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Arzalyn

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Everything posted by Arzalyn

  1. May I ask how you math non-combat related stuff like movement shenanigans? While don't doubt your calculations and I agree that Seraphon don't has a good combat damage source outside of fully buffed saurus blocks and raptadons in objectives/arcane terrain, I fell you are undervaluing the ability to concentrate this okey-ish damage with movement abilities. This is mostly talking about the Starborn side tough, as Coalesced don't have as much mobility (I'm considering the slann teleporting spell will be FAQed to work like any other teleport). I think this is the point @Beliman is trying to make, projecting damage with movement can compensate it being lower in general. Also, may I ask if you are taking the Coalesced damage reduction on the calculations as well? I imagine that for coalesced they intent was for it to play has a grinding force, with the damage reduction helping it survive over multiple turns and keep applying damage over this time. It may also be biased has I mostly play factions with movement tricks (Sylvaneth, KO), but I value those pretty highly as well. The problem here may be that those tricks apply just to half of the army (Starborn), while Coalesced has the damage reduction as a trade-off. I do wonder if having those balance to radically different fronts isn't the cause for all this discussion about damage and units abilities.
  2. Actually both weapons get the exploding 6s vs 10 or + models units. It's probably their main saving grace they have, but delivering them to those units is still a problem, as you said. I imagine they could have some play in dracothion's tail with the staff, as it would give them a delivery mechanism. A unit of 3 could have a place as a infantry killer this way, but I doubt you would want more than a single MSU unit of them.
  3. I doubt we will see more than one brand new faction in the next edition, this edition all we had were kruleboyz, which sadly are part of the mess that is the warclans. About the battletome releases, I personally hope they change this formula soon (realistic I doubt it will happen in 4e, but still). May hope would be they change to a system where you release all the up to date rules for each faction at the launch and during the edition you just add new units/heroes to factions (basically war scrolls) and keep the game fresh with GHB changes + narratives arcs. Going even further, keeping those rules mostly digital (so they can be more easily updated when needed) and sell an "army lore and hobby" book with the faction lore, how to pain guides and a better narrative section (anvil for each faction, narrative battalions), rather than chaining rules to those books. Maybe this way they would have to devout more time to actually updating the factions lore and creating new content in those books, as in 3rd for most of the tomes the changes are mostly on the rules section...
  4. Thanks! Yeah the crystals are made of sprues, but the rocks are simple aquarium substrate I painted over. Here is a pics with everything just glued and another one with everything painted for comparison.
  5. Finished a dreadblade harrow has a pallete cleanser. Nighthaunt are super fun to paint!
  6. I still processing everything before I start putting things into list, but in general this book remind me a lot of the sylvaneth playstyle. I think most of the its power will come from its mobility and power projection this mobility allows. Outside of the kroak + 2 slanns + astrolith + trogladon lists focusing on getting CPP and dishing out mortals, I fell lists will need to focus their ok-ish melee units and supplement it with shooting/magic damage to eliminate key threats.
  7. Finished another set of 5 Thunderers, painting them with the weapons glued wasn't as bad as I thought it would be. Unsure of what will come next. Trying to get everything painted for a tournament next month, so may some more KO or some sylvaneth units.
  8. I will not disagree that there is little incentive to do so as tome sells, but I hard disagree that you have to buy one to play. We live in 2023, you can find every single tome rules on the internet before it is even out to be bought now a days. I've being playing since the middle of 2e and I'm yet to buy a single tome for example😆
  9. This is one of the main reasons I detest the actual system of rules being tied to books releases. During the same edition you create two kind of environment: one when the majority of factions don't have books made for the edition and the ones that do are the strong ones, and the other when almost everyone have books made for the edition, but the new ones have lots of design trends that weren't around for the first batch and tend to be weaker. I would love if rater than 3 years circles with individual faction rules releases here and there we got rules for all the factions in the edition when its released. The matched play circles with the GHB already create movement inside the game and you can keep the same "hype" factor if you keep releasing new heroes/units for the different factions thought the edition, just adding their rules to what is already there. At least this way you would keep the new rules centered around specific units rather than across a whole faction. I imagine the problem here is how they look at their data. If I understood correctly they look more at units usability than which units are appearing in 5-0 lists. As long as people are using those units and they aren't seen as underutilized I doubt they will pay much attention to them.
  10. I quiet like those changes! -1 to hit for gutrippaz might finally make them be the tank unit we were lacking. While the change to dirty tricks isn't what we wanted (less dice rolls for the sake of dice rolls), picking 2 tricks at least let us always get noisy racket and them try our lucky. In some matches it will mean nothing when the second tactic fail, but in the ones it doesn't we actually got a extra rules. Honestly I don't think it hurt us that bad. Most of the time it was used to give the killaboss or snatcha boss the movement spell and when you didn't cast it you cast mystic shield, which you can do still. The movement spell can still be cast by a shaman, the biggest effect is loosing one potential lore with 1 shaman due to this. And if you use Gobsprakk this isn't even a loss.
  11. The new KO book gave me a motivation boost, finished 5 Thunderers and the foot endrinmaster. Almost getting there and having all my KO painted!
  12. Seraphon will probably come in June. The roadmap put them in Summer just like they placed Sylvaneth and Skaven last year and both were released by June. They will want July and August most for the new 40k edition. If we see the first of cities next week the release will probably be after the 40k new edition, so maybe around September? I would make a similar time gap between first reveal and release as the Seraphon got.
  13. Well thanks for the heads up and new rumors @Whitefang ! I better start saving money now them because if the destro love ends being more kruleboyz, I fear my future financial situation...
  14. Finished a unit of seekers this week. Just love these big bugs! I'm going to glue them to a normal GW base to be able to magnetize, but I'm not sure if I should do a normal base over the transparent one or not.
  15. Warcry Kurnothis maybe? I like Kurnothi, but as a Sylvaneth player I don't think we need more units after the last wave. I even think Kurnothi could work well by themselves as a army.
  16. So far riggers and wardens seen to be both pretty decent. Wardens have a better melee output in general if you can get their timed retreat, with riggers getting more similar to them vs enemies with high save. I think which one is better depend on your list and their role. If you are in Zon or you plan on using them outside the boat, Wardens are better. If you are in Nar using Brokk or if you want to keep them within the boat, I favor riggers due to their healing. Personally I find myself including riggers in my list more often then wardens, as they have more utility without loosing to much melee power. Loadout wise, the special weapon add a insignificant amount of damage (1~2 extra damage in a unit of 6 riggers) and make you loose most of your melee power. Of the special weapons, the grapnel launcher is the most useful as good teleport once per game. Due to this I would say go with their normal weapons (saw/lance+gun). If you are using a unit of 6 or 9, you can afford to give 1 of them the grapnel launcher for the extra utility without loosing too much.
  17. Remaining Seraphon + Soulblight and Ossiarch tome + hero for Aos is probably the safe bet here. I wonder if Seraphon will get the deluxe release box or not, if so they will probably show it as well. Forgot to add, a new season of war: Gallet is pretty likely as well.
  18. Its basically what @Beliman said, you take rifles for their range, but even then running all rifles is not the best damage. Taking the cannons and mortars are better most of the time (unless you shooting at a unit with 1 model, with 2 or more mortals perform better than rifles). Here some calculations about the thunderers performance for each type of weapons.
  19. I saw some online talk about the Khorne book coming at the end of March/start of April. If it is true, would be a similar time between announcement and preorder as the KO book.
  20. I agree, the thunderers and arkanauts will be left behind. It is ok to do so with the arkanauts, their main function is screening and holding a home objective. The thunderers not so much, as even if you go with riffles + cannon + deck for the 18" range they will use at least a round running to get to the middle of the board. @ChaosDorf I would suggest you change one unit of arkanauts or the riggers (I imagining you are putting the 9 wardens + admiral on the frigate here) for a khermist and change the orb for spell in a bottle with the soulscream bridge. This away you have a easy form of delivering the thunderers/arkanauts where you need them. I imagine that focusing more on shooting would be more disruptive than focusing on melee, but Mhornar effect range favors more melee (Drekki do so as well). A more balanced approach could work, Drekki + wardens/riggers in a frigate as a melee threat and a ironclad with thunderers + khermist (all special weapons to keep the mhornar effect up) as a ranged threat.
  21. Honestly I'm ignoring it. I don't get to play much more than a couple of games per month and the helmet should be gone in 3 months any way. Removing a footnote just because of it seens too much, they will probably clarify this in our FAQ within a month.
  22. I think this is a good question to ask for the FAQ, not sure if this was intentional or no. Just to point that while it is a restriction, we have nothing else that requires a specific model to be our general. Riggers just require the Edrinmaster in the list and even some traits that would be restricted to a specific hero in other books (Stormcaller for example), aren't restricted. I imagine this was made so the Admiral could be our general without loosing anything else. Thematically I like that the Admiral is our best general option. It always felt strange last book to have a admiral in a list but having the khermist or the edrinmaster as the general. This is the way IMO. If you want to alpha shoot, you can use the footnote in the first turn, but if you are just taking them to a closer objective just normal moving the ship + disembarking with the command is sufficient. Its important to remember that the disembark give us a little extra movement (as they just have to be wholly within 3" of the boat and from enemies). Also this make the +2" move article much more relevant than it appears at first sight.
  23. The mirror is just a urban legend. Everybody knows that you need to offer, in total silence, a letter soup with only the D-W-A-R-F letters while wearying a dark elf costume and a insectoid mask.
  24. The khermist always disembarked with the Thunderers for the extra rend. The khermist buff alone was enough most of times, I left the admiral for those targets I wanted dead. The lists I played against had mostly save 4+ or worst, not sure if against something like SCE or slaves it would still work that well. Yeah the arkanauts are mostly bodies to screen turn 1 and them protect your home objective if need. One unit did their job every game, the second one was a little to much IMO, will be first cut for sure. I wasn't expecting too much from the gunhauler, but it's utility was really good most games. The shoots are mostly chip damage, but having another sky vessel really helped getting into unguarded objectives. In my Tzeentch game I lost the ironclad to the mortal spam in one go. Having another ship to fly high and get unguarded objectives won me that game. If you are going with the 2 frigate list I wouldn't use it, but if you are going with the ironclad I think one has a lot of value for the mobility alone.
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