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Ganigumo

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Posts posted by Ganigumo

  1. 7 hours ago, Falkman said:

    While you’re only guaranteed to lose one model to a failed test in 40k, you still roll to see of each other model then flees (when you fail a morale test one model flees, and you then roll a dice for every remaining model in the unit and for each 1 another model flees).

    Given how much inspiration 40k and AoS have taken from each other these last editions I would not be surprised to see something similar come to AoS in the future. We might also see Inspiring presence change to once per game as it just did in 40k.

    That seems remarkably similar to the current system but with more steps, also that feels like it would slow the game considerably if big hordes of units were involved but maybe i misunderstand it.

  2. 1 hour ago, Kramer said:

    You got that backwards I think.

    It would be an absolute BOON for elite units in comparison. Although I feel if you take more than 10 in a unit it hardly classifies as an elite unit, but that doesn't really matter for the conversation. If I bring 6 GoreGruntas and you deal 12 wounds it's going to hurt me in battleshock a lot less than when you do those to my 40 Skaven. (Not to mention that the same attack who does that 12 damage to GoreGruntas would do a lot more to the clanrats)
    Imagine a combat we both do 12 wounds to each other. Would you rather take battleshock on the 4 wound per model unit or the 1 wound per model?

    But I agree right now being elite is not really shown in bravery. Stormcast being Bravery 7 for example doesnt fit that. 

    I also agree that Gits is a bit weird as it does not have any real battleshock prevention on the warscrolls beside the Loonshrine. But if you're discussing making a massive change to the core rules that will always impact different factions differently and might need a personal touch to counter that. But that would also be true if you would change Inspiring presence to +5 Bravery. (In the above example it would mean 5 less clanrats run, but it also means the GoreGruntas are battleshock immune)

    Just my two cents.

    Elite units tend to be less wound efficient to make up for the better stats, which doesn't always translate into increased defense, and losing even a single model in an elite unit hurts way more than losing a few clanrats or grots.

    This especially hurts stuff like trolls, or ogors, as each body in the unit is worth 40-50 points, which would equate to 7-8 grots in a pure point comparison, but expensive elite units need each body more, hordes tend to bring the bodies exclusively as extra wounds. At the moment this is kind of balanced since you need to inflict more wounds to cause an elite unit to take battleshock in the first place. If bravery ended there maybe we could get rid of inspiring presence, but as it is there are a LOT of armies that were given tools to mess with bravery in some form or another, and the effectiveness of every single one of those rules is amplified by the strength of the unit it is fighting. Without inspiring presence rules like reducing bravery, forcing extra models to flee, or rerolling successful battleshock tests will destroy things like Gutbusters and brutes. Just imagine what playing 3 bravery Trolls/Brutes, or 4 bravery ogors would be like without inspiring presence.

     

    This stuff is why I dread having to play against lumineth. Gitz can at least get a lot of CP to maybe counteract the double cost spell, but gluttons/ironguts will literally evaporate unless they completely destroy the unit, or the Scinari Cathellar fails her emotional transferrance.

  3. 7 minutes ago, Skreech Verminking said:

    I was thinking a lot in the past few weeks, about overhauling the game system to a better.

    with the new 9th edition 40k their rules for like battleshock and so on seem very promising.

    And in the end I came to a conclusion, that if we compared aos with 40k and made a game system that had both elements in it, we could make a pretty great game.

    I also personally thinks, that that might include more then just battleshock, when we’re talking about an overhaul.

    there has been lots of talk how hordes are dominating right now, or how some things don’t make quite sense (for example a lonely clanrat wounding monsters at a 4+ or 3+ just like against every other infantry unit out there) 

    So this might be something we will never (!!!) see in aos, but giving every unit a thougness and strentgh characteristic, as well as overhauling some damage characteristic, might help the game a lot.

    so those are basically my thoughts.

    I could be wrong, or right but, this could and can be a great Subject to talk about😉

    AOS got away from strength and toughness (which existed in fantasy) to make things simpler, you no longer need to reference a table during damage to see what wounds. I think it was a good change, even if there are some oddities involved. Having strength/toughness doesn't make the game more interesting, it just serves to better represent the reality of the situation, but comes with a cost in extra rules. If you really get into the details though its hard to justify what strength should look like anyways since it would realistically apply to both wounding and damage characteristics, and in a fantasy setting, possibly breaking through armor as well.

    11 minutes ago, Landohammer said:

    So if it hurts both elites AND horde armies (Gitz),  doesn't that mean its anfair change lol?

    But do note that in the new 40k battleshock tests, you don't lose models equal to the difference. You only lose 1 model and the rest stay on a 2+. Its actually a huuuuge buff to horde armies. You also now auto-pass on a 1! 

     

     

    it hurts elites and horde armies, but not MSU.  So the reality is the best thing to run would be spamming minumum sized units that don't need to worry about battleshock tests unless they're basically already dead. so instead of 30 phoenix guard, it would become 3 units of 10. The problem is that units of 10 generally aren't durable enough to hold anything, so there would be a shift towards units that are more useful in small units, which tend to be shooting units. Think stuff like irondrakes, handgunners,  and skinks.

     

    The 40k version sounds pretty appealing, at least the autopassing on 1. Losing only 1 model on a failed battleshock feels like it might make hordes too good in aos though, especially since hordes in aos don't need to worry nearly as much about being shot down before they get where they need to be.

    • Like 4
  4. 1 hour ago, Neverchosen said:

    @Landohammer I really liked in Fantasy (at least in 6th ed.) how the unit would use the general's leadership value instead of their own. It gave reason for leadership being included in their profile and also made it something to consider in terms of inclusion for certain heroes. I feel like inspiring presence being changed to having a unit use the heroes' leadership value as opposed to an auto pass might be an interesting change? 

    Although, I have a feeling it would rarely get used it is cost a CP...

    At the very least it would make Skaven and Goblins seem more appropriately cowardly.

    As a rules change it would be a MASSIVE shift to not have inspiring presence that would make some armies unplayable (gitz at least), it would hurt elite units more than cheap ones, since even losing one troll/ogor/brute to battleshock is a big loss, stuff like mournfang and skullcrushers might become unplayable because of the liability. The game would 100% shift to MSU screens instead of hordes, this would minimize battleshock losses since its tougher to target multiple units, encourage shooting, both to aid in positioning of the screens, and so they can contribute regardless of their positioning.

     

    Hordes would be literally erased from viability due to all of the horde killing spells. As an example, the slann lore in seraphon has a spell that rolls a die for each model in a unit, and on a 5+ inflicts a mortal. Without inspiring presence that would kill 20 grots, and make 16-22 flee due to battleshock (around 240 points worth of grots), and it is  one of the weaker horde clearing spells since it is only a 5+.  Grot heroes have low bravery as well, so even if you did use this version of inspiring presence you would only save a couple more grots. This is almost feasible already for seraphon anyways, but at least they need to take a couple turns to nuke down the heroes first.

     

    Something that might work would be to let the unit take the test at its unmodified bravery, but that would leave us in the same situation as before except stuff like grots and skaven will sometimes lose a few models.

    • Thanks 1
  5. 15 minutes ago, Kramer said:

    I think the only “problem” is inspiring presence really. 

    i do have an issue with ossiarch’s ability because I don’t like rules that don’t have counter play. You can take out heroes in most cases or you can deny opponents certain zones. can’t do anything to: ‘ I ignore a phase’ or ‘I auto cast’

    looking at a few of your examples I have experience with:

    skaven: I like that these are aura abilities and I love the strength in numbers rule. It feels right and in playstyle it’s also very thematic and interactive. I kill your heroes your swarm runs  

    Gits: Same as above but in a slightly different way in my experience. A lot of command points and lots of heroes giving the units battleshock immunity. Slight difference to Skaven but I like the nuance. Loonshrine aura works for me especially with the new terrain placement rules  

    beast of chaos: it’s a weird one. You have a ‘glass’ army but the herdstone stone almost challenges you to hold back a bit. Like the idea but feel the execution isn’t spot on  

    Daughters of Khaine: it’s just a very good book that stood the test of time. The battleshock abilities help but isn’t the big thing. 

    All in all. I do think battleshock has too little impact on the game. But just changing inspiring presence or removing it would be probably enough for me. 

     

    Just now, Landohammer said:

    Making "inspiring presence"  once per game would fix about 75% of the problem. 

    Support characters should offer either rerolls or modifiers. Never immunity. Being able to give immunity to a horde of 30,40, or 50 infantry just bogs down the game and removes any incentive to play tactically. 

    I understand that certain situations in the fluff would warrant a unit being "unbreakable" but those should be extremely rare and conditional. 

    Removing/limiting Inspiring presence would be an absolute DISASTER for elite units (which have already had a hard time), it would move us away from hordes and into MSU to mitigate losses from battleshock, and would benefit shooting units who can force battleshock tests from a distance.

     

    Gitz would become unplayable. They already aren't particularly strong but without inspiring presence the entire army would just fall apart. I'm sure there are other armies/builds that would be in a similar boat.

    • Like 1
  6. Lack of impact in the battleshock phase is an issue, there are too many armies that don't seem to care about it at all. That being said, forcing your opponent to spend a command point to keep their models from running away is still valuable, since then they can't use that command point on a different ability.

     

    Bravery bomb can't work without serious overhauls to bravery across all warscrolls since at the moment destruction will usually autolose to it. stuff like brutes and trolls only have 6 bravery, so any penalties can cause you to lose HUGE amounts of models (In several games already I've lost trolls to battleshock even with only 1 casualty), ogors tend to have around 7 as well so they will also get wrecked by it. 

     

    Bravery reducing shenanigans hurt elite multi-wound models way more than single wound models, since its effectiveness is multiplied by the amount of wounds the model has. Normally multi wound models have lower battleshock rolls because its per model slain, not per wound but bravery reducing abilities get around that.

    Really all that needs to happen to "fix" the battleshock phase is to stop printing bravery 10, or free army-wide battleshock immunities.

     

    If you want to see why bravery bomb can't work, shouldn't work, and creates major NPE just wait until we start seeing the Lumineth vs Gutbuster/Ironjawz/Gitz matchups. Lumineth can pass their battleshocks onto the opponent, and they can force Inspiring presence to cost 2CP.

    • Like 3
  7. 1 hour ago, Chickenbits said:

    Can a single unit of Sneaky Snufflers use it's abillity multiple times per turn? Seems like it's only once per turn, but it's not super clear.

    Yeah the snufflers can only use the ability once per turn, but multiple units of snufflers could use it on the same unit causing mortal wounds.

  8. 4 minutes ago, Yeled said:

    This is exactly right. Monsters are under powered in AoS. They have fewer wounds than units, usually do less damage, and deteriorate quickly. Not only is an extra block of guys almost always better for the reasons you point out, but monsters simply don't feel right in AoS. They should be something units fear. Sure, they can't hold objectives. But if stated correctly they could be something that is simply awful to engage.

    On top of giving them more offensive output, I would give behemoth units more staying power. Maybe something like a 4+ ward save against  no rend attacks and 5+ ward save against rend 1.  Maybe that's too much, but they should be a rock to a normal infantry unit's scissors.

    I think that should be dependent on the monster, big expensive tough ones should always be dangerous to blobs, even if they're on the defensive, where cheaper monsters like aleguzzlers and ghorgons need to be screened as they will lose some of their punch if they're struck first and be caught on a weaker profile.

  9. 35 minutes ago, Thiagoma said:

    The problema for the most part is that it makes taking behemoths more of a liability.  Most of the times you are better off taking another battleline/unit, there is no real incentive to take a monster over a block of 20 guys (of course there are exceptions).

    The solution is to have the monster be able to threaten those 20 dudes to the point where they need to avoid combat with it. if your monster is going to kill 10-15 models, and the 20 dudes are only going to put a handful of wounds into the monster, there becomes an incentive to take the monster.

    Just imagine what the aleguzzler would look like if his club was 2 damage, his headbutt 6, and his kick 3, it would raise his average damage to ~9 against a 4+ save from ~4 damage, plus he has the grab attack. sure he's not going to be holding points, but blobs of infantry will get smashed by it, and even bravery 10 stuff would need inspiring presence to stick together.

    • Like 1
  10. 18 hours ago, Gistradagis said:

    I lowkey (highkey) wish Malerion comes out with his dark elves and they happen to be Chaos, rather than the "we were bad but now we're good" meme-style of Morathi and daughters. You don't even need to make them allies per se to the Chaos God armies, just like how Skaven really isn't allied with them. A darker mirror to the Lumineth, and perhaps a more interesting take than "more elves for Order, but this time edgier."

    Morathi seems more directly opposed to Slaanesh than chaos in general due to her history. A lot of the things they do does seem like it might be feeding khorne (blood for the blood god, murder, etc), and since Khaine is "dead" there is potential there for morathi to get "usurped" again but by a different chaos god this time. 

    As far as Malerion's elves go I imagine his motivation will be to improve the elves. Morathi seeks power, Teclis seeks to recreate the old , Allarielle abandoned the old, and Malerion will seek to improve the elves. Specifically I'm imagining elves with dragon elements since Malerion is part dragon, but anything could do really. It would be reminiscent of the dark eldar, with stuff like scourges, wracks, mandrakes, etc. The elves of the old world weren't strong enough and malerion can use his power to make them better.

    Also they've been dropping hints at the new dark elves being soon, but it does seem unlikely we'd just get a new army. I'm betting Orruk Warclans is the way battletomes will go though, and this new battletome will be "Aelves of Hysh" and contain the updated DoK rules, as well as the malerion stuff. Lumineth realmlords was also built in a way to accomodate the introduction of teclian forces in the same way.

    • Like 4
  11. 2 hours ago, Ggom said:

    How does chainfire amulet work with multiple attacks? It says that on a 6, the attack sequence ends and you don’t make any to wound or save rolls.Does that mean that if I hit 3 times, if one of the to hit rolls is a 6, the other two successful hits are ignored?

    It seems to read that way, although if that is the case, it would appear to be extremely mediocre for a ranged general like a Lord of Change with rod.

    The attack sequence ends for that attack.

    It means you don't roll to wound for that attack and it only deals the d3 mortals.

    Its worded much like gloomspite's spider venom rules.

    As opposed to the khorne bloodletter rule that gives a mortal on a 6 to hit, but you still get to continue the attack (roll to wound, save, etc.)

  12. 4 hours ago, NauticalSoup said:

    I honestly would prefer not to have a piece of mandatory terrain. They're just wallet taxes and rarely have a positive impact on the game - anytime they're too useful GW feels obligated to nerf them, but usually they're mostly useless but because they're free you feel obligated to shove it in just because... I mean it's free. Most of them are an eyesore too - the maw-pot is probably the only one that doesn't look wildly out of scale or out of place, and even it can be kind of a pain to play around with its little tent thing getting in the way of combat.

    I agree. A terrain piece is one of your allegiance abilities (since its free). If you want the perfect example of how bad they can be just look at Gitz. It does basically nothing unless you're running grots, but takes the place of a much needed allegiance ability. If you're playing spiders/trolls/squigs you don't have any allegiance abilities you can rely on. Its a sick model though.

    In an ideal world terrain pieces would be pointed instead.

    Specifically for SoB though I would love to see them be able to break terrain instead, even if its just one of the gargants.

    • Like 3
  13. 2 hours ago, Lillbengan said:

    Hello everyone.

    I am confused with the Brutal Rukk Batallion effect. Maybe there are some Bonesplitter gurus or rule gurus in here that can help me out?

    It says: "Units from this battalion that are wholly within 12" of the same battalion's big boss at the start of the charge phase can run and still charge later in the same turn".

    I can confused about the part that specifies the word "run". I tried to figure it out, by looking at the core rules, which says the following: When you pick a unit to make a normal move, you can declare that it will run. Make a run roll for the unit by rolling a dice.

    For me, that says that the "d6 roll" is what counts as the "run".

    So considering above, the Batallion effect, in my eyes, says the following: You can do a normal move in your movement phase. Then at the start of the charge phase, then can make a run and charge. That will say a "d6+charge". As long as they are wholly within 12".

    If they did a "run" in the movement phase, none of above is relevant, because if you ran in the movement you can't later charge.

     

    Am I missing something, or reading something wrong? Please can someone help me out!

    Best regards,

    Fella Bonesplitterz player.

    You can only make normal moves in the movement phase, meaning you can't run in the charge phase.

    This battalion gives run & charge to units wholly within 12" of the big boss during the charge phase. 

    What this rule is doing is making it so that the "aura" is being checked in the charge phase. If a unit is wholly within 12" and that unit ran in the movement phase, it would be able to charge. The timing of when a unit gets the "run and charge" buff doesn't matter as long as it has it before it declares the charge.

    • Like 1
  14. 7 hours ago, Charly2912 said:

    Ogre endless spells could be very cool and unique 

    1 winter themed endless prayer for the huskards 

    1 fire themed endless spell for the firebelly

    And 1 maw like for the butchers 

    At this point I'd be happy with a box of Destruction endless spells, with hand, foot, and maw of gork that can be cast by any destruction wizards.

    • Like 2
  15. 5 minutes ago, RUNCMD said:

    Couple of questions, is this going to be a competitive list you start taking to tournaments etc or is it just a friendly "get some cools models on the board and have fun" list that could double as a tournament list? Based on that, is there any main reason you took the GOS Coven at all? And is there a strategy behind taking the Curseling or is he more just rule of cool?

    Not looking for something thats gonna win tournaments, but I'm also looking for something that won't get run over.
    I went for GoS mainly because I couldn't make the other subfactions work for what I want to do. I have a preference for Arcanites over Daemons for the most part, and love Tzaangors which don't fit well into any of the subfactions.  I've been painting up a few tester tzaangors (pink "Flamingors") and really want to get at least a few of them on the table.

    Pyrofane is cool, but working tzaangors in is tough since you're really encouraged to spam acolytes, and the artifact is begging to be on a LoC. Cult of the Transient form is what I would love to play, but I played a few games (with unpainted models 🤢) and it just doesn't function the way you want it to. CP are hard to come by so the chance of getting Tzaangors is pretty low, Alter-kin Coven will trigger maybe once a game, and for the cost its just not worth it, Kairics are also quite weak in melee so them fighting when they die doesn't really accomplish anything, and to top it off it has the worst command trait/artifact in the book. 

    Curseling is mainly a cool model, but since this is GoS he's valuable as a double caster and will be decent on a balewind. I could swap him out with something since this list does have 11 casts if I count the balewind vortex. Keeping that number high enough to get the first LoC early seems key to GoS.

     

    My other consideration was to run Hosts Arcanum. Fatemaster running with a few screamers and the amulet could be a useful power pair, and I could get pregame moves on a few of my units. I'd also be able to drop the amount of casting I'm taking down a bit for more flexibility.

  16. So now that Tzeentch finally has its update I'm trying to put a list together that I can work towards painting. I've had a lot of trouble putting together arcanite lists with this book, since it seems I can never fit what I want into it.What I'd love to play is Tzaangor Coven, but you can barely squeeze a workable list in that battalion since you want the tzaangors in 20s and it won't cover your battleline. I did put this Guild of Summoners list together that I like the most but I'm looking for some critique before I start painting.
    Allegiance: Tzeentch
    - Change Coven: Guild of Summoners
    Kairos Fateweaver (400)
    - Lore of Change: Bolt of Tzeentch
    Curseling, Eye of Tzeentch (160)
    - Artefact: Brimstone Familiar
    - Lore of Fate: Glimpse the Future
    The Blue Scribes (120)
    - Lore of Change: Unchecked Mutation
    Tzaangor Shaman (150)
    - General
    - Command Trait: Prophet of the Ostensible
    - Lore of Fate: Arcane Suggestion
    10 x Kairic Acolytes (100)
    10 x Kairic Acolytes (100)
    10 x Kairic Acolytes (100)
    20 x Tzaangors (360)
    9 x Corvus Cabal (70)
    - Allies
    6 x Tzaangor Enlightened on Disc (360)
    Balewind Vortex (40)
    Tome of Eyes (40)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 70 / 400
    Wounds: 133

    I'd love to fit a Fatemaster in, but I think I wouldn't have enough bodies/wounds if I tried to squeeze him in. Corvus Cabal are cool models and are just there for chaff since I could fit them in instead of just brims.

  17. 4 hours ago, 5kaven5lave said:

    The only thing I’m wondering about dropping the Weirdnob is that most people seem to run a battalion but Warchanters can’t take artefacts (or can they?) so that leaves you a bit short-changed. 

     

    8 hours ago, TALegion said:

    With the influx of super strong casters, I'm considering just not bringing a Weirdnob. We only get one cast that's already going to fail ~50% of the time before unbinds, so unless you stick the weirdnob in the far back all game (and even then...), we have very bad odds of actually getting a HoG to work.

    This is a reason to go bloodtoofs IMO. Drop the wierdnob, take a megaboss on foot who is pretty durable (7 wounds 3+ save) who can take the artifact to autocast hand of gork once per game. getting brutes/gruntas with +2 charge, and 'ardboyz with +4 to charge is icing.

    Then you can give your extra artifact to the Megaboss on Maw Krusha.
     

     

  18. 3 minutes ago, Sinfullyvannila said:

    Kairics are a good deal at 100, especially now that Changeling, Pinks and Gaunt got pushed a little bit away from the absurdly good value buy that they were.

    The Scroll and Vulcarch are amazing abilities a) at that cost and b) at that insane board footprint.

    Yeah the issue with kairics is that they just don't do much on the table. the +1 nearly unconditional +1 to unbind is good, but with 32mm bases and 1 attack each they don't hit very hard, their shooting attacks are only ok unless you're building around it (pyrofane + warpfyre does make them nasty) and a 5+ with a 6+ ward isn't exactly durable.

    Unless you're playing pyrofane their main job is probably going to be screening or sitting on uncontested objectives in small units, but they're not pointed for that job, plus Cult of the transient form needs literally all the help it can get 😥

    Compared to comparable units they're priced quite a bit higher. Grots would be ~60 for 10, skinks are 60, bloodreavers are 70, cultists are 70. We should pay a premium for the ranged attack and casting but a 30-40 point premium is a bit much.

    • Like 1
  19. 1 minute ago, AlmGandix3 said:

    Can anyone tell me why the maniak weirdnob did go up in points?

    The only thing I can think about is that he was a fast wizard with good + to casting in big waagh.

    He was too close to being able to cast spells against Seraphon/Nagash/Lumineth and it interfered with the Magic Dom's fantasies.

    • Haha 2
  20. 12 minutes ago, RUNCMD said:

    Gaunt only being able to bring in 5 Horrors, honestly not the worst... That's still a Tar pit, he didn't get another points hike for both variants, it wasn't neutered to Blues, he still casts two, on disc has great movement, has the ability to cast STD Spells... honestly not the worst and brings a bit of balance which is not bad.

    Pinks going up to 220, not even needed... They were only such a focus because of the Gaunt in the first place imo. They should have stayed at 200... GW stuffed up there.

    Flamers - expected.

    Changeling - not sure why but okay, two caster at 140 I guess thats fine?

    Kairics not going down - shame. They should be at 80 for 10 imo.

    Tzaangors (of all varietys) - as someone mentioned above, not going down is a joke. I feel Beats of Chaos need this more than us atm, and the Skyfires should be 180 or less and enlightened on disc 160.

    Overall, not too bad. We are still competitive which is nice and I think we got off lightly!

    we definitely got off lightly but Pinks might still be problematic. I realize that 200 points for 50 wounds was fine if you weren't abusing it, but the second you start healing them it goes off the deep end. Rolled a 1 on battleshock? you restore somewhere between 5 and 30 wounds. Got an emerald lifeswarm? add an extra 5-15 wounds. Fold reality? as long as you don't ****** up its and roll a 1 its an extra 10-30 wounds. The fact that Fold reality and destiny dice are part of the book means they need to be pointed appropriately for this insane amount of value from restoring models, since we actually have a lot of control over it. Its not beyond reason to have a unit of 20 pinks (100 wounds) require 150+ damage to take out. Pinks could probably be costed at 250 and still be useful if you're healing them.

    I'm very sad arcanites didn't go down though, Kairics at 90 would be fine (for now at least) and tzaangors could actually stay at the same cost with no issues if the unit size changed to 5-30. 10 Tzaangors lose their punch too early since 2 slain models removes the extra attack, but 15 would be the ideal size, and it would save points without just a cost decrease.

    • Like 1
  21. 1 minute ago, Kramer said:

    A support hero that does its prayer at 4+ is like gambling by flipping a coin. In theory it’s shooting is nice (don’t forget the extra MW for the bird) but like you said. There is no real good target for it unless, again, you gamble to spike it’s rolls. 

    i just feel it has no role to play sadly. The only way to change it is to either drop it’s points to a spammable level. Which might be now. Or to change its warscroll to give it a role in the army. My vote would be to double down on the horde killer. Give it an attack for every model within 1” or something. 

    if you take thundertusks in multiples it gets better at praying, although there are definitely diminishing returns on huskards as you can only pray each of the lore prayers 1 anyways, and 1 heals yetis.

     I'm pretty sure the reason it was written this way was to stop it from sniping heroes. My suggestion would be to make it roll to hit normally, but still cause mortals if it hits, so heroes get a bit of extra protection from look out sir/cover/etc. If we kept the table, made it a roll to hit instead of just a 6+, we could make it hit on a 4+ and would go from 2/4/6 average damage to 6/8/10 damage, but our opponent could try to mitigate it for their fragile heroes.

     

    also while we're at it lets add 2 to everwinter rolls for thundertusks at all times.

     

    1 minute ago, Kramer said:

    What allows it to do a second prayer? I thought you can still only take two, not pray twice. 

    Also you can only kill any important 5WOUND hero in two rounds. Because you ain’t killing important big heroes. Which is not impressive for 350pts monster.

    regarding the tyrant. Yeah I agree pricy. But still like you say in gutbuster he plays a role so that’s fine. For a new model it deserved a bit more, but fine. 

    Each priest can attempt to chant 1 EVERWINTER PRAYER that it know in your hero phase. The warscroll for the Huskard on Thundertusk says it may attempt to chant one of the following prayers in your hero phase.
    So each Huskard on thundertusk can chant 1 of the "lore" prayers, and 1 of the warscroll prayers each hero phase.
    You may only attempt to chant each EVERWINTER PRAYER once per hero phase though.

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  22. 7 minutes ago, Andrew G said:

    Yea, agreed. The shaman change seems silly. The 'ardboyz and Brute change is much better for internal balance because of the trade-off you outlined (damage/tankiness efficiency vs.  +3 charge, more bodies per point for objective grabbing,screening, and Big Waaagh's CA).

    As far as external balance... my list got hit fairly hard as I was running 'ardboy focused Big Waaagh!  Personally, I thought that type of list was going to sort itself out as it relied on foot heroes grouped up, and the new armies introduced in the last 6 months really easily punish that type of strategy.  Maybe the 10 point increase was a little bit of an overkill, as they only really got ridiculous in very specific Big Waagh/ardfist lists and even then it was RNG reliant. That coupled with the fact they lost some tankiness in Big Waaagh! not being able to stack the shield save with the DPR roll.


    No more realm artifacts also is a fairly big hit, and I think it makes Ironsunz a completely no brainer choice if you're running a MK now. I would have liked to see him go down 20-40 points at least. Losing aetherquartz is also a fairly big deal, there's alternatives through both shaman's artifacts to generate CP and clans, but aetherquartz made it into 70% of my lists since it was introduced. 

    Clanless/Choppas is a decent option for Maw Krushas too. the +1 save Command trait is good, and could be combined with the Chamon artifact, the 6+ ward artifact or just something designed to be more offensive.

    Loss of Aetherquartz is a hit though, and there aren't any great alternatives. allying in fungoids and wurrgoggs could work but that will cost us more points.

    I suspect we'll see more Savage Orruk hordes in Big Waaagh! now, which means we may it move to being primarily bonesplitterz, with a maw krusha/gordrakk at the helm, but time will tell.

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