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OkayestDM

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Posts posted by OkayestDM

  1. 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 1
  2. 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.

  3. 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
  4. 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
  5. 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
  6. 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
  7. 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.

  8. 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
  9. 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
  10. 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.

  11. 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
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  12. 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
  13. 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
  14. 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.

     

  15. 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
  16. 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
  17. 5 minutes ago, CommissarRotke said:

    Annihilators could replace Retributors because hammers, but there's still axes and glaives left.

    That's my assumption; there's no need for redundant greathammer wielding Paladins, and Annihilators are obviously going to be the choice. It's a sensible move for a variety of reasons, and I approve of it, I'm just gonna miss my Retributors (and by miss, I mean proxy as Annihilators ;) ).

    3 minutes ago, CommissarRotke said:

    i am just excited that they seem to have leaned Prosecutors into the Valkyrie vibe and I can FINALLY not feel bad about building them with javelins!!!!!!!!!!!!!!!!!!!

    Same! The javelins always looked better anyway! 

    • Like 3
  18. Part of me will be sad if Paladins are gone for good. They were easily my favorite Stormcast units.

    That said, I wouldn't be surprised if they're departure is meant to make room for the new Ruination models. Given the heavy armor and overall theme and tone of the units from the trailer, that would make sense to me.

    Also, I am desperately hoping that the updated Prosecutors will finally have an elite warscroll rather than the lackluster ones they've had to contend with over the last few editions. Love the models, and the Thunderstrike redesign looks very promising, but I hope they're treated as a proper heavyweight unit going forward.

  19. 42 minutes ago, Morglum StormBasha said:

    I can’t believe they killed the whole sacrosanct range as well. 

    This one genuinely surprised me too. Maybe part of it is meant to tighten up and balance the range, and there's still a chance some of them will return as Thunderstrike. Pity though, they were some of my favorite designs.

     

    I'm also sad that the BoC rumors are true. I liked my beastly boys. Still, I have plenty of unopened BoC boxes that I can work on. After all, beastmen are a pretty universal fantasy concept.

    I'm also holding out Hope that there will be a Lumineth-style refresh of the BoC concept. The crazy fun chaos things they could do with that!

    • Like 1
  20. 7 minutes ago, Grungnisson said:

    My preference would be:

    1. Combine the crossbows and bows into a single profile.

    2. Combine Judicators and Vigilors into a single warscroll.

    3. Have:

    3a) Raptors as long range snipers.

    3b) Judicators/Vigilors as standard mid-range shooters

    3c) Hunters as short range strike-and-fade rangers, with half decent melee profile.

    My only addendum to this would be to buff up Hunters into a slightly more elite unit, definitely more powerful than the rank and files like Liberators and Vigilors.

    Hunters are/were (new edition, new warscroll, yadda-yadda) a unit designed to walk off the edge of the map into enemy territory, far away from any supporting units. They need to be tough enough and deadly enough to stand on their own and represent a credible threat. 3rd edition Hunters just never quite made the cut for me, which was dissapointing because I love the models and concept for the unit.

     

    • Like 1
  21. 5 minutes ago, Clan's Cynic said:

    but the one-handed hammers feel ridiculously big

    They're definitely big, but they don't hold a candle to the old liberators hammers. Those things are monsters! The new ones only look worse because the rest of the model is less chonky. They're actually smaller.

    • Like 1
  22. 1 hour ago, Grungnisson said:

    In all fariness though, it's still probably possible to write enough warscroll variants for the units SCE have. But the gazillion options for a foot hero with a sword, that needs addressing. Please, GW, I beg of you.

    Last I checked, there were more heros than actual units in the SCE roster. Slash out the excess heroes and the Stormcast range becomes significantly more reasonable.

    • Like 3
  23. 7 hours ago, Ejecutor said:

    About SoB. We always think they won't have a Warcry/ UW warband. What if GW surprises us with a warband with a big minor giant and some smaller minis of a bigger version of the little creatures that King Brodd carries with him?

    I've been wondering the same thing.

    Of course, what I would love is a band of the afore-mentioned little creatures, plus two massive mega-gargant feet as "units" that can stomp around the battlefield.

    Utterly impractical for many reasons, but good gosh it'd be a laugh!

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