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Sinfullyvannila

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Posts posted by Sinfullyvannila

  1. I was watching FacehammerTV's review and then guest who was a playtesters said he could actually see it going Moonclan>Spiderfang>Squigs>Troggoths just because of the sheer amount of resilience in the Staff as combines with their 9" objective contesting, and the mortal wounds with the Spiderfang. 

    It's not just that the wound output went up and lost randomness; the multiple sources of LotBM makes actually getting the wounds to go off much easier.

  2. On 12/3/2022 at 5:47 PM, Maddpainting said:

    Well most heroes I fight are 3+ saves with high wounds and many can even heal.... so no? Bc trying to roll "6's" with 8 dice, cool you got 1 6 for average of 2D, thats not really reliable at all. 380pts and a CP to maybe kill a 140pts support hero is not what I call ideal. 

    You used to be able to do it on 5s with the Shaman.

  3. 12 minutes ago, Neil Arthur Hotep said:

    I personally make a 50/50 mix of acrylic gloss medium and water with a drop of dish soap and store it in an empty dropper bottle. I mix that with any wash or ink I want to put over metallics. It makes it both more glossy and more transparent.

    Awesome! Thanks for the advice!

  4. Hello everyone. I've been commissioned to build and paint and OBR army starting with the Mortisan Tithe Echelon box. At the moment I plan on "slap chopping" the bone bodies and doing traditional layering on the rest of the miniature. My client wants me to do the poster boy subfaction(with the purple armor). Do you have any advice on how to paint the army as efficiently as possible? Are there any pitfalls I can avoid? And what else does that box need to be a playable army(does it have insufficient battleline and are there "nombos" or traps I can advise them against)?

    And yes, I will advise them to buy the minimal number of models until the new book comes out next year. I also plan on teaching them raw 2E vs my 2E sacrosanct Stormcast or Squig GG army(just straight out of both battletomes which IIRC both of my armies would be naturally handicapped) until the new book comes out next year in order to alleviate frustrations with the issues the army has with the current edition.

  5. On 10/22/2022 at 12:00 PM, Maddpainting said:

    I have 9 and they never have done anything for me, I never needed to worry about being -1 to hit either, as well they used to be better in melee and still did all jack, so I am not going to say they are MVPs at all for me or will ever be with a worst warscroll lol. 

    That's operator error. The whole point of their shooting attack was too blow up heroes with mortal wounds.

  6. 23 minutes ago, Lord Krungharr said:

    Sounds like one would want Knights for the 1st wave of attack then follow it with a wave of Splintered Fangs.  But let's not forget about Unleash ******!  That could do a big whallop to the Fangs with their terrible saves (one reason I like Gyrocopters with my Cities armies :D )

    Still, I think I'll have to get those Melusai bodies, and I can get some of the Splintered Fangs boxes, and they'll look even cooler with snake bodies (the ones that have legs currently that is).

    Kinights are definitely still great regardless, its just that Splintered Fang are bent AF from jump street and especially with Archaon and Ravagers or Idolators.

    • Like 1
  7. I forgot about getting their snakes back. So in the same manner as 1E pink horrors, in Ravagers they are actually pretty durable.

    Just out of curiosity, the knights would get their charge bonus on the fight in death because the only qualifier is they made a charge earlier, right?

  8. Just going to point out that Khorne marked Splintered Fang outdamage Knights on the charge in 4+ armor saves right now. Vince Venturella did the math on his show last night. I don't recall if it was adjusted for points or not, but if it wasn't they did over double(since SF min buy is less than half). And they are even more efficient in ravagers because you get them back in both you and your opponents turn.

    The Darkoaths should also do pretty well in damage with fights-last assuming SF get nerfed.

  9. 18 hours ago, Grimrock said:

    Yeah Archaon is in a weird place right now. He's lost all the tools around him that made him really good without much to compensate. It is pretty big he can take slaanesh to run and charge or he can get a 3d6 charge from the spell, but once he gets stuck in he's not going to do a ton of damage against something with decent defenses. So he's fast and extremely resilient, but doesn't hit very hard. He just doesn't really provide anything for the army that you can't get cheaper and better elsewhere. For example a 10 man unit of knights has more wounds at the same save (albeit without the always on ward), is more than fast enough in legion of the first prince or with mark of slaanesh, hits way harder, and is about half the price. 

    Personally I think he's no longer competitively viable. In theory that's fine because you dont need to only play competitive models right? Just play what's fun. The problem is he doesn't look fun anymore either. He lost a ton of his cool rules and a lot of synergy. Basically now he's just a huge bullet sponge that flies around the table being annoying and never dying.  That doesn't sound fun for me to play or for my opponent to play against.  

    Also as an aside I'm super annoyed that he can't get marks outside of S2D anymore. I originally bought him before I started slaves because I figured I could always find a use for him in at least one of my armies. Even if he was no good in slaanesh maybe he'd be good in khorne for example. Now without marks though he's essentially faction locked to slaves and it just sucks. I had a little while of him being mediocre but fun in a few armies, then the book came out and he was so overpowered I didn't want to play him because I'd feel bad for my opponent, and now he's just so... bleh and boring that I don't want to play him either. 

    His monstrous rampages are great, you get a lot more value out of his fights on death because other units are better than before, and his command shutdown aura is huge on his base.

    • Like 1
  10. On 11/11/2022 at 4:55 PM, Bayul said:

    Does anybody remember if the warscrolls from the Arcane Cataclysm set are identical to the present battletome?

    edit: And does a box of 20 Acolytes include 2x complete units? I'll only need 10 and would like to sell the other half.

    Its 2 complete units but IIRC theres only 6 sets of dual weapons.

  11. 10 hours ago, Bayul said:

    Interesting observation, but my conflict is more fundamental: It's between my intention for a list or theme and the tools and obstacles Warhammer provides. Taking a risk with a janky Warhammer army concept is worse then a janky Magic deck. Like I mentioned, I made this experience with my Necron army, where I am in a constant spiral to buy and paint models to fix my Initial janky army concept.

    But back to topic: @Grimrock Wouldn't you rather reposition slow troops with the TZEENTCH keyword onto objectives or to be screens?

    The flaw with your assessment is that they only feel comparable, but when you think about them critically, they aren't. The choices you are talking about in Necrons and 1KS gate other choices army-wide. The ones you are talking about are limited to the individual unit. You're only running into these problems because you're imposing limits on yourself.

    You gotta challenge your inclination to think of marks as hard gates. Just try to think of them as a glorified wargear option.

    Also; people didn't "mostly play tzeentch" last edition. People were almost universally cold with Tzeentch and hot with Nurgle and Khorne at the start and then slowly started using Tzeentch when outside pressures in the meta incentivized them to run Tzeentch.

    • Like 1
    • Thanks 1
  12. 5 hours ago, Duke of Mousillon said:

    I am not familiar with flying based from GW. Can you make a "safe" line with 9 Screamers? Safe line as in the one you can do with 32mm where you basically have 2 ranks of 5 with a little less then an inch gaps between the models in each rank and entertwine the two ranks so all 10 are in melee range of the engagement. 

    They're pretty close to 32 mil.

    • Thanks 1
  13. 32 minutes ago, Duke of Mousillon said:

    I am afraid my 9 man unit of Screamers will be all of a sudden way more pillowfisted then intended. 

    At least I enjoy the Ogor teasers in the article. They all look grand and I have more Ogor painted up then Tzeentch actually.

    Yeah ill have to build my other 6 screamers quick and use them next time.

    I also have any Ogors army but I dont intend to run it anytime soon just because the collection isn't nearly complete and I don't want to run armies that will make me want to buy more models.

  14. 1 hour ago, Ganigumo said:

    Tzaangor had a good run.

    Oh well, the only thing that changes for me is that ill insist on playing this current battlepack going forward unless a friend needs practice games.

    Not a huge deal anyway, the big deal is that we arent hard incentivized to run 20 so that they didn't lose out on attacks from getting breathed on. The big problem was running 20 with 1 inch range.

    My huge gripe with it was i felt I was losing out by not running horrors(which I hate running at the level of 10 pinks) in 2E. Looks like Warriors at least are going to be good enough that I wont feel I have to run pinks.

  15. 8 minutes ago, Beliman said:

    Welcome to my Kharadron world!

    1. Core rules says that we can leave a garrison at the end of the movement phase
    2. My little stunties can leave before the ships move (or Fly High).
    3. Error, if my ship moves, my units can't go down at the end of the movement phase, but not only that, but they can leave the ship before the End of the movement phase because...reasons!

    Yep, we needed a FAQ, and we only had to wait 16 months to PLAY our army as GW intended to be played.

    What I'm trying to say is good luck!! But at least to me, it's clear how this rule works!

    Unless you're leaving something out unintentionally its crazy that ever got arbitrated as a rules conflict because there's are only permissions in both rules AND regardless of that the language for the CRB does not seem to be inviolate so the specific should overrule the general. 

  16. 18 minutes ago, Duke of Mousillon said:

    . It does matter what is written behind the keyword written in bold

    Only inasmuch as its gives context to the rule, in this case that it's referring to a keyword. I already have the basis for the rule in the previous one. Unbolded text is never intrinsically part of the keyword. There is no precedent for it as far as im aware. To call that an assumption rather than a judgement would be a disservice. And fortunately, judges are humans rather than computers and can make connections between abstract concepts through context without completely relying on hard definitions.

  17. 4 minutes ago, Duke of Mousillon said:

    The point is not if you could include the unit. You can even under rules as written. It is about the included unit not getting the Tzeentch keyword. That is what rules as written could be problematic. Which would make ex. Shield of Fate unusable on them. That needs a FAQ. 

    "TZEENTCH" and "TZEENTCH Mark of Chaos keyword" would function identically in our army, because as per 1.3.2 in the CRB, Keywords appear in Keyword Bold. So the default font "Mark of Chaos keyword" is not bestowed upon the Keyword entry.

  18. I understand the argument and agree it could have been better worded but the rule should still be valid as self-inclusive and a faq is unnecessary simply because a rule is never intended to be 100% unfunctional and is a valid read in conversational English. No TO or judge would ever forbid you from including Chaos Knights with the Tzeentch, although I could see some WAAC players insisting on the on it. And if they do you should not validate them by continuing to participate.

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