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KingKull

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Posts posted by KingKull

  1. Speaking of rumors of upcoming factions, I believe that one (the notorious 4chan leak?) said something about a substantial Beastmen release? 

    If so, would anyone be so kind as to remember any further details (if there are any)? 

    The Beastmen rumor got me excited as frankly that would be one of the factions (the other couple being more wild-hunty wood elves and generic human barbarians) that would finally get me into AoS. 

  2. 10 hours ago, Saturmorn Carvilli said:

    I haven't quite yet discovered anything especially OP. Although, I also don't really go looking for it either.  Which as mentioned above could change with the beginning of a new core rules set. That said, there are a few things that get touted as OP and likely will regardless of anything less of making them absolutely for at least the next year as many people don't keep up the game, don't actually play the game, etc.

    Number 1 on the list of most talked about OP units for the Lumineth is the Vanari Sentinels (the archers).  Largely due to being able to generate Mortal Wounds (MW) on hit rolls of 6 (5s with Power of Hysh) as well as their ability to shoot 30" and without needing Line of Sight (LoS).  As a biased Lumineth player, I haven't seen this supposed OP-ness show itself as each model has 1 attack (minus the Leader).  So actual MW output is only about 2-3 for 10 typically for 140 points.  It certainly can be an issue for the weakest of Hero types, but beyond that, I haven't found Sentinels in actual use allowing me to auto-win.  That said, I only run 20 and don't give them support.  Still, I can't help to think the complaints are largely from the idea of opponents taking long range MW and the inherent powerlessness of it regardless of its actual effect.

    Next, it usually Teclis who has the ability to cast 1-4 spells automatically as if rolling 10 for 4 spells, 12 for 2 spells and a single spell that can't be unbound.  Along with knowing every spell in the Lumineth battletome and couple powerful spells only known by himself. I can't comment too much on Teclis as I haven't fielded him.  Looking at him he seems like a binary thing where he can be overwhelming (and at 660 point he should be doing something) for some armies and underwhelming for others.

    Something also uncommonly mentioned is the Lumineth have a bunch of special faction abilities.  I personally think it is kinda flavorful that the Lumineth are overly complicated for not apparent reason.  However, I can also see that they are a faction that wants its opponents to be more familiar than average with their rules than most.  Otherwise, there can be a few gotchas as I do find it difficult to explain to everything the faction is capable before a game, let alone before it is too late for an opponent to accidentally fall into a some sort of trap.  I think the big ones are the Total Eclipse spell which doubles the cost of using Command Points (CP), Speed of Hysh which doubles the Movement of a unit, Lighting Reactions which allow them to activate 2 units for every 1 their opponent does in melee.

    Since Bravery and Battleshock aren't usually an issue, this doesn't come up much, but Lumineth have a surprising number of ways to lower enemy units' Bravery.  Which can very much catch someone off guard.

     

    A lot of me suspects the reason Lumineth get this reputation is much like Primaris space marines in 40k do.  On paper, they have all these rules, many of which seem to break the core rules of the game.  Because they have a lot of special abilities and such this must be their raw power or some secret combination of synergies make them a boogyman powerhouse.  That's added to the fact that since they are a magic faction they seem to have no shortage of generating Mortal Wounds (and much of it at range) which most factions just have to take. 

    I have my reservations about the Lumineth being as OP as they are made out to be. The faction has a lot of draw backs.  I'm not sure if they get overlooked or not.  First off, the faction is composed of some points heavy units.  Doubley so if you consider how fragile most of them are (at least without magic).  They are also surprisingly slow save a few units or again use of magic.  This may have changed some with Wave 2 (I haven't really looked as I'm not ready to buy more models).  Finally, and something I find can be their biggest weakness is that the Lumineth are very vulnerable to battleshock.  To be sure, there a many things they can do to circumvent it, but it does feel to me that more resources have to be put in place to avoid it than most AoS factions.

     

    Again, I am a Lumineth player.  So I will look at them in a favorable light.  I also don't spend much time rooting out the most power for any army I play.  I am just not that kind of player.  So I can very easily miss even obvious power combos.  Finally, only this last month have I managed to even start playing games again.  So I don't have much experience yet, and I specifically built a Ymetrica Alarith army.  I would have probably gone all in on Stone Guard if they didn't cost so much money.  Which turned out to have a silver lining as I don't think I could fit more than the 20 I do have in a list now, and it's not really worth it without the Alarith Temple Battalion.

    Very much obliged for the elaborate yet very digestible answer, my friend is going to be very happy. He's let fears of being "that guy" for getting into lumineth get the better of him (although he very much isn't - we play 40k on a regular basis) and I thought some outside info from a more knowledgeable source would help soothe him since I didn't manage to on my own. 

  3. 4 hours ago, Yoid said:

    Well, is not gonna happen, but an army of Fae (Faeries, pixies, that kind of stuff) would be incredible. They can look quite goblinoid. It match the folktale mood of the video and faes are usually asociated with being allies to animals (like the rumored wolfs). The only problem is this lore is already adapted into Sylvaneth and their spites.

      Reveal hidden contents

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    Gosh I hope you're right. This is why I fell in love with 6th ed wood elves in the first place - influences from folk tales (even quoting in-universe Bretonnian ones), Goethe's Erlkonig, Herne the Hunter and the British Wild Hunt, the Sidh, Mound People etc - all brought up in a diverse yet uniform and believable melting pot of ideas. 

    Another thing that prevented me from diving into Sylvanteth was retconning sprites to be bugs exclusively - who remembers little green knights riding on owls or weird hedgehog-babies and wooden stick-horses? 

  4. 4 minutes ago, KingBrodd said:

    A Fae-Aelf army is exactly what should be happening for the Kurnothi in regards to AOS as a whole. The Gloomspite and now the Sons of Behemat have had very fair tale like advertising and overall themes so classic Fae Aleves would be right up that alley. Also Centaur Aelves are just too perfect to pass up. I cannot even imagine what sort of beasts they would employ in their service. 

    Preach! 

  5. 15 hours ago, Elbaf said:

    I just can't wait for the Kurnothi ! I'm waiting for an updated miniature worthy of Orion. A part of Kurnoth was awakened.

    "A shard of Kurnoth has indeed been woken and hunts in the swamps of the Ghoul Mere but by self-admission is not yet at the level of a god."

    I've been holding my breath for a Wild Hunt AoS army for too long now, here's hoping that the Beastgrave warband isn't just a cruel tease that'll never turn into an actual army/more models (looking a t you Darkoath)... 

    • Like 1
  6. Greetings, fellow hobbyists!

     

    As the title says, I'm writing a research paper for a subject at the university (anthropology student), and hearing about your experience with a couple of hobby-related topics would be incredibly helpful. I'd especially love to hear about the experiences of long-standing veterans, but anybody's input would be greatly appreciated nevertheless. The things I'd like to know about are:

    -How did you get into warhammer? How old were you when you got in? What drew you to the worlds of warhammer?

    -If you have children (or know about fellow hobbyists with kids), did you try to get them interested in the hobby in any way? Did your hobbying catch their attention spontaneously?

    -What are your personal thoughts on the Warhammer: Adventures series? Have you bought of any of the books for your kids (or those of friends, relatives etc)? Do you know about any parents/kids who bought/received Warhammer:Adventures books without being a hobbyist themselves? If the answer to any of the latter is yes, how did the kids react to these books?

    Thanks for taking a moment to read this post, and I'm looking forward to hopefully hearing from you!

    Cheers!

  7. 1 hour ago, Double Misfire said:

    You might be on to somethign here...

    Thumbing through the Slaves to Darkness book, and in the Legion of the Everchosen allegiance abilities and Varanguard warscroll Archaon's referred to as a bolded keyword, and his warsroll's titled ARCHAON THE EVERCHOSEN in the same way as a LORD-CELESTANT ON DRACOTH, implying there could be a different version on the way... 🤔

    There is literally I could wish for more than this. Archaon has been one of my favorite characters ever since I got into warhammer as a kid some 13 years ago (and I wasn't even playing WoC back then) and I'd love to play him, but in no way can I stomach the new Dorghar. 

    • Like 2
  8. 27 minutes ago, michu said:

    You forgot to take Allegiance Abilities into account, maybe there will be something that will make other warbands better in particular situations. 

    And even if they are "nobodies", creating armour is their style of life - they would get really good at crafting them (and I would say their armour is some kind of chaos warplate), so their save is justified.

    I agree with you on the armour smiting part, but even with that taken into account, there are still some glaring inconsistencies with the range's design language as it's being presented to us, and I didn't want to go into greater detail with my original post since there's so much of it that it might become a thread of its own. If we were to disregard awkward unique doppelganger models, we're still supposed to believe that a helmet, a partial chest plate and a shield (talking of Golems, and supposing that it's the same chaos warplate material), yields the same amount of protection as being encased in armor from head to foot with a big-ass shield to boot, and that somehow a hulking humanoid with tremendous weapon-arms and the champion with Spine-crusher thing hit as hard as the regular Iron golem foot soldier, but that either of those (supposedly) do less damage than the much more sensible weapons of the chaos warriors? God dammit. 

    • Like 2
  9. Gotta say I'm not happy with the warcry warbands as core. As people already mentioned, it's gonna be very weird seeing multiples of a very specific and characterful model in a single unit that's supposed to be little more than "cannon" fodder, and in retrospect I wish that instead of Warcry they developed a six-unit Darkoath sub-faction (generic barbarians, range barbarians, beastmasters, gimmick barbarian unit etc.). In addition, if the warbands' rules remain the same, I don't see any reason to take any other band apart from the Golems, as the potentially rerollable 4+ save on a cheap horde unit seems almost too good for objective camping (not to mention additional immersion breaking here, as a group of dust-bathing nobodies has the same armour save as warriors clad in chaos warplate). 

    • Thanks 1
  10. 12 hours ago, JPjr said:

    I don’t think I could imagine a better modern update of the classic Monkey’s Paw tale than GW, after a prolonged campaign by fans of the original game,  bringing out a new updated version of Mordheim. 

    To be honest, I've had tremendous fun playing Necromunda so far (so much that it outmatched my group of friends' desire to play 40k, our "main" game for about a year or so). Granted, I never played the old necromunda, but from what I gather I feel that the current iteration is much more enjoyable, both regarding the revamped bands' aesthetics as well as the rules themselves. So, if GW were to revamp Mordheim at all and make it in any way similar to Necromunda, I'd be a happy camper. 

  11. Here's to hoping that's true. While I very much like the idea of using my untamed beasts as marauders (although a lack of an unifying "unit-like" visual identity makes me a tad less entousiastic (beastmaster, lion, harpoon guy etc)), I suppose that it diminishes the chances of a marauder remake along the lines of Darkoath (the models that actually got me interested in AoS after a long period of POST-WHFB passive grumbling). 

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