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OkayestDM

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Posts posted by OkayestDM

  1. really like what they've shown off for Stormcast. Like in 3rd Ed, they have a low number of high quality attacks, but I haven't seen much by way of MW output in the revealed warscrolls - which is good. They're now also baseline 3+ save, which is very gratifying. With "Finest Hour" and "Bless Weapons" as limited but practical avenues to increase their their crankiness and offensive punch, SCE if finally starting to look like they'll play the way I always hoped they would.

     

    On a side note, they kinda did Sacrosanct dirty by just ignoring them entirely. I mean, I get it, they were pulled from the range for a reason and will only have limited support going forward, but still. 

  2. 13 hours ago, Chikout said:

    I'm curious how GW will play with this for the magic heavy factions. Being able to choose two lores at once for 6 spells on the tabletop would be an easy way for magic heavy factions to differentiate themselves. I'm sure the likes of Teclis will still know everything. 

    If I remember from the magic article, there are some spells that can be cast multiple times, just not by the same Wizard (like the 3.0 Lumineth Sunmetal weapons spell.)

    Magic-heavy factions will almost certainly have access to one or more of these, and having access to multiple lores seems quite probable (I'm looking at you, Tzeentch!)

  3. 1 hour ago, Luperci said:

    It's always funny to me that a lot of GSG squigs can "fly". I understand why but the mental image takes me out

    Mario has taught us all that magic mushrooms can do some crazy things to you . . .

    • Haha 2
  4. 1 hour ago, CommissarRotke said:

    wait the rumor looks like the EXACT SAME spikes as this body?? Did they mess up or did they reuse a Saurus body...

    I don't think so. The spacing between the scales is much more pronounced in the Rumor engine than on the updated Saurus Warriors. Whatever this is, it looks like something new.

  5. The inclusion of Anvil of Apotheosis in each Battle Tome is exactly what I was hoping for. They didn't specify, but I'm also hoping that each one is tailored to that faction, providing unique and thematic rules and options. 

    I like the sound of the new PtG direction. Getting to "level up" each unit is exactly what I was hoping for, and they system they chose is simple, straightforward, and similar to something I had been dabbling with on my own time. 

    • Like 2
  6. Man, I wasn't expecting to get excited about Spearhead, but I really like what they've shown! 

    Smaller-scale games curated from a set list of models that are - supposedly - tightly balanced against one another. 

    The Yndrasta rule is flavorful (tanky hero and dudes coming in to turn the tide) and seems like an excellent way to balance out more powerful units. 

    Redeploy is a nice addition too, which genuinely sounds like good fun. 

    • Like 2
  7. The size of spell lores is going to influence how often endless spells see the table. If thete's only 3 spells a lore, endless spells may become more frequent.

    The Weirdknob Shaman doesn't have a native spell, and I wouldn't be surprised if unique spells become more of a rarity.

    I also wonder how many wizards will be promoted to level 2+. That, custom spells, and a bonus to cast are 3 different values that can be used to differentiate and role-define various wizards. 

  8. 38 minutes ago, Big Kim Woof-Woof said:

    Not sure I like the idea of Endless Spells being fightable. 

    "Oh look, there's a giant magical hand holding a magical mirror coming towards us. But don't worry, we can hit it with a club and kill it!" 

    Fair, but when you consider the lightning-enfused weapons of Sigmar, warpstone armory of Skaven, thrice-blessed bladed of the Cities of Sigmar, corrupted weapons swolen with the power of chaos, the fact that ogres canonically eat ghosts, etc, etc . . .

    I think it works.

    • Like 2
    • Thanks 1
  9. 15 minutes ago, RetconnedLegion said:

    It’s called Cardassian Union, following on from GW’s odd trend of naming AoS starter sets after Star Trek Deep Space Nine villains.

    This is a spectacular reference, and I appreciate you for it.

  10. 27 minutes ago, The Lost Sigmarite said:

    Am I the only one to notice the Hallowed Knights steel armour is darker now ? Or is it just the way the minis are shot that's tricking me ? Peut être une image de texte qui dit ’WARHAMMER OF FSIGMAR AG GEOFS #NEWAOS STORMCASTETERNALS STORMCAST ETERNALS PROSECUTOR’

    Really feels like their armour has gone from Leadbelcher to a darker metallic like Iron Warriors. Or they used more generous amounts of Nuln Oil.

    I just looked back at the article, which conveniently has and image of the new Liberator and Reclusion adjacent to each other. The silver on the liberators is noticeably brighter. The darker tones on the Prosecutor and Reclusian are probably meant specifically for Ruination units (the article makes it clear that Prosecutors are now Ruination.)

    • Thanks 1
  11. I agree with the general consensus here. This isn't what I wanted, but it is an improvement. 

    I don't know if they're piling too much incentive on not taking the double turn, but there won't be any way to know for certain without actually playing games.

    Overall, I can live with this, so long as they stay true to it.

    • Like 1
  12. Well, the battle tactics article was better than I thought. The tactics themselves seem to revolve around control, positioning, and combat. Good. These are relevant elements to the game, and do a better job of working with the theme of a battle for control of the field rather than just being a random checklist. 

    The move to grand alliance instead of faction specific BTs is definitely a good one.

    If we must have battle tactics, this isn't the worst showing they could have made. Still probably going to ignore them in my games, but credit where credit is due, this definitely looks like an improvement.

    • Like 1
  13. 9 minutes ago, Ejecutor said:

    Is that a new kind of spell lore?!

    It came out with this season's Moderator's Handbook, but it really just their normal spell lore reflavored.

    8 minutes ago, Ejecutor said:

    You can use one of the 40k ones to get a rough idea: Warhammer 40,000 Faction Focus: Astra Militarum - Warhammer Community (warhammer-community.com)

    The same applied to indexes.

    Thank you! That's more or less what I'm hoping for with out upcoming FF articles, just a smattering of everything so we get a feel for what's to come.

    • Haha 1
  14. It's been 3 years and my memory is failing me; how much actual information do the faction focuses typically give us? 

    A brief faction overview and one or two rules? Maybe a warscroll, or a select ability or weapon profile? 

    I don't recall much from the previous faction focuses which tells me that there wasn't much to remember.

  15. 35 minutes ago, Lucentia said:

    I think there's probably space for specialist anti-armour units with mortal wound abilities, if rend is down as a general rule, armies will still want some tools to deal with 2+/3+ armour with All Out Defence and the like.

    I can get behind that. Trading off between high rend and MW output on can-opener units can create specialization and continue to support unique roles, but it has to be done with the consideration that high armor should actually mean something. 3.0 managed to make both high armor and high rend largely meaningless with the prevalence of mortal wounds and save stacking. The later is being greatly reduced (though Stormcast and similar tanky armies will likely have some access to it), and so MWs also need to see a decline - or else very judicious distribution - otherwise they will once again become the go to. 

    You are correct though, MWs are an important tool to keep high saves from dominating the game, and all armies should have some degree of access to them in one form or another.

    3.0 made respectable progress in curtailing MW spam, I'm hopeful that they will continue to improve in their distribution and implementation. 

    • Like 1
  16. 2 hours ago, TechnoVampire said:

    I agree, though with rend 2 that’s likely to cause damage. I’m ok with that as a specialised unit though. What I really don’t want to see is another iteration of 30 sentinels doing mortals from 30” and ignoring line of sight, or 12 bolt boyz doing 2 mortals on a 5 to hit or 3 on a 6. 

    Replacing mortal wounds with auto-wound or 'becomes 2 hits' abilities would be much better to create impactful shooting that still has counterplay.

    Mortal Wounds would work best with heroes, monsters, spells, and defensive units like Liberators (a unit that has few attacks and is meant to take it on the chin, but due to mortal wounds still has the potential to do some damage on the return swing.)

    Offensive units should have more attacks, deal more damage and have access to abilities that improve their offensive ability, but no mortal wounds (the Kroxigor warscroll demonstrates this perfectly.) 

    • Like 1
  17. 15 minutes ago, Magnusaur said:

    And what about Monday the 13.? No reveal, perhaps?

    They might circle back and show off the Reclusian warscroll. It's the only one we haven't seen for the new model reveals.

    Edit: Correction, I don't think they showed clan rats either. Showing off both of them might be worth an article.

  18. Probably my most memorable moment of AoS was during a 2.0 PtG campaign. I was playing BoC and fighting my buddy's Legions of Nagash army, back when that was a thing.

    My army had gotten smoked pretty early, due to some poor decisions and positioning against my buddy's general, a vampire Lord on zombie dragon. 

    Realizing the game was lost, I decided to go out with a bang and charged my Great Bray shaman into the Vampire Lord, managing to deal 1 wound. On the return attack, my buddy wiffed catastrophically, and once the dust had settled, my Shaman still had 2 wounds remaining. 

    I've never felt so accomplished while losing a game.

    • Like 2
    • Haha 2
  19. Battle tactics and Path to Glory are both very strong make-or-break game elements for me.

    I didn't like 3e battle tactics, and the fact that victory points are weighted heavily in their favor makes me uneasy. I'll be tickled to death if GW finds a way to make them fun and practical while also relevant and tactical, but my confidence is currently low.

    Path to Glory saw a huge improvement in 3e, but still missed the mark in my book. I'm more confident that they can make appreciable improvements to this again, but my big ask is that they just incorporate a faction-specific Anvil of Apotheosis section into each Battletome, designed to work with Path to Glory. Give me this and I could even overclock them completely fumbling on battle tactics (I only play casually anyway, so it isn't like they'll be hard to ignore.) 

    • Like 1
  20. 1 hour ago, Neil Arthur Hotep said:

    I don't know about you guys, but I am super excited to play 4th edition. Can't wait to see the warscrolls for my factions. What they have been doing for Stormcast is so good!

    Same! I've got a bunch of armies, including Stormcast, and all of these rules reveals have me extremely excited! 

    The weapon rules look clean and neat, the ability sequencing is straightforward and consistent, and the clearly defined unit roles are awesome! 

    The changes to saves and rend will require more info before I'll commit to being excited about them, but I'm leaning towards optimistic.

    The fact that we'll be getting the indexes before the proper battle tomes is a plus in my book, meaning we'll get a good sense of what our units and armies will be doing, and can get a solid feel for any other factions that we might be interested in picking up or expanding.

    • Like 1
  21. I suppose it's more of a lateral move than anything else. For my part, I'm happy about it. People either felt like they were flying in the face of the lore if they used the "wrong" subfactions, felt like they were pigeonholed into a subfactions they didn't like, or else just ignored the fluff entirely and did what they wanted. There were obviously also folks for whom the subfactions and rules lined up perfectly, and any disappointment on their part over the changes is valid. 

    Ultimately, it seems like a more permissive structure, which matches the direction they seem to be going this edition with regards to list building. 

    I'm interested to see whether or not they expand the battle formations in the actual battle tomes, both in rules content and number of formations, and how those might inform list building.

     

  22. Love the new models! Really looking forward to painting and fielding them!

    The addition of the priests is an unexpected bonus, and is a cheeky way of making a 3-man unit into a 5-man unit. Might also be a way to increase their wounds slightly.

    The article said that the Ruination chamber had been opened, so I'm quietly hoping that there's a few more units to be released separate from the starter box.

    • Like 1
  23. I'm backtracking a little with this, but I'm a little disappointed with the color choices that GW went with for the rules phases, specifically the Hero/charge and Shooting/end phase colors.

    I'm a bit color blind, and those color pairings are close enough that I'll almost certainly have some difficulty telling them apart (I know because I thought it was weird that Nagash had so many abilities in the Charge phase until I read the text.)

    Fortunately, the qualifying text in the color bar is very helpful when present, and the ability text is also seems sufficiently informative that I should be able to figure it out. 

    It's also entirely possible that the actual colors printed on the cards will be more distinct from one another than the reference chevrons, but my aforementioned confusion over Nagash's warscroll leaves me uncertain how often I'll have to ask my fellow player for confirmation as to whether I - or they - are using an ability at the appropriate time.

     

    • Like 4
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