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CrimsonKing

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Posts posted by CrimsonKing

  1. 4 hours ago, Aeryenn said:

    I expect two new armies in the starter set. By "new" I mean fresh models. It doesn't matter if it's Bretonnia vs Tomb Kings or Cathay vs Kisley as long as new sculpts are shown. If however Old World is going to look like AoS versus sets (1 new hero + book + old minis) and they would like to resell 15 year old minis then farewell TOW. GW either does this job right or better not even start.

    Well, My thought is that alot of 6-8th ed. minis were perfectly good and still sold for AoS. They are likely walking a fine line between the expectation that the Old World will cater to nostalgia while also providing new units in the 'theme' of ranked WHFB.

    I'm all about Dark Elves at the moment, if they had a battalion that gave me the spear/crossbow/swords and black guard kits cheaply, and they provided a plastic dreadlord kit Id be all over it. Likewise those remaining 8th ed. kits are typically the 10 man sets.
    sell em in 20 man blocks at a discount and Ill snap em up.

    Better they cater to all armies so people can get their old models on the field or build the faction they want, then a slow drip of totally redone factions over several years.

  2. Ive started collecting dark elves for old world, But waiting for more concrete announcements on bases, army expectations etc. before building up. Will they even have rules for the various armies or just start with the few factions they teased are part of their launch?

    Do I build with rounds knowing the infantry will be moved up to 25mm, and likely have round-slotted movement trays? Then I can always run DE in AoS at some later point too.

    Do I build 20mm (not a fan) but can keep it for 8th, 9th age etc. and have a 'classically' built army.

    Or go all in on newer base sizes, expecting Old World to last a while/overtake oldhammer. 25mm squares for DE troops like Corsairs just makes sense.

    Regarding oldhammer, I've heard more and more good things about 8th edition over herohammer editions, and of course 8th still has the biggest community.
     

    • Like 1
  3. When i saw the warscrolls drop for kruleboyz I did a double-take looking at the grot stats. (Comparing the strength of their ranged attacks to things like CoS elves)

    If you've played with them, how would you say it balances out?

  4. On 2/16/2022 at 3:42 PM, Overread said:

    Greetings all, I require the talented services of those who have beastmen models, a ruler and perhaps a camera and some other GW models. 

     

    I'm after some scale and dimension info and the only thing I can get from the GW website is the base sizes for models. So if you've got some models and want to help out I could do with the following:

     

    1) Measurements of each model. Things like the height (foot to eye); width; length; weapon length; arm length etc... Basically whatever you can give. 

    2) Photos comparing beastmen to other armies - Daughters of Khane, Slaves to Darkness, A Space Marine. This is purely so I can compare with what I currently own and have a rough idea/reference point outside of the measurements. 

    Might be able to sort you out tomorrow EST

  5. You could also stylize it with a sort of noir/comic theme, where you prime black, then zenithal top spray red, drybrush brighter red then pickout edge metals then some bloodspatters and white teeth/eyes.

    Basically all the techniques to quick-paint other armies but with the right mix of colors to present like a style choice. I'm not an expert but could be an option. Ive recently seen it applied online to the cursed city undead if you are looking for reference.

    • Like 1
  6. 3 hours ago, Charleston said:

    https://www.warhammer-community.com/wp-content/uploads/2019/07/OxxwznfmQqsp7Kdo.pdf

     

    Judgements are now confirmed usefull as they now only disappear when their 6-effect is triggered.

    Came here to say this, finally that half-measure change is gone and is just standard invocation.

    Any ruling on summoning invocations = performing a prayer?

    ie can do both in one phase?

  7. Quick recap already stated by others on this post I feel about this:

    6 bucks a month for GW is a great deal. The yearly cost is like one box of models! The additional September stuff is half a month away.

    The initial startup commitment on production of CGI, lore etc. GW likely have undergone is likely a large sunk cost as is, and all undertaken with COVID forcing remote work and delays etc. The App or model incentives are marketing for a major launch, were likely there for rushed product or not. A single cost for everything is great.

    This is not Disney taking all their existing video and TADA! streaming it. GW is building something from the ground up. To compare the level of content out of the gate is ridiculous.
    Astartes which had total running time under 10 mins likely took Syama Pedersen 1000 hours+. I'd have thought more would be thrilled to have his talent given a budget and team to produce more.

    On the Youtube 'fiasco', their legal writeup no different than any other media company, and was inevitable for a company moving into that space. Again, Disney and others have just as strong protections for their properties. doesn't stop fans from participating creatively with licensed property from them (under the radar) I have a kid and my god the amount of knockoff / clip videos / parody stuff across youtube is nigh unenforceable.

    Another poster mentioned how GW exists to sell models. everything else is really marketing for that. Well if they can make Warhammer+ truly profitable on its own, it could have a positive shift in their focus towards deeper lore, engaging stories from more angles. Given enough time, the potential is massive for existing books to be turned into shows or movies. Horus Heresy, Old world, etc. More then just marketing, on a larger scale the offerings will need to stand on their own.

    • Like 3
  8. I like the intro, overlays, and obviously going through and adding captions for current actions must have been alot of work.

    Some criticisms I would make would be mostly about audio.  The intro narration could use a bit more post production, just high-pass then normalize the sound a bit to be less punchy. I get that probably represented a few takes and lots of fiddling with audio setups and I feel your pain. Ironically I've personally gotten some of my best recordings via iphone+apps, fixed with audacity. Once you find a good setup you should add some narration to the captions, helps the viewer follow more easily than scanning to captions and back and would help the immersion.

    Keep it up!

     

    • Like 1
  9. On 8/16/2021 at 7:52 AM, TheOtherJosh said:

    Unfortunately at least one user is reporting that the image controls aren’t as good as the ones available in the Hennirocks Warcry Card Creator 🤔

    Hehe... yes I sort of abandoned further dev. on this as more pressing work-seeking applications are being developed. Making free software is a double-edged sword in terms of time spent and use. As I go about studying software dev. I build these sorts of things to make it interesting, Before shifting gears to different frameworks.

    The image controls were mainly about developing that point-adjustment math/ mouse click listener behavior as a coding concept, and it was shoehorned in. I was hoping that when an image was loading, if you could pinpoint the focal point, say the models face, it could make the image well adjusted in all card formats.
    In reality the whole size and shape of the image is important when balancing its position in different formats so the 'one size fits all' fails when switching. What is needed is keeping track of coordinates and scale for each format within each fighter card.


    I've just adjusted some output sizing to small cards.
    I might alocate some more time to finishing the list builder. It has some clever heuristics in there but without useful output will never see use. Kind of a waste.

  10. 14 hours ago, Neverchosen said:

    Sorry that I default to the rumour thread but this should also be posted here? I typically like posting such things there as it can then be cross referenced to any rumours, particularly in this case as I am personally hoping this is related to Malerion or the Umbraneth.

    https://www.warhammer-community.com/2021/08/03/the-rumour-engine-3rd-august-2021/
    WHxWAzGg0Y2jg0jq.jpg

    Likely Eldar Avatar (spikes and the blood from his bloody pauldron are spot on)

    On 8/2/2021 at 12:41 PM, japaricio said:

    So with these new drakes, we can take out stormcast from the equation for this rumor engine:

     

    image.png.f212075e302dd0680034efabf55cf73e.png

    Something about the metal work seems like Necromunda, but tribal.... Ratskins I'd say

    • Like 1
  11. Thanks for the replies!

    Made the thread when I rejoined forums at start of 3.0. These forums seem focused on single strat threads so been active there. Also blogging my army build.

    Only done some singleplayer tests, though the consensus in strat thread agrees on skullcrushers, so satisfied moving forward with this 'dream project' of massed cavalry.

    Ill try out the knights next time I do tests and honestly didn't look too hard at DP. I  am intrigued by their half-move ability, has some utility where my crusher charges are important, definitely my second choice for monster now.

  12. 7 hours ago, TimeToWaste85 said:

     

    I’d love to. Two babies at home, combined with the pandemic not really being over (yes, I do take Delta seriously)…yeah, games are tough to come by. Even on a simulator. List crafting and posting are my hobby time (aside from building/painting). 

    I'm still stuck at home with a 3 year old. though double vaxxed now but just painting and armchair general for the last year.
    Did the super-nerdy thing of setting up a battle for myself vs. myself to properly walk through 3.0+Khorne army interactions.


    Absolutely blown away by the insensate rage mortal wounds but of course not much to drop his wound tracker before combat playing against khorne (myself)

    If he can be guaranteed to take down 1.5x his points each combat phase that has to be top tier no?
    Also skullcrushers+lord crusher charge buff+slaughterpriest 'curse' on target pushed out 4-5 charge mortals (with lord), then crushers did 10 wounds and 4 more mortals vs 4+ save unit. But priest getting 9" curse off AND that unit being double-charged is unlikely in real terms. Of course that is like 440 points right there, but happy if my core feels useful.


    Next time I will try proxying some opponent forces, either Lumineth or Gravelords, to understand if the various scenarios hold weight vs 'better' armies. If I play real games soon will be likely vs. zombie-dragon heavy undead, so good to see beforehand.


    As Perturbato said; We look cool until we look at other armies. Hence putting in the work to see for myself.

  13. 5 minutes ago, BeerBoar said:

    Oh dear, I did some digging and I am afraid this isn't true. Core rule 20.0 states that "Each friendly priest can chant one prayer that they know in your hero phase" and the new rules for all the invocations in the Blades of Khorne faq start with "this invocation is summoned with a prayer that has answer value of x".

    So yeah, no dice unless rules are changed, since as written invocations require you to use your prayer for the turn to get them on the table :(

    Ouch... I did some digging into another faction that uses prayers, The Magma Dwarves! Same wording in their errata on their new invocation datasheets. In addition, they have an artifact that doubles down on the prayer wording: Emberstone Rune. Change to: ‘Add 1 to chanting rolls for prayers chanted by the bearer that summon an invocation.’

  14. 1 hour ago, BeerBoar said:

    From my reading a priest can only chant one prayer per turn now as well, since the core rules state that priests can chant one prayer per turn. Which means we can no longer chant blood boil, bronzed flesh, and summon an invocation all in the same turn with a single priest... 

    Would love it if someone can prove me wrong though! I have a warshrine and it too is in the same place by my estimation :(

    At least you can chant 1 prayer and also summon 1 invocation with one priest in each hero phase. Kinda pushes you to get a Judgement to maximize the use out of your priests.
    Perhaps when our book is updated there will be some 3.0 specific rules for that (artifact to buff priest prayer ability for example)
     

    On 7/27/2021 at 6:06 AM, Perturbato said:

    What do you think about razorgor as an unleash hell decoy ?

    Tricky thing with unleash hell is the unit shooting doesn't even need to be the unit being attacked, just within 9"... a tricky opponent can run a screen in front of his archers. The screen is charged by Razorgor, but enemy doesn't unleash. Your prized unit charges, THEN he unleashes hell on them anyways.

    Unless opponent is less organized.


    I think for 40 more points you can take some Furies. Lose 5+ save, then gain fly + 2" of movement, triple the wounds and attacks, then in combat phase if you want you could just fly off (better is in opponent's combat phase next turn then repeat move and charge on your next turn)

     

  15. Not following about the 5 wounds for snakes, as my proposed rule limits the upgrade based on the unit's stats. The snake swarm couldn't really have anything of note considering its rather basic profile compared to nearly any basic unit type (perhaps critical of 4 is better then basic model)

    If a basic troop has even a low value of 6 wounds, and your supermonster has 40 wounds that is only +3 (16,26,36)

    I understand your hesitancy over long rules set. Just going after what I'd imagine GW would do and therefore what players typically handle. That again is based on units already formatted into AoS, and rules-sets for things like custom chapters,factions in WD; Which is acceptable as a magazine 2 page, 4-6 column spread.

    Let's say what I have above was worked together with the campaign bonuses you've built; The next question I wasn't sure of is the number of additional rules overall the final unit could have. base warscrolls could already have say, 5 special abilities/wargear, then I've listed possibly 2 more (and yes they might conflict or already exist as a wargear option on the scroll!) but then wondering from your experience with warcry campaigns, how many of your final campaign traits/gear would end up translated into a warscroll? another 5?

    I agree then a unit would get unwieldy. My problem however is most warbands I play typically include some heavy hitter unit. Dragon ogres in beastmen, vargeists in death, bloodcrushers or Fleshhounds in Khorne daemons etc. Those are the types of units I feel are being let down here, and then can take up a sizable chunk of the warcry rosters points.

     

  16. 3 hours ago, Charleston said:

    Guys, I am still confused about our Judgements. Do the rules on page 77 still apply? I've read many contradicting statements online so far

    My take is most of it applies, modified by the new core rules page 25 on invocations, and the errata for Blades of Khorne. New points in 2021 General's Handbook.
    Errata states that Judgements are now Invocations, and gives the three sets totally changed datasheets, including wording for summoning them.

    Enemy Priests can now attempt to dispel them per core rules.
    They are still likely to dispel themselves end of each battle round based on BoK book, and often have wording in the Errata warscrolls to dispel after some effect is completed.
     

    • Thanks 1
  17. 8 minutes ago, Praecautus said:

    There is good value in Khorne slaves. The horses bring a fair few benefits we don’t normally have.

    I would def also add in a lord on krakadrak for the knights of chaos ability and some of our attack buffs to get more from them.

    they also give us unleash hell which is useful

    Totally agree and plan to run krakadrak and 5-10 knights in all my lists.

    Agree on unleash hell, that plus 2" reach of javelins (better thrown anyways) possibly makes a 10 model unit worth the large footprint, though could make them too unwieldy to properly disengage for feign ability.

  18. More of a S2D question but I have a khorne calv. list with some knights, and interested in marauder horsemen. Their speed, feign ability and 2"/12"  javelins seem like an impressive utility unit.

    Ive read about lots of movement and hold shenanigans in the wider game (lumineth) and curious if horsemen can punch above their weight, and act as effective screen for knights/skullcrushers, or should get some furies or so.

  19. I like the idea and formatting! I haven't played a warcry campaign before so a bit green at understanding the whole relevance here.
     

    I like the idea of the leader setting the squad type as a general idea but needs more refinement for warbands with significant profiles (stat/ weapon wise). If you are going into such detail on campaign bonuses I think it's fair to allow some unit selection breakdown a bit too.

    For example, skaven with rat ogres or beastmen with minotaurs.

    An example taken from GW's solution for units like 'untamed beasts' with a rocktusk prowler or spire tyrants with a Bestigor destroyer is: "1 in 9 models must be a rocktusk prowler, add 1 to wounds characteristic"


    For this custom generator you could include perhaps 1-2 optional model selections to represent those inherent wound/movement/skill differences. Something like:


    You may select up to two different types of units with models in your warband to generate 1 additional ability each. Only models of this unit type in the warband gain the ability generated. You may select one of the stats on that units Warcry profile from the list below, and compare it to the warcry card for the base model of the warband leader's unit type. The resulting ability then refers to the final Age of Sigmar warscroll. (sounds complicated, just bear with me and simplify if it helps/sounds like a good idea)
     

    Wounds. For every 10 additional wounds,  improve the final warscroll wounds profile for this unit, written as follows:
    [Model type]: [Model type] have a wounds characteristic of [improved wounds].

    Movement: If a model has double the movement characteristic, add the following:

    [Model type]: if the unit includes any [model type]s, you can re-roll 1's in charge rolls made for this unit.

    Damage/Critical Damage: If either damage or Critical damage is greater by 1 or 2:

    [Model type]: Add [1 or 2] to the Attacks Characteristic of [Model type]'s melee weapons.

    Fly...

     

    Just a thought. As I'm not familiar with exactly how many campaign bonuses the unit could likely gain, unsure how messy it would get. There will always be a tradeoff of complexity versus accurate representation.

     

  20. I feel that coming into AoS from 40k and I'm in my 30's... one thing is like others have said, memory of old rules that now conflict or some that remain the same can cause some cognitive dissonance.

    Also rules scattered all around. Traits, mount traits, command abilities, faction and subfactions, warscroll passive abilities... I read people's lists and everyone is nodding OK at their use of even more unheard of terms/abilities...

    I make game cheat sheets in excel divided by phase, and just list all possible effects at my disposal within each phase, organized by source ('bloodthirster' | passive, all-in 18" | does this effect)

    Stick to what your army can do, don't worry about looking like an idiot for a few games or tell opponents you are just starting with 3.. I'm sure most people feel like you do, and want some games to practice.

  21. This has been a great resource for understanding the new/old rules, thanks all! Not aware of how many here actually have the painted units you propose with 3.0, but here is me working towards 3.0. Target army is 75% new stuff, but I've got lots to go:

     

    • Like 1
  22. On 7/12/2021 at 3:52 AM, Charleston said:

    For offensive purpose? God no way! Coherency crippled them hard. Units of 3 loose the good charge bonus, units of 6 can't fight any longer with all models in and also can't position in a way that allows all models to do impact mortals. 

    Defensively they are an awesome piece due to 5 wounds with a 3+ save. We can up them to 2+ with a CA (that hey can issue to themself due to unit leader), they count as 2 models for scoring and are moderately fast and can soak up many wounds.

    Been building skullcrusher-heavy but have yet to play. I was going to try units of 6 and see if the opponent took the bait using unleash hell or simply started pinging models before their charge.
     

    If they stay at 6, frontage of 4 can D3MW, if depleted down to 5 then full frontage/not bothered by coherency. Will have lance knights, thirsters and mounted characters to clear their combats after SC tarpit the enemy.

  23. 19 hours ago, Agent of Chaos said:

    The Juggerlord is definitely a tanky general for maintaining that extra CP per turn.

    However the issue with the Lord on Juggernaut's command ability, apart from being limited to mortals, is that it goes off in the combat phase. That means any unit you chose for the rerolling 1's to wound buff will not be able to receive all out attack/all out defence. Its also a pretty redundant ability in Goretide as mortals are already rerolling wounds of 1 when within 12" of objectives. 

    If you get Bronzed flesh on the skullcrushers then you may not need to rely on all out defence, unless being hit with decent rend, but not convinced the Juggerlord is worth it.  

    Bloodstoker would be the best option for full rerolls and extra movement. Then you can pop all out defence as needed. 

    I like your clarification personally as a new player taking Juggerlord/goretide. Also as a new player I like that level of redundancy so if i go forward with juggerlord i can grant it, if i leave my crushers to hold and split off the lord he can grant it elsewhere (on knights)

    I personally need to review who and how much cp/how often can i perform these abilities.

  24. 3 hours ago, Perturbato said:

    KHORNE
    THE FLAYED

    155    JUGGERLORD(GENERAL)
    210    DAE PRINCE
    125    BLOODSECRATOR
    85    BLOODSTOCKER
    110    SLAUGHTERPRIEST

    510    9xJUGGERNAUT
    105    FLESH HOUND
    105    FLESH HOUNT
    170    CHAOS KNIGHTS
    170    CHAOS KNIGHTS
    185    CHAOS WARSHRINE

    60    HEXGORGER SKULLS

    1990/2000

    my take on a mounted list. But i can get rid of chaos knights/warshrine to put another slaughterpriest and korgoraths !

    If i wanted to go really hard on the mounted elements this is my current thoughts, running goretribe, 2000pts on-the-nose

    Warlord battalion
    bloodthirster of Insensate Rage
    Slaughterpriest
    Lord on karkadrak
    5 Chaos Knights
    5 Chaos Knights
     
    Vanguard battalion
    Chaos Lord on Juggernaut
    6 skullcrushers
    3 skullcrushers
    3 skullcrushers
     
    5 Flesh Hounds
    5 Flesh Hounds
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