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NauticalSoup

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Posts posted by NauticalSoup

  1. @CommissarRotke actually buying second hand Stormcast is probably easier than finding Space Marines in 40k, so many people who enter the hobby get into SCE off the bat due to the big split boxes and deals then either change armies if they stick or just bounce off. I've seen some pretty incredible deals in my local community and ebay is often stocked up with discounted SCE units and armies. Definitely a smarter way to pick up new units during this period between battletomes.

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  2. 4 hours ago, CommissarRotke said:

    I'll take my enjoyment out of painting and building the models themselves then, maybe grab an audiobook for my commute. Not in a position to buy into another army so casual games if any/waiting game it is

    This is always The Way in my eyes.

    I'm fortunate enough to have my Warclans army as well to tide me over but I've beem happier since I've come to terms with SCE's power level. I work on my Sacrosanct and occasionally use 'em in low power casual games, especially against newer players. I also break 'em out when my opponent wants to try a 'fun' and undertuned list.

    Also using Ardboys really makes you realize how bad stormcast battleline is.

  3. 4 hours ago, CommissarRotke said:

    welp, any chance I could proxy them as liberators in casual games? thankfully I only have 12 Sequitors from Soul Wars, but spending 62usd on 10 liberators feels so bad..

    If you're playing casual games you probably don't want to try too hard to learn competitive SCE. That will inevitably lead you to Shootcast, which won't be particularly fun for you or your opponents.

    Also, if you want my unsolicited advice, now isn't really the time to be spending money on SCE. They're a junk army, and the inevitable new tome and chamber is likely to throw a wrench into the good/bad analysis. I own exclusively Seqs and regularly proxy them as Libs in casual games, because I'd sooner tip my army into a dumpster than spend a penny on friggin' Liberators which remain one of the outright worst units in the entire game.

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  4. @Mark Williams I don't particularly care for Anvilstrike either, I just don't think it's that oppressive. We've reached a point where most books can easily produce numerous lists that can stomp Anvilstrike, which is why its tournament performance keeps getting worse.

    More importantly though I would be shocked if Anvilstrike wasn't totally removed. The CA working on missile weapons never fit with the lore for the stormhost and encourages a very anomalous playstyle that I doubt GW likes seeing for SCE. Regardless of how much of a powerboost they do or don't get in a theoretical new book, it would be quite a surprise if the list archetype doesn't get deleted wholesale.

  5. @Mark Williams Indeed, your point seems to just be you don't like how Anvilstrike plays because it encourages a kind of counterplay you find dull. Seems kind of inane, really. You could levy an identical criticism against a huge proportion of strong armies. In fact I might even say armies that allow for 'interesting' counterplay are probably in the minority, because that would point to a serious and exploitable vulnerability.

  6. 10 hours ago, Requizen said:

    Everyone seems to be favoring Big Waaagh, but I'm 12-2-1 across 3 tournaments with just straight up Bonesplitterz at the moment. I might try BW at some point, but I don't have any Ironjawz units and I can't see myself playing just Bonesplitterz in it without something like a Mawkrusha or some Pigs to make use of the combination.

    BW is such a strong allegiance that you honestly don't even need Ironjawz units to make it worthwhile.

    They sure don't hurt though.

  7. Just now, Ravinsild said:

    Yeah I read that "up to" as "If the roll is equal to or greater than 11 add 1 to the attacks characteristic..." but I guess up to means 1 to 11? 

    Up to means "less than or equal to". If it meant 11 exactly it would say so (since 12+ is the other result).

    Interpreting it your way creates weirdness since you roll 12 and you have hit "greater than or equal to" both 11 and 12 so you get 3 attacks. So you would need more exclusionary language to make it either/or. 

  8. "If the roll is up to 11, until the end of that phase add 1 to the Attacks characteristic of melee weapons used by friendly IRONJAWZ units wholly within 18" of your general. If the roll is 12 or more, until the end of that phase add 2 to the Attacks characteristic of melee weapons used by friendly IRONJAWZ units wholly within 18" of your general."

     

  9. 25 minutes ago, Paksennarrion said:

    Why superglue later and not just plastic glue later? (Hope this isn't a silly question  - in fairly new to this!)

    The obvious one with how eternal guard look is so you can prime and paint the minis and shields before gluing without needing to maintain a sufficiently large patch of clean plastic.

    Cleaner and quicker too imo, I've found if you use a good superglue there's basically zero advantages to using plastic cement.

  10. 5 minutes ago, Bozly said:

    Just give me a battleline if option and i’ll put em on the table thats all i need

    It's kinda sad that the state of SCE is such that I'd probably do the same. An utterly mediocre shooter but it would make for the cheapest way to fulfill battleline and thus the smallest amount of points wasted on crappy tax units.

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  11. I mean this answer is boring as hell but:

    It's good if it has as many useful spells as you are likely to bring casters to carry them. Like an equilibrium point between 'spells I want' and 'casters I want'. Having more good spells than you need isn't points against a spell lore but really you're looking to just meet that minimum threshold of utility that would make it desirable to have in a list. What that utility gives you isn't relevant, all that matters is that it's desirable.

    Obvious example for me is Orruk Warclans, since they have two lores (one for each side of the army) and one is great and the other is eh. The Ironjawz lore has one spell you'll probably always take, but you'll never take more than one caster in Ironjawz because the sole caster option isn't that great. So you have an eh lore and an eh caster which you'll take just for the one good spell, which is incidentally why you see lots of Ironjawz lists with zero magic.

    On the other side you have the Bonesplitterz lore which is all bangers except probably for one, and Bonesplitterz can easily shove 3-4 casters in a list without them feeling redundant. Good spell lore, good guys to carry the spells. Bonezplitters naturally end up pretty magic-heavy in nearly every case.

    Edit: I might even argue this further, that any attempt to measure the value of a spell lore by any criteria more specific than "the spells and wizards are good/useful" is doomed to failure. You can look at a criteria like 'damage' and you can see that even defining what constitutes sufficient damage to be good is extremely difficult to pin down. You have issues of range, reliability, targeting, scope, the volume of damage itself and, of course, the wizard options. Mobility, buffs, debuffs, damage - they're all 'good' only in the context of their environment (ie, the meta) making quantifiable criteria so wishy-washy as to be useless.

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  12. @Mark Williams To many (myself included) the supplements and the subsequent psychic awakening books (plus vigilus before) represent a level of rules bloat in 40k that has rendered the game unsalvageable. AoS is my only game now even though I own 10,000 pts of Space Marines. I have two close friends going to a big 40k event this month and they're both carrying, and I kid you not, about 35 lbs. worth of books each. The supplements are just one facet of this bloat but they're an unfortunate trend in how GW has handled 8th.

    The other side is that they make power creep unmanageable (because you have units whose performance varies so massively from chapter to chapter and makes points balances impossible) so you need tons and tons and tons of errata and faqs for multiple books, which also expands the bloat. If you don't follow the comp scene Space Marines are absolutely stomping now and represent a large majority of placing lists in comp events. 

    So how this relates to Sigmar is that 8th edition 40k represents, to me, a worst-case-scenario. A fail state of horrendous bloat and power creep that only a massive reset (ironically, like 8th edition) could fix.

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  13. @Mark Williams I wouldn't want it to happen because I despise rules bloat, but Hammers of Sigmar having their own special supplement is definitely within the realm of possibility and would be a trivially easy way for GW to spell a bunch of books. The only thing that might stop it is the sheer volume of negativity surrounding 40k's marine supplements.

    @OkayestDM Hopefully the Sacrosanct Chamber opening doesn't signal how they intend to release new lines in the future, with all the focus being on just the new miniatures while all the old warscrolls continue to collect dust. Sacrosanct having their own basic infantry "Liberator, only better" model is... worrying.

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  14. 30 minutes ago, PJetski said:

    The space marine chapters with their own supplement have unique units and distinct playstyles.

    It wouldn't work with Stormcast because our stormhosts don't really have any kind of strategic identity. If all the stormhosts had unique models and specific playstyles then it would make sense to give them their own supplements.

    This largely isn't true. Imperial Fists have two unique units and they're both special characters. Salamanders have two unique units and they're both special characters. Iron Hands have one unique unit and it's a special character. Are you seeing a pattern?

    Codex Space Marine chapters have never required their own bespoke splatbooks for 30 years of the game's history. This is something that literally just changed in 2019. The only chapters that traditionally had their own books were the EXTREMELY different ones, Dark Angels, Blood Angels, Space Wolves (once upon a time Black Templars but they got rolled back into Codex Space Marines after 5th). And importantly, they do not get access to the full range of vanilla toys. In this scenario it would be like if Hallowed Knights weren't allowed to use Stormcast Eternals, and had to use the Hallowed Knights book and armylist instead. Their special stuff represents a substitution for the vanilla stuff. Blood Angels have been whining about not having Thunderfire Cannons for 10 years. But for anyone who isn't one of those 3, you used the SM book.

    Remember that Space Marine chapters are even smaller than stormhosts (at least by most reports of a stormhost's capabilities). There's only so much room for strategic identity in an organization that's basically locked to battalion strength.

    Edit: Marine chapters do have identities that differentiate them in their tactics and strategies, but nearly all chapters still use virtually the entire arsenal of units. The identities describe preferences rather than capabilities. This is, incidentally, almost exactly like Stormhosts.

  15. 45 minutes ago, jhamslam said:

    First codex syndrome , thats all it is. SM had the same issue until recently

    In fact I'd say that SMs have had this problem for virtually the entire history of the game. Even back in the ancient days of Rogue Trader, Space Marines kept getting powercrept by their adversarial counterparts, and each new edition would start out with a boost to the Space Marine's arsenal (or even statline, in the case of 2nd edition), only for them to be subsequently overshot by later rules releases.

    Seems likely recently GW has decided the solution is to just... never ever stop writing new rules for Space Marines? 40k sucks pretty bad atm lol

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