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Sinfullyvannila

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Posts posted by Sinfullyvannila

  1. 1 hour ago, Acrozatarim said:

    . Kairic AColytes apparently warranted a 25% increase too for some reason (!).

    Maybe because of unleash hell, frontloading for summons and AFAIK they still count as wizards for the purpose of putting Endless Spells in our lists.

     

    EDIT: Nm you need the keyword to bring a spell

  2. 1 hour ago, Ganigumo said:

    I'm sorry but what is this garbage?

    Tzaangors up 35!!! points, despite being on 32mm bases with 1" reach
    WHILE HORRORS WENT DOWN!

    What is this madness. They don't even have any synergy in the book.

    Tzaangors synergies were in the Agendas and the Burning Sigil. Thats probably why they are cheaper in BoC.

  3. 30 minutes ago, MrFarson said:

    Those pt increases seem a bit rough on an already weak faction that's been further weakened by the new edition.

    We actually got off quite well, the expectation was a universal 10% because of the smaller board size. Especially Troggoths. Squig herd are the big losers but they were pretty stupid efficient with the loonshrine.

  4. Worst case scenario, its not that big a deal for Kairos. Use Kairos exclusively to cast other characters warscroll spells and have those characters cast lore spells. All it really hurts is Changeling and he was pretty ridiculous anyway.

    • Like 1
  5. Just thought of something, we can probably occasionally use the Bray Shamans spell in conjunction with terrain to make our opponent move their models in such a way that they'll lose extra models when we remove a model with a Ghorgon or Giant.

    For example, if there is a straight wall, we position a unit behind it. Bray shaman casts Devolve, now that unit will probably have to flatten out up against the wall.

    Its not going to come up every game but we can look for opportunities to do it.

  6. 1 hour ago, Vaporlocke said:

    Even chip damage from our Ungor Raiders knocking a unit of 10 down to 9 before combat is going to remove it,

    Rofl; dont do it then. No amount of favorable balance is going to mitigate a bonehead move like that.

  7. 5 hours ago, Vaporlocke said:

    Barring everyone else getting massive point increases but our units staying the same we're in for a rough time, and even that may not be enough. 

    Just putting two Ghorgans in our lists is going to make our opponents pile in in a manner thats going to make them lose efficiency.

    Also, some of ehat you said was really reaching. Like, the Bestigors thing. Most things either deploy in 10s or 5s. And if its in 5s and they reinforce the unit then getting hit by Bestigors is worse off for that opponent because now we're threatening a target that has more significance than before. It looks like a Nerf on paper, but we're actually winning out on the exchange.

  8. On 6/14/2021 at 5:39 AM, Orchid89 said:

    Do you guys think Rockgut Troggs will get a Wound increase up to 5? It would be nice if they counted as 2 for objectives.

    Itd be nice for us but I dont think they really need it. Everyone is going to be running low enough number that 6 rockguts shouldnt have issues shifting.

  9. On 6/13/2021 at 11:43 PM, Vaporlocke said:

    Well boys, just when I think we can't possibly get any worse... Here we are. 

     

    Cohesion, melee, and even our speed advantage all took hits. Running as a horde gone. Marked battalions gone. Desolating Beastherd gone. I'm sure there's more. Edit: Gavespawn CA nerfed, bestigor took an indirect nerf with the lowering of unit sizes.

    But hey, at least now our table perforce completely matches our lore performance. We wouldn't want to accidentally win and confuse people, would we?

    Keep it in perspective. Basically everyone got worse than they were before except for Stormcast.

    Also, having access to cheap model deletion is absolutely massive in this edition.

  10. On 6/11/2021 at 8:13 AM, C0deb1ue said:

    GSG looks different superficially but really works the same way as warclans. The subfactions only function with very narrow/linear choices and mixing actively makes your army terrible.

    I just started playing them and I really haven t seen why this is the case. Troggoths and Fanatics dont have any unique buffs from their keyword(though Dankholds CA wont be redundant in the new edition), the Webspinner Shaman on Aracknarock with the Cauldron is an amazing support piece and while Squig Hoppers and Spider Riders do have synergies they can benefit from; they're best used just as fast screens which are rarely in a position to use synergies anyway.

  11. 21 hours ago, Rors said:

    They can be useful but I think it'll sometimes look fairly janky. For example you can use them as screens to replace the units like untamed beasts that need to be in coherency.

    A flanking charge where only a single knight/horsemen hit the side of something scary (rest in conga line) will mean only 2-3 models can attack you so it becomes a really effective way to pin threatening units down without loosing the chaff as quickly.

    It's jank that could already be done, it's just slightly better now.

     

    Oval cavalry actually works out relatively well with coherency because of how the tips taper(axis are measure by diameter). Much better than >25 mm circle bases with 1 inch at least. Warhammer Weekly did a show showing how you can configure oval bases like a wave and keep all models in coherency.

    Im also certainly am not as confident as Vince is that we aren't getting new melee targeting rules just because they didnt get rid of weapon ranges on the warcsroll. Especially since Jack from RR1s said there was some stuff he couldnt talk about(he playtested it).

  12. On 6/9/2021 at 4:42 PM, Orodhen said:

    Wasn't expecting much, but still kinda disappointed.

     

    Anyone thinking that Warriors with Halberds might be more useful now with the new melee range rules?

    AFAIK, there hasnt been a change in melee range, just in coherency. Until we see melee targeting rules we can only make guesses right now. And if the rules stay as written its gonna be dependant on whether the unit we attack can make a formation that can prevent our unit from piling in efficiently.

     

    I believe Hand Weapons w/ Runeshields and Halberds W/Runeshields should have an 8.5% difference in favor of the Hand Weapons(1/2 of 17%). So if you can get more than 8.5% more warriors in then Halberds will be more effective.

    Im not going to pretend that im good at math though so if someone can correct me on that id appreciate it. Id actually like to know if im wrong about it.

  13. 23 hours ago, Grimrock said:

    It seems like knights might be a little more interesting when we're expecting a significant drop in melee damage output across the boar

    We'll see. Of course that holds true with all the information we have, but if they change weapon targeting to something like 40k its just going to shift the power from things on 25 mills to anything greater. That would still benefit the knights though.

  14. 14 hours ago, Magnus The Blue said:

    Personally I think Battleshock itself will be largely unchanged but with inspiring presence reduced to once per turn (or hopefully once per game).  I'd like to see some sort of cost for being immune to battle shock and think the Killsboss' aura is a great example of this. Reduce losses without completly ignoring it.

    Or just let us substitute a units leadership with a nearby hero would be nice.

    Unmitigated battle shock would be backbreaking for Destro. I once cleared a whole unit of grots with just one hit of a Gaunt Summoners spell back when it was mortals on 4+.

  15. 22 minutes ago, Ganigumo said:

    I usually don't have too much trouble getting 10 25s/32s into combat but maybe my boards don't have enough terrain on them or my opponents are mispositioning

    Thats probably the relevant discrepancy in our experiences. If you can get them all in contact it certainly is a massive difference.

  16. 22 minutes ago, Ganigumo said:

    but it would be weird to have a rule like that and still keep weapon ranges.

    Yeah, but it saves so much time and energy to just add another sentence or two to the rules on targeting than it does to redesign literally every warscroll.

  17. 17 minutes ago, Ganigumo said:

    Enlightened have 2", but the bite attacks on discs only have 1" and they're a significant portion of the damage output.

    Maybe they'll have something to fight if you're close to a model in base contact or something, but it would be weird to have a rule like that and still keep weapon ranges.

    Like I said, you currently rarely get more than 4 of your models within range of teeth attacks as-is. You'll probably lose out on 1 model but even though the teeth attacks are pretty good, IIRC its only slightly higher than 1 wound per Enlightened.

    I'll do the math on it a little later.

  18. On 6/7/2021 at 12:58 PM, Ganigumo said:

    AoSFF Stormcast Jun7 Boxout1

    This kills the beasts of Chaos. Nerfs Gors, Bestigors, Bullgors, Dragon Ogors, Tzaangors, Tzaangor Enlightened, Tzaangor Skyfires, Warhounds.

    Ungors are fine since 25mm is less than an inch.

    Enlightened have 2 inches on their spears, they won't get hurt too much. Practically speaking you can only get 3 or 4 to get their teeth off now anyway.

    People keep mentioning Troggoths too but they have 2" as well.

    I do think they're going to do something like 40ks style combat though. Especially since they only gave Blood Knights 1" range in their new book. My guess is that the models that will be able to attack will be within range of an enemy model or within a friendly model that is within range of an enemy model and within range of that weapon(or perhaps alternatively just in base contact with an model within range of an enemy model).

    It may even work out better for Enlightened and Skyfires.

  19. On 5/23/2021 at 9:20 PM, Ganigumo said:

    From the initial reveal it sounded like this would be spiderfang related, they specifically mentioned grimscuttle. Given battalions are leaving its not too surprising as that's one of the best parts of spiderfang. That said the stuff I would want most are (in order):

    Spider rider rewrite

    Dankhold troggoth rewrite

    Reprints/updates of the white dwarf subfactions

    Arachnarok rewrite

    Troggboss rewrite

    Gobbapalooza rewrite

    What kind of rewrites were you thinking of for the Dankholds? I think we can all agree that the points efficiency isn't there on the Dankhold, but unless all-out attack stays for the new edition his command ability is incredibly powerful.

    And im actually kind of iffy on whether or not to write off the Dankhold. Troggoth We know that they aren't great for their points. But I've only just played my first game as GG, but it was against someone who has a lot of experience with 40k and he vastly overvalued the Troggbosses output. I think on anything but high level competitive play, they can be a very effective threat with Hand of Gork since he: 1) is our smallest footprint Troggoth so hes the hardest to screen 2) Fellwaters don't have the shooting range to shoot out of deepstrike, and Rockguts need 6 to get their guaranteed mortal wound ability, so Dankholds lack of range is not as serious a drawback as it could be 3) They have 10 wounds that don't degrade or force a bravery check after the first 4 wounds.

    So based on that my inclination went from it completely being a warscroll flaw to just a points issue. And i could actually accept them being less efficient that Rockguts if the gap were a bit smaller.

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