differently against us. Thoughts?

    The first time I heard the podcast about how GW comes up with the rules I really like how they attempted to make the rules resemble the books and the model in some way, that being said I agree with some existing ones and really dislike others.

    Palladins for me are ok with a +4 save they don't have shields, are infantry and I think the 3 wounds better describe how they can take a punch before hammering someone, also they are supposed to be the hammer not the anvil. What I don't like is the points cost and battalions that make no sense right now, and their rend should be at least -2 base for all and 3 attacks (at least). This means they are slow, not durable and hurt like hell if they get close.

    Another thing for stormcasts, I havent read yet a book where Stormcast turn tail and flee, and I think the battleshock system should be reworked. We should have a very high bravery IMO.

    I like the To The Last Man standing rule but I would make it a command trait or battalion. Stormhosts vary a lot, some are super tactical some are more on the Zealot side and I would put this rule in one of those. It will also make choices more interesting depending on the army list you build. 

    About the Celestant Prime, I think he should start with a flat 5 attacks, thats 15 possible damage if you put him on the table turn 1. Bearer of the Warhammer: 14" Immune to battleshock bubble. If this model is slain all STC units in the bubble take a battleshock immediately.  Fury of the Storm: For the first turn of a combat this model and all Order wholly in 9" reroll 1s to hit. Lastly a +5 w and mw save.  It looks overpowered in a way but every time I read that he is weak I just remember the first book where he shows up and kills 3 GUOs in less than 5 minutes...

     

    The main thing I see that GW did very well about Stormcast his how at the end of a battle almost every model is dead like in the books..

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  3. Hi guys,

    I'm joining a local gaming club for a 1000pt beginner friendly tournament and this will be part of  me first few games after learning the rules of AoS.

    I want to try some kind of hard to hit list and testing spells as well and I thought of this for my stormies list :

    Spoiler

     

    Stormhost: Celestial Warbringers

    Leaders (380 pts)

    - Lord Arcanum, general, spell: Thundershock spell(160 pt)

    - Lord Relictor, Divine Light prayer (100 pt)

    - Lord Veritant, Translocation, Hammers of Augury (120 pt)

     

    10 Liberators (200 pts)

    5 Sequitors (130 pts)

     

    5 Evocators (220 pts)

     

    Right now this sits at 930 pts, I thought of adding Prismatic Palisade or Emerald Lifeswarm or extra CP, what do you guys think would be better?

     

    Again this is mostly to have fun and test my way into types of games for SCE, what are your thoughts?

     

     

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