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OkayestDM

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Everything posted by OkayestDM

  1. The Stoneguard also deal Mortal wounds in addition, making them significantly better.
  2. I mean, I see your point, and obviously models are their primary source of revenue. That said, the amount of rulebooks being release compared to the number of models being released tells a slightly different story.
  3. Interestingly, the Wind Spirits are listed a Leaders in the points section of the book. I wonder if they got the hero keyword? If so, that actually makes them much more appealing to me. EDIT: Never mind. Double-checked the Facehammer review. No Hero keyword.
  4. I know that a lot of production has been getting pulled out of China over the last few years, so it's possible that they've had to be selective in where they focus range expansions until they bring the new facilities fully online. I think there's also the fact that GW is making a concerted effort to bring all of the factions into better balance overall, which is easier to do with smaller ranges. Once a faction is in a good place, it's a lot easier to introduce and balance new units than it is to try to manage both at the same time.
  5. With the changes to Shining Company, it's impressive just how swift our army can be now, which is very gratifying. Speed of Hysh and Teleportation Vortex give us some solid maneuverability options, as does the entire Hurakan side of the range. Have an Enlightened double-tap Speed of Hysh to get two units exactly where we want them. That was one of my gripes with the first book. Hysh is supposed to be a place of physical and mental alacrity, but old shining company made our forces quite slow. Once again, GW has done a good job of making the army play the way you think it should.
  6. It's future-proofing in case someone finds an interaction with allies or spells that would allow the Windchargers to do mortal wounds. They don't actually do MWs, but if someone finds a way to give them that ability, the rule already covers it.
  7. Agreed! I'm pleased that many of the units in the army seem much more viable now. We took some hits to a few of the favorites, but a lot of other units got some nice buffs as well. Much of the NPE fuel has been purged from the book (though I confess to being surprised that Total Eclipse wasn't touched.) I was looking forward to having an army that was more straightforward to play, though I was also worried that we would loose the toolbox of options available to us. Somehow, GW managed to streamline things and cut away a lot of the fat while still leaving us with the crunch that made the faction rewarding to play.
  8. Sir, are you insinuating that something about Tzeentch might . . . change?! I- uh, I'll let myself out . . .
  9. They aren't our outright killiest ranged option, but they have a 24" shot and 16" movement for a 40" threat radius, which is nothing to sneeze at. They are ideal for outmaneuvering the enemy and sniping out heroes, or dealing chip damage to key targets. They're more if a scalpel unit now, similar to Vanguard Raptors in Stormcast, but much faster.
  10. I'm sure that's what they're shooting for, but we'll see. They've already had to shift it back once.
  11. I mean, it counts as an article. I was a little disappointed that it was exclusively a fluff piece without any information regarding rules changes, but I guess I can wait for Man-Reads-Book this weekend to have my curiosity sated.
  12. Honestly, I see Secret Agendas migrating over to our Path to Glory rules. I think they could be made to work much better there.
  13. Same. I'm still quietly hoping that we actually do het to take one or more of them for free, because that would be amazing, but I doubt it. Hopefully, they account for the fact that not having one in the list would eliminate one whole faction ability (though to be fair, unless those spells had a truly exceptional glow-up, it's not going to hurt us much.) If they stay true to their normal procedure, we should be getting one or more articles covering our alliegance abilities, command traits and artifacts, and Path to Glory rules. Maybe even another article touching on a few notable unit changes, though some of that was already touched upon in last week's article. Tzeentch is a tricky faction to get thematically right while remaining balanced, but to GW's credit they've done pretty good with the other releases for 3.0 overall. If they manage to find the sweet spot for Tzeentch, then I have high hopes for the rest of the battletomes incoming.
  14. Perhaps, but it's being done across the board with each new book. I doubt we'll be excluded.
  15. I like that the ability is close range and can only work against a hero who has actively attacked the Gaunt Summoner in some way. Yes, it can ruin somebody's day, but the opposing player can avoid it by just throwing units at the GS instead of heroes, or just killing them outright (they're a fairly fragile hero, as I recall.)
  16. Not for nothing, but it's kind of a missed opportunity that they didn't make the Tzeench Endless Spell a free addition to the army (like faction-specific terrain features.) That would have made perfect sense with Tzeentch, been both thematic and unique, and would synergize well with the fact that you can cast it for free in the first turn anyway. (Unless of course they actually do end up doing that, but I feel like they would have mentioned it.)
  17. You would only roll one. His ability is mean to work better on a single models with lots of wounds, not on groups of models.
  18. Honestly, I wonder if it isn't something for the background art that wasn't properly covered by the terrain.
  19. Whether or not Windchargers will be problematic will depend heavily on their attack profiles and any add-on abilities. That said, if they remain largely the same as they are now, the "ignore ward" ability will make them useful, but won't make them OP. LRL players quickly found that Windchargers weren't worth investing heavily in, and I don't see that changing. Having 5-10 in a list may now be worth while, because they present a quick unit that can threaten key heroes or chip wounds away from otherwise tanky opponents, but I can't imagine that players would want many more than that. They're fairly fragile and their damage output isn't exceptional. Besides, unit point costs are going up across the board this edition, and ranged unit points are going up more than most. I imagine they won't be a cheap option.
  20. We now officially know more about the Ogor Battletome than we do about either the Tzeentch or Lumineth ones.
  21. I'm thinking you may be right. They're no longer listed on the US website either.
  22. I appreciate that the caste abilities seem to be migrating to the warscroll. Much easier to track that way. I'm also happy that Deep Thinker is only once per battle, and that the opponent can still attempt an unbind. It would be much too good otherwise. Too early to call it, but these rules give me hope that the new book will be more player friendly all around.
  23. I'm not getting my hopes up, but I sure wouldn't complain!
  24. Yes. The battlebox is released first, the tomes should follow in about a month (at least, based on how the last few releases have gone.)
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