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C0deb1ue

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Posts posted by C0deb1ue

  1. 4 hours ago, Marius au said:

    I feel like they need another orc unit kit (cav or infantry) and ideally it would be a dual kit as there are very few units of orcs (lots of monsters and characters but not so many regular grunts).

    I think another common wishlist was an elite murknob unit!

    • Like 2
  2. 53 minutes ago, P.T.Bahnum said:

    Ok so going all the way back to the dominion box and moving forward up until today we had been within 1 unit difference with the sce. correct me if my list is missing something or wrong. I used more general terms for each but in most cases they matched up decently well. I used hero for anything that could be a general, totems for banner boys, artillery for anything I assumed was artillery, mounted for non-hero mounted units, and infantry to cover everything else (cause while we know some of the battleline we also know some will be conditional).

     

    mouth of mork (hero) - blue dragon (hero)
    kb on bird (hero)- red dragon (hero)
    Skumdrekk (hero)- bastian carthalos (hero)
    snatchboss on sludgeraker(hero)- knight relictor(hero)
    KB on Gnashtoof (hero)- yndrasta (hero)
    Kb with SG (hero)- Lord imperatant (hero)
    Swampcalla (hero)- knight arcanum (hero)
    Murknob (totem)- knight vexillor (totem)
    Gutrippas w/spears (infantry)- annihilators (infantry)
    Boltboyz (infantry)- Vindictors (infantry)
    hobgrotz (infantry)- praetors (infantry)
    Gutrippas w/hand weapons (infantry)- annihilators w/2 hand (infantry)
    Sloggoth (mounted unit) -/- Vanquishors (infantry)
    Beast-skewer killbow (artillery)- knight judicator (artillery/infantry?)
    Breakaboos on trogg (hero)- stormstirke chariot (mounted unit)
    (unpaired) - vigilors (infantry)

    after todays preview
    (unpaired)- knight draconis (hero)
    (unpaired)- Stormdrake guard

    am I crazy here? I mean before today they only had 1 unit more then us? it seems likely we will get another reveal.

    Thanks for doing this! So at present they have 3 more units released than the boyz.

    I guess we can just hope that there is more and that bin guy hasn't ruined the warclans battletome.

    Wouldn't mind no more models if the rules are good rather than what's been teased so far but their is certainly space for some cav!

    • Like 3
  3. 4 hours ago, Qrow said:

    Yeah, the trend does worry me as well. I'm getting 40k tyranid codex vibes, with the whole "jump through these hoops to get a weaker version of what other allegiances get for free" nature of the teased rules.

    Still, I'm hoping that they have just chosen poorly, extremely poorly, with what has been shown so far. I know I'm no longer planning to order the new models and battletome immediately however, and will now probably wait to see a couple battletome breakdowns first. I normally choose armies purely for aesthetic and lore reasons, but I would like my next army to actually stand up to some of newer battletomes while still being interesting to me.

    Yeah I'm kinda on the same boat. I bought GSG for the amazing models and the battletome is still really bad 3 years later.

    Defo want to see full battletome/rules before investing cash in models, though understand that narrative players won't have the same issues. It obviously wouldn't be an issue if they were willing to update/errata battletomes properly but you know you will just be stuck with the same rules for years.

    • Like 1
  4. 8 hours ago, Joseph Mackay said:

    Unrelated to the recent rules previews but on the subject of book writers:

    I believe there are 2 writers/groups of writers. One writes fun, narrative rules that match the lore (Gloomspite Gitz etc), and the other writes the most overpowered game breaking nonsense they can get away with (Slaanesh 2019 etc)

    I don’t agree with the sin/bin meme going around because the battletomes from the first category are actually the better books, it’s the second category that are bad

    I think sin/bin is fine as long as everyone gets a bit of both. 

    The previously prevailing theme seems to be that chaos and particularly order get a lot of sin. Destruction consistently gets more "fun " (GW code for bin) content. Fun content normally just means random and thematically named but weak/niche rules. GSG exemplifies thus as well as its awful keyword bingo.

    Kragnos also continues all the classic destruction issues. Random MW on massively wordy/overcomplicated charge rule where the highest probability outcome is no MW, niche narrative rule vs drakes, +1 bravery rule in destruction (just why?) and of course... wildly overcosted. Plus narratively also just ****** in this case.

    So when I see the third over-complicated/low power -1 to hit rule for Kruleboyz (with thematic name), that throws up the bin red flags.

    • Like 4
  5. On 7/27/2021 at 12:58 AM, Lord Krungharr said:

    Those new Order Draconith dragons are HUGE.  I'm hoping they come with keywords that let Kragnos reroll hits and wounds against them, since they're his original enemies.  But they'll probably do the same vs him, or all Destruction units or something.  They'll have a big advantage of flight though, and somehow Kraggy killed almost all of them in his youth?  Makes little sense to me.  At least Kragnos looks cooler.  

    Looks cooler and that is where the positives end.

    • Like 1
  6. 1 hour ago, Qrow said:

    My main issue with the skulbugz ability is that it doubles up on what the gutrippaz shields already do. It does make it far harder for the opponent to buff the unit though, as using a command point would still mean hitting at -1. Though I am concerned that 3 of our abilities so far seem to be a -1 to hit penalty and only in combat.

    For me personally, the look of the models and their playstyle is more important than their competitive ability. That being said, it would be nice to have an actually competitive army for once, because choosing base on liking the models and playstyle normally leaves me struggling in my local meta. 

    So far the big yellers would be my preferred pick, but we only know 3 small parts of the battletome so we should at least try to stay open minded

    Yeah all the different over-complicated -1s to hit are also worrying me quite a bit. But I would much rather we had a competitive faction in destruction than another "fun" or narrative faction. All the factions are narrative anyway so we don't need more bad rules being justified under the "fun" hat - see gloomspite.

    I have an even greater concern that they might have made IJ less competitive due to adding the so far very mediocre Kruleboyz. 

    • Like 2
  7. 4 hours ago, sorokyl said:

    Perhaps that's why it is not its own faction. I get that it the other troops have a different aesthetic. I mean I am going pure Kruelboyz myself, but you do have to be reasonable in how many new kits you expect them to put out!  

    From a Warclans perspective, they got what they needed. There was already plenty of dudes on foot. There's already 2 calvary units. They needed support models, wizards, ranged, artillery, monsters. 
     

    Its clearly a bin guy book so at this point I am just hoping that he hasn't ruined IJ alongside the ongoing lacklustre Kruleboyz rule teases.

    • Thanks 1
    • Confused 1
  8. 29 minutes ago, Arzalyn said:

    Was looking at the pictures in the article today to seen if there is any hidden model there. No hidden model we didn't already knew, but looks like the Breaka-boss and his Troggoth both have a different head option! Could be useful com some conversions and head-swaps with the Sloggoth.

    p3h8wlvydsd71.jpg

    What a spot!

  9. 1 hour ago, novakai said:

    a nine man squad of Boltboyz is probably very devastating especially with the Shaman buff and the extra range. the reroll ability is meh though but still useful to get your first turn shots in especially if the artillery shots are low volume.

    When I see convoluted wording and over limited abilities etc, it always makes me worry that we have the theoretical "bin guy" writing the battletome. 

    • Like 3
    • Haha 1
  10. 4 minutes ago, DynamicCalories said:

    Very excited for this release (and lucky enough to get the box early thanks to GW) I have painted my Kruelboyz up!

    Now just to sit on my hands until Dominion arrives...
     

     

    Dominion Complete.png

    Damn... they look excellent... haven't even made mine yet!

  11. 4 hours ago, Sception said:

    Avengori want monsters, and the most cost efficient means of purchasing them is FEC start collecting boxes.  It's ever so slightly cheaper to buy the monsters on their own, but if you've got an Avengorii monster spam army then you've also got the better part of a Gristlegore FEC army, so you might as well pick up the FEC units on the cheap while you're collecting your zombie dragons and terrorgheists so you've got them at the ready down the line.

    I'd start with:

    • Vampire Lord on Zombie Dragon (biggest generic monster hero to take advantage of avengorii traits, artefacts, and monster bonuses)
    • Lauka Vai (regular Vengo might be a touch better, but I'd want to run Lauka if I were playing her dynasty, plus she gets to be a second general while saving your artefact and trait for the dragon lord)
    • Zombie Dragon (you pick avengori to monster mash)
    • Terrorgheist (you pick avengori to monster mash)
    • 10 Dire Wolves (round out obligatory battleline with some wolves to screen/chase objectives
    • 2x3 Fell Bats (to screen, harass shooty units, in particular to soak 'unleash hell')

    That leaves not quite 400 points in a 2k game.  You could grab a bunch of zombies to bubble-wrap part of your deployment, or a block of 20 skeletons to sit an objective, a balefire corpse cart help protect your monsters from first turn alpha-rushes, more wolves, maybe a necromancer or other small hero for core battalion requirements, another big monster.  Whatever you want really.  It's not particularly on-theme, but several of the non-Avengorii special characters are also worth considering here, including Volga, Radukar the Beast, maybe mannfred.  Radubeast + a balefire cart would exactly fill your remaining points.

    ....

    Vyrkos have a much broader set of abilities, rather than being focused down on one narrow gimmick, so there's a lot of ways you could go with them.  Big infantry blobs buffed by their vampire auras off of radukar the wolf (plus torgillius, maybe a couple units of nightguard, maybe an additional generic vampire lord to spread the aura).  Such an infantry list could focus on grave guard for hitting power, or zombies to take advantage of spoor tracker and Gorslav, or maybe a faster list with wolves, blood knights, maybe volga and/or radukar the beast, maybe a vargskyr or two, or maybe a dragon lord with the ability to count wounds characteristic for objective capture.

    If I were to make a Vyrkos army, I'd want something that heavily featured their unique options from Cursed City, maybe something like:

    • Beladamma
    • Radukar the Wolf
    • Torgillius
    • Gorslav
    • Vampire Lord
    • Vargskyr
    • Balefire Cart
    • 3 Blood-born
    • 2x2 Kosargi
    • 2x10 dire Wovles
    • 60 Zombies
    • 5 Blood Knights

    Maybe a necromancer in place of the blood borne, or maybe radukar the beast and a necromancer in place of radukar the wolf, torgilius, and the Korsargi, maybe cut the zombies back to 40 and shift some other stuff around to fit in some skeletons for objective camping, i don't know.  Again, Vyrkos have a very broad ability set, like the old Warhammer Fantasy von carsteins, plus they have a lot of bespoke units and heroes to consider - especially after the cursed city crew was broken up, so there's tons of ways you could go about building a vyrkos list.

    Amazing! Thanks so much :)

  12. 26 minutes ago, Qrow said:

    If they had access to our trait and were battleline in a kruleboyz allegiance then they wouldn't be terrible, decent chaff with alright mortal wound output. However, they need all that to be considered just decent.

     

    So what lists are people thinking of running with the units we have available today? The battletome and new units are at least a month away, possibly closer to two, so we may as well play with what we have so far

    Really hard to know I guess.

    There was that quite confusing message that Kruleboyz were a “horde” army but then all our troops are overcosted for what they are and also overcosted for what are considered horde armies.
     

    30 gut rippaz for 540 is not a horde army.

     

     

     

  13. 3 hours ago, Mutton said:

    Because they're awesome.

    Currently they are overpriced bad chaff, with a different aesthetic to the rest of the army and not battleline or covered by the allegiance abilities.

    I guess they are good for narrative players but if you are more concerned about your army having good stuff, then they miss in every way possible.

    • Like 2
  14. 35 minutes ago, Beliman said:

    Any news about their rules? 

    Btw, I love they showed today, I can't wait to see more!

    Not much spicy, they said that something gave a +1 to hit aura and a way to increase damage but it was all vague 

  15. 9 hours ago, Clan's Cynic said:

    To be fair, the Death sub-forum was at the bottom for a long time until Ossiarchs, then Sons of Behemat led to an overtake, then Soulblight knocked it back into third place. It seems the numbers fluctuate depending on whoever is getting a new army. Considering Death received a considerable amount of attention during 2.0 I don't think Destruction are in an especially terrible place in terms of numbers.

    I think lots of factors like this affect activity on the Destruction forum:


    Destruction is the least competitive so attracts little of that player base/mind set with essentially one cookie cutter list in ironjawz for most of AoS 2.

    Very low variation in army construction with factions often having very few choices e.g IJ/BS/SoB and even GSG just got pushed into narrow subfactions with little variation due to keyword bingo.

    Overall army design often provides little longevity in playstyle and there’s far too much so-called “fun” being used in the design process which just seems to equate to low-power gimmicks.

    If you compare releases, SoB is so low effort compared to non destruction factions. One sculpt, minimal rules, more gimmick. There’s almost nothing to discuss/solve. Then there’s the ridiculously overcosted Kragnos who again has an over complicated MW on charge rule but really is another watching paint dry design who was randomly inserted for sales. Again adding very little to most destruction armies.


    Kruleboyz - we have a new SUBfaction being released for destruction rather than a proper faction, so is already less likely to attract the attention of new players who were not interested in orruks.
     

    Lots of this stuff adds up and I reckon puts people off destruction. Maybe Kruleboyz will be different?

     

    • Like 1
  16. I do think there will be some serious abilities coming in the battletome but am getting slightly wary of buying more than the dominion box (to save later expense) until we have more than pretty pictures and dominion warscrolls.

  17. 3 hours ago, Magnus The Blue said:

    I actually like both the models and rules for Hobgrots, for me, they just need to have some allegiance ability to up their power level a tad.  20 grenade shots for under 200 points isn't too bad and a close range shooting horde feels like something different to the usual chaff.

    Guprippas, not so much.  No Banner or Musician and a complex yet rubbish special rule.  They just seem bland and poorly thought through.  They really need a second very good allegiance ability to bring them up to playable.

    The gutrippaz special rule is the worst sort of garbage.... tonnes of conditions to occasionally get -1 to hit against another unit. So over-complicated and underwhelming simultaneously.

    • Like 2
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