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OkayestDM

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Posts posted by OkayestDM

  1. 5 hours ago, whispersofblood said:

    I wonder if it's a generational thing, but my first thought upon seeing the photo was Lord Solar, and as Warcom load I considered it might be a freeguild or something new.

    I also thought Freeguild when I saw him, and to @Red Bull's point, my second thought was that he'd make a good conversion for a Vanari Lord Regent.

  2. 4 hours ago, Bosskelot said:

    What's the general consensus of Bladelords now? Worth maybe taking in a unit of 10 even?

    One unit of 10 or one or two units of five both seem like decent options, though I'm not sure if we'll ever want much more than that. A 10-man unit could reliably drop 7-9 mortal wounds with perfect strike, which can kill a number of mounted heroes outright, and could also clear units like Annihilators (high damage but low wounds) very effectively. The mortal wound output from the Flurry of Blows makes them much more appealing and more useful, especially if you've got a Lord Regent there to buff it. A 10-man unit using Flurry of Blows could deliver some serious hurt under the right circumstances.

    They aren't the all-purpose infantry hammer I had hoped they would be, but I'm honestly pretty happy with where they stand.

    • Like 2
  3. 2 hours ago, WrathOfTheLion said:

    I have my battletome, it's definitely Stormcast, Sylvaneth, Idoneth Deepkin and Daughters of Khaine as allies, so that is the correct list.

    I was hoping we'd see Cities of Sigmar as allies, but not yet it seems.

    To be fair, it's part of the lore that the Lumineth and the Cities are finding themselves at odds with each other, both because of the Lumineth's willingness to sacrifice others in order to purge chaos from the area, and because several of the Dawnbringer Crusades are being manipulated by Tzeentch to encroach on Lumineth territories.

    I'm also a little sad that the two can't ally, but at least it matches the lore.

  4. 1 hour ago, Baron Klatz said:

    The DoK tome clarifies they’re called the Ulgurothi Legions so that definitely was a fake.

    Interesting.

    That's a break from the tradition to elf races ending in "-neth". It does share space with Kurnothi, however.

    I don't know if that actually means anything, but it's an interesting distinction and certainly sets the Ulgurothi apart from their other aelven cousins.

    • Like 1
  5. The old rumor engin with the "feathers" was too vague to read, but the new one with the fin has me thinking these may be for AoS. It's too elegant in design for the Grimdark future, they typically favor much more utilitarian and/or industrial themes. 

    • Like 1
  6. 11 minutes ago, Howdyhedberg said:

    Looking at windchargers, it says that ward rolls cannot be made for wounds or mortal wounds caused by attacks made with missile weapons by this unit. Wind chargers are not able to do mortal wounds though, right?

    Windchargers do not deal mortal wounds. That said, if they are taken as an ally in an army with a priest, the Priest might Curse a unit, and then the Windcharger attacks could deal mortals.  That's why the ability is worded that way.

    12 minutes ago, Howdyhedberg said:

    Does the daggers really count in "sunmetal weapons" for sentinels? the "fluff" text says arrows and blades, but the rules say attacks made by this unit.

    As the rule is currently written, both the ranged and melee attacks deal mortals on 6s. I'm sure folks will be asking about this and that it will be clarified in the FAQ - a month or two form now.

    14 minutes ago, Howdyhedberg said:

    Is it just me or does bladelords not feel more worth taking now?

    Bladelords are slightly better than before. Perfect Strike has become Mortal Wounds, and they Flurry of Blows now benefits from Sunmetal weapons, making their attacks more reliable and effective. They're not crazy good, but they can be useful now. More of a utility unit than a dedicated melee hammer.

    18 minutes ago, Howdyhedberg said:

    The Wall of blades on wardens, is that if my wardens charge that trigger the ability, or is it if they get charged by someone? I get confused since it says "the target unit"

    Wardens trigger their ability if they attack an enemy unit that charged that turn. Note that the unit doesn't necessarily have to have charged them, it just has to have made a charge. The Wardens get no buff if they charge.

    22 minutes ago, Howdyhedberg said:

    Teclis - Same as before but after som dmg its 2 spells that are cast as a d12 and then in the end only 4 spells with d10 roll?

    Correct. Teclis's ability remains the same, but his options available for autocasting shrink as he takes damage now.

    • Thanks 1
  7. 1 hour ago, JackStreicher said:

    Quite controversial opinion:

    They should have binned and rewritten the book.

    It is still the Incarnation of NPE and mental load, with a new cover and 4 Warscroll Abilities less. Leaving total eclipse, Teclis (mostly) and the command ability block untouched is really a slap in the face.

     

    Edit: This way the vast majority of the cummunity (talking about the 2% of comp. Players) still has powerful tools while the minority (the rest) will continue to have ruined games. Or people outright refusing to play against LRL - totally worth it. That’s how you create good games, fun experiences and the urge to play again.

    I don't think it's quite that bad. You're definitely right that Teclis remains largely the same, and there are still a few NPE rules options left (why is Total Eclipse still a thing?) But the book is much better than it was.  

    The rules mental load is a matter of personal taste. I'm happy that they've been simplified from what they were, but I also enjoy the process of making the complexity work. It's one of the things that appealed to me from the very beginning with LRL.

    I suspect this book will be like most everything else released for 3E, lots of folks predicting doom and gloom before the book has hit the table, then everybody realizing that, outside of a few things, it's actually in a pretty good place and not nearly as bad as folks predicted.

     

    But fair is fair, and we'll have to wait and see. Unfortunately, LRL earned itself that bad reputation, and only time will tell if enough has been done to pull it out of the doghouse.

     

  8. It's less that the Stoneguard are expected to be heavy hitters, and more that they're expected to be usable (which they weren't really before.) We don't think they're going to single-handedly change the power-structure of Lumineth armies. We're just glad that our cool units will actually be able to do some work!

    Also, synergies and buff stacking may not be the most optimized way to operate, but they're really fun to pull off, and now we'll actually be rewarded for investing in it.

     

    • Like 1
  9. 31 minutes ago, Bosskelot said:

    GW are not a rules driven company, they are a model driven one.

    The current state of the rules and/or balance has 0 relevance to what they decide to release.

    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.

    • Like 1
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  10. 30 minutes ago, Frowny said:

    I wish they released new infantry or models instead of heroes. Like nighthaunt is a great army but have a glut of infantry size heroes and infantry. They needed a monster or big cavalry. What did they get? A new infantry hero. Idoneth also have many infantry heros but randomly got another one. Storm cast is like 50% infantry heroes.

    In contrast the sylvaneth bug riders were perfect, filling a hole that the army had in a thematic and interesting way.

    I think these kits are more to produce (bigger, more plastic, harder to ship) but at the same time, ppl also buy more than one so hopefully it evens out.

    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.

     

    • Like 3
  11. 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.

  12. 5 hours ago, Tango Trooper said:

    The new battletome is cool and much easier to navigate. Much of the npe has been removed and 30inch range has returned to the sentinels if they are alongside a ballista or another unit of sentinels. Bit disappointed that lore of the high peaks and the lore of the winds have been reduced to three spells each but I'm pleased with the position my lumineth army is in overall 

    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.

  13. 2 hours ago, Duke of Mousillon said:

    @Mandollies 98% sure it is a misprint. Yes. It says monster there. But no. It will be erratad so fast you will forget it ever was there.

    Sir, are you insinuating that something about Tzeentch might . . . change?!

     

    I- uh, I'll let myself out . . .

    • Haha 1
  14. 11 minutes ago, Ganigumo said:

    Thoughts on the new skyfires? They look like trash to me but I've seen some hot takes saying they're good and I just don't see it.

    You needed to use them primarily as a melee unit before, by abusing their rerolls, in addition to making use of the shooting for them to be any good.

    The new scroll gutted their melee output and let them ignore penalties on the shooting attacks, but 4 attacks with d3 damage for 190 points just seems incredibly low. You can cheese with Destiny dice but even that isn't very consistent because of the variable damage.

    Am I missing something?

    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.

  15. 1 hour ago, Duke of Mousillon said:

    Well we did get an article today thats pure lore without anything about the actual tome. Does that count? 

    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.

    • Like 1
    • Haha 1
  16. 4 hours ago, Duke of Mousillon said:

    Sadness. Will see how he turns out then. 

    About the endless spell stuff. So if endless spells should really play a role then I hope that ours are playable. Would be a shame to see them gathering dust for eternity. I could even see it being interesting for tzeentch to take tzeentchs endless spells for free. Or at least one of them but it was already pointed out rightly by @OkayestDM that that would've been spoilered last article. Hoping for the best.

    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.

    • Like 1
  17. 21 minutes ago, novakai said:

    Well at least you can’t use destiny dice on the Gaunt ability as you would be consistently able to one shot sigvald level and other big heroes but man you can ruin someone day with that ability lol 

    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.)

    • Like 1
  18. 15 minutes ago, Jaskier said:

    Guess we all need the Tzeentch Endless Spells now huh 😅

    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.)

    • Like 3
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