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Doko

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Everything posted by Doko

  1. I hope be true and for one time stormcast be decent,because since aos0.0 they have been one of the worst factions. Yes they had gimmicks as the battallions overpowers in 1.0 or 2.0 one drop big battallion doing 400% better the vanguard longcrossbow but the base warscrolls allways have been bad and dominion scrolls are other example of overcosted units
  2. It isnt i who says it. Its the rules. If there is some bug as you said with magotkin then gonna be faqed to fix it but rules are rules and kragnos neither archaon have big wag or disciples of tzenth keyword so they wont get the allegiance. So simple as rules says it
  3. Yes and we got some buff of almost 10%(battlemage in gryfom) while others behemots got 10% or even more increases. So that is a 20% of diference,i think is pretty huge,and to me cos behemots are overcosted yet even by other 20% But i wont post it again because this discusion isnt about how bad are cos monsters is about how the 3.0 rules does good monsters better and bad monsters worse that is a faill as balance
  4. Yes,and as i said i had the reason,cos behemots were overcosted. Gw have nerfed every monster with this faq but cos monsters were buffed,so seems my post had sense even if any didnt knew read mathammers seems gw new algorit for points is more acurate than old
  5. 100% this. City of sigmar have many monsters,but are hugely underpower. In 2.0 you could bring them because at worst what you loose?you are spending 300 points in a monster that his real cost must be 250, so it isnt a big lost,but in 3.0 if you bring your weaks monsters you are gifting your rival broken turtle the game giving free victory points. Agree with the original autor,this monster edition rules are stupid and i would prefer play with yours old 2.0 battlepacks than the news that are only for the big overpowers behemots(turtle,gordrak,morathi,archaon,cows\teclis,giants etc)
  6. That is false .it is 100% clear that state only that you can bring kragnos or archaon who arent in big wag tome per example in a big wag army and being your general while you dont loose the big wag alegiances for your big wag units, Nothing in warmaster says that kragnos or archaon can get the alegiance skills as being inside the army and who use them as inside the army is a cheater
  7. All our behemots are jokes and i dont think gonna be used in any competitive list. In 3.0 bring weaks behemots that only gonna give extra points to the rival is stupid. In a meta where there are behemots as idoneths turtle,morathi,cows,archaon,gordrak,fec behemots and a big etc........if we bring our weaks behemots is giving extra points free to our rival for killing behemots. Without these new rules that give extra points for killing behemots,i would see any use for any of our behemots,but rigth now dont make sense.
  8. Nothing changed,as kragnos,this new sentence is only so you can include them in a army that with 3.0 rules you coulnt. I saw more people saying the same with kragnos getting allegiances skills also that dont make sense, nothing in this new rule is even close to say that
  9. I dont think you can abuse tournament with it,because every tournament gonna rule it as unleash hell done when u use the sisters or gunners so you wont can get two. I know it is stupid and a huge unnecesary nerf,but as it is written
  10. Kharadrons list are the same than 2.0 with little changes. Dok have many options,only needed morathi+15 snake archers for the core.
  11. If you like dark eldarsi n 40k then kharadrons are the closest in aos and they gonna continue being top in 3.0
  12. Sons of behemath and lumineths seems gonna be the top because every 3.0 rule seems done around them. Seeing the tops of 2.0: tzenth seems gonna be top but i dont think so broken as 2.0 because they lost his battallion and big nerfs in points idoneths seems gonna be top because the turtle is the best behemoth of the game and 3.0 buff behemots.also they got the lesser nerfs in points of all the top 2.0 armys Khaos with archaon and kairos gonna vey likely continue being top as they got more buffs than nerfs with 3.0 Kharadrons seems continue being top and better than 2.0 as they avoided every nerf of 3.0 and almost 0 nerfs in points Dok got some nerfs to prayers and pointd(but they were wayyyyy undercosted) buy morathi continue being overpower and they have tye same combo,they arent so broken as 2.0 but continue being top But this is only my opinion
  13. Doko

    Grave Guard build

    2 hand allways better,and now is 3.0 with the cap in +1 is even more easy the choice. I built 20 with 2 hands and 20 with shields because i like more the shield visual,but i allways play the 40 as 2 hands because i havent problems with proxy in my group
  14. 0 reasons to use vulkites before hesrthguard. Cost 45 more points and have the same effective health pool(10 wounds with 4++ is the same than 20 wounds) Have worse damage even being so much expensiver,and the worst,have only 1" with 32 base so they never gonna can atack with the new coherency. Really new edition have done even bigger the gap betwen hearthguard and vulkites. Oh and also shields are useless now because it is a +1 save and not a fixed save4 so dont stack with battlesmith. I use two units of vulkites,but its for money reasons,i got them with the start collecting so i use them in place of spend 100+€ in extra hearthguards but if i wouldnt have money problems i never would bring one vulkite in any game as heqrthguards are better in every regard and cost less,0 sense
  15. Worse even as all in 3.0 for fyreslayers. Our priest had a cost 120 points and before had 2 prayers. Now cost 125 and only have one prayer(every prayer have been nerfed of some even deleted with this faq). Also before nothing bad with misscast and now we get d3 mortals. But hey this is the best edition ever and priests are better than ever have been by gw articles........ As fyreslayer player i never gonna bring a priest again never in any game if they dont buff them because rigth now they are useless
  16. Btw i just read better the changes and battlesmith can yet buff more than one unit. But now only can be used one time per unit per phase,so i dont see any change and seems only a change in as it is written It dont says nothing about only one time per phase,it says one time per unit Maybe now we have +1 save against first shooting or melle and then we havent nothing if other shooting or melle attack us in the same phase?
  17. Now handgunner have got a 33%(more even if they havent +2 hit) nerf where sentinels as allways nothing. So now the numbers are betters for sentinels and this is being wizard and having DOUBLE range than handgunners
  18. Lol no,i agree that i didnt played as others persons was doing, We had a full unit of 40 died. Some people was bringing every turn 20 models because the original unit was of 40 To me this wasnt good and never did. But bring 20, when these 20 die bringing 10 when died 5 etc it was as i played it and i dont see how that wasnt the intention. New rules do it pretty useless,now only usefull to try get something far away objetive if you rival dont know play and let it open because how a rule to bring back units as was designed is useless allready
  19. Yes a huge nerf to sisters and handgunners,no longer triple shooting and moreover a nerf of -1 hit where they hadnt.
  20. Yes but also a big nerf,now a revived unit cant be revived again. So no longer posible bring 20 models then 10 then 5 then 3 etc now only original 20 and nothing more even if they die
  21. No longer 3 shootings handgunners\sisters,no other shooting unit can come close to lord sentinels plz Also bye bye durthu being general and now he lost the living city +1 save and +1 wound
  22. So you are putting handgunners with a +2 hit buff vs sentinels unbuffed. Now lets compare them with sentinels with +2 hit also(ca and the spell) and rerrolling all hit and see the numbers And btw if they get his overwatch is with enemys at 3" so they loose his +1 hit innate. So yes hard compare a unit that need have enemys at 3" and isnt mage to a unit that do the same(with less support) being mage and from safe behind a screen. I dont say handgunners are bad,they are great. But is imposible compare them to sentinels. Sentinels output isnt the problem. Is the fact how easy and 0 counterplay have
  23. Gw is triying so hard push lumineth as the posterboys that you never gonna see a nerf for them,no other reason that sentinels are less than 150 when judicators cost 200 now lol Also as son of behemats, the new edition have every new rule good for them(surprise) I dont know how the starter box is stormcast and not lumineths at this point. Any person that have played 2 games to aos know what sentinels must be nerfed hard or changed to mortals on wounds rolls but gw dont do nothing neither nerfing them or changing them
  24. Lol i never tougth white wolfs,seems cool paint them white as radukar so the sumonned unit with radukar cp is same skin than him!
  25. This unit is very diferent to others as sentinels or snake archers. Irondrakes get hitted with the -1 hit of overwatch where others units no(mortal wounds on 6) Irondrakes do 100% less damage if a unit end in melle where others no. So irondrakes have MANY counterplays as being slow,cant move,cant have units in melle,and havent tye mortals with 6 so suffer of hit penaltys. If someone have problems with irondrakes is because he dont know how play, compare irondrakes with sentinels or snakes is a biiig joke. 16" range and cant move against units with 36"...... Also melles are crying about the 80 tax to use expendable units in unleash hell but irondrakes need 300+ points in screen if want use unleah hell and dont enemys in melle. Btw city of sigmar have as 4 better units than irondrakes in point per damage done as pistolliers,crossbowmen,sisters......
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