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Ganigumo

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Posts posted by Ganigumo

  1. 8 minutes ago, Neverchosen said:

    Okay, this is a huge pet peeve of mine.
    Why on earth did GW not make Tyranids a species in Warhammer Fantasy (or update in the move to Age oF Sigmar) and give each unit the ability to be built without silly bio-weapons? Similarly why on earth did they not give Seraphon a sprue of cool crystaline blaster weapons for some sci-fi goodness. The fact that Demons are the only faction that can truly work in both has always irked me when Giant Insects and Star Lizards could easily join them in crossing between Science fiction and fantasy.

    Seraphon should absolutely have mayan themed "not sci-fi" weapons. I guess its more of a skink thing than a saurus thing, but it would've been a cool way to AoSify the range.

    Tyranids kind of bother me. I've always found the bio weapons just looking like guns made of chitin to be a bit, wierd? Like why would a species evolve a rifle they carry around instead of something like propulsive spines. The hard commitment to the bug-style appearance across the range is also strange to me. Evolution tends to favor diversity and crabs, and being able to manipulate the evolution directly feels like there should be way less uniformity in appearance than there is. The narrative is way too absurd for me too, even by 40k standards nids stand out, in large part because of the scale of the problem

    I kind of wish they'd rewrite the narrative to something more grounded. Like get rid of the hive fleets for the most part and push them as a sort of sneaky out of control bio weapon that infiltrates planets, builds its strength quietly, devours the rest, then spreads to another planet.

    On the other hand though I love GSC.

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  2. 17 minutes ago, CommissarRotke said:

    I do yeah. Even cutting out my backlog pile, it feels like we're getting to a point where there's too many big releases too close together. MTG is having this issue as well and it really burned players out. Honestly if AOS was getting different things than big model releases (comics, novellas, artbooks, games) I think it would feel less bad?? not that that solves the not spending money part.

    State of the world isn't helping either. Summer's been too hot and humid to prime even at night for years (something that was possible when I was a teenager) and it seems wildfire haze is now a new weather event if you're downwind of them. GW raising prices to keep their absurd margins while so many of us have to tighten wallets. And on top of everything being at this tipping point, we STILL have to not only go to work but work 40 or more hour weeks.

    It's infuriating and exhausting. Painting still feels good when I get myself to do it, yet even with that, the more details even basic troops get the more anxious even simple painting can start to feel bad.

    I disagree about the too many big releases thing. We've had a ton of battletome releases, but not really that many model releases this edition.
    Its been what, kruleboyz, stormcast, STD, seraphon and now cities?
    Maybe its an issue if you want to play all those armies, but that seems more like a prioritization issue.

    I absolutely agree that the models are getting more busy though, and its something the design team should be a bit more careful about.
    I painted a bonesplitterz army in january, and those models don't have too much going on, and it was pretty nice to paint. I even experimented with a bunch of freehand. Then I painted a unit of 10 kairics last week or something and it felt like that took ages.

    Kruleboyz get a lot of flak for being tough to paint, but IMO the only models that were a pain were the monsters if you're using contasts.

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  3. 22 hours ago, The Lost Sigmarite said:

    Anyway, King Brodd talked about this in the Harbringers spoilers thread, but apparently, big portal troll from the WarCom short story might not be the only Troggoth coming around the corner.

    The narrative campaigns talkes about 4 over kinds of troggoth : Andtor frost trogg, moss trogg, armoured trogg, and "the rare Rock headed Trogg". 

    5 Troll kits for 1 campaign might be a bit too much (even if I would love to see it happen) but I feel like they're not dropping out of nowhere. Maybe not all, but some of them could have kits. I'd be cool to see a moss covered troll.

    IMO Moss troggoths are probably the most likely? We've got river, mountain, and cave trolls, forest trolls feel like a good extension. Frost trogg almost feels more like a paint scheme to me, and feels more region locked than the others.
    Armored Troggs would be cool, but I feel like they'd be more likely to be a kruleboyz unit? Something for the breaka-boss to push around. They could do double duty if its just troggs with armor though.
    We also had sulphurbreath troggoths which were mentioned in the trogg white dwarf.

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  4. To me its about matching narrative to models and gameplay. An army won't feel complete if there's something missing from it that should be there to match their narrative or in game playstyle. It doesn't really have much to do with diversity of unit types or anything like that.

    For example I think Ironjawz already feel like a complete army, despite only having like 7 kits, because they cover all the things ironjawz would want to do, honestly I think Ironjawz might be the most complete feeling army in the game.

    On the other hand kruleboyz don't feel complete, despite having more kits, as their models are all rank and file infantry or heroes, with nothing to lean into stuff like what the breaka-boss does or the snatcha boss does. There's clear holes there where we have leaders with no-one following them. On top of that they have army composition issues, because they want to play as a mixed arms force, but don't really have the proper diversity of units to enable that playstyle. They also don't have anything that feels like it leans into their focus on fighting dirty and laying traps. The rules tried to bridge the gap but didn't do a good job imo.

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  5. 1 hour ago, novakai said:

    I don’t think they said it that way, they just mention that where not planning to bring the old lizardmen models back (because it not a core faction of old world at launch) not that the new AoS model would be use in old world.

    in fact they specifically said that they where not planing to have cross between the two system

     

    3 minutes ago, Flippy said:

    I will go even further with this. If they really want to sell TOW (and not just protect the IP), then from a business perspective all interchangeability of models should be removed ASAP. All kits must be assigned to only one system and if that is not possible (Seraphon, Skaven, Beastmen) then such problematic factions should never become the focus of TOW. That is me in GW CEO shoes.

    The armies TOW is going to focus on:
    Empire, Dwarves, Brettonians, Wood Elves, High Elves, Orcs & Goblins, Warriors of Chaos, Beastmen, Tomb Kings

    The armies they aren't:

    Dark Elves, Skaven, Vampire Counts, Daemons, Ogres, Lizardmen, Chaos Dwarves

    Every army they aren't focusing on except Chaos Dwarves (for the time being) has, or is expected to get a proper AOS refresh, and currently has AoS model support.

    All of the armies they are going to focus on, with the exceptions of beastmen and warriors of chaos, had large swathes squatted that need to be replaced.

    This isn't a coincidence. They chose the armies they are going to support in the old world based on necessity and popularity.

    They are going to make rules for the armies they aren't supporting, they've already said that, but aren't supporting them with releases or narrative, because they don't really need to.

    They are absolutely double dipping here by letting the AoS team handle the model updates for the armies they aren't focusing on, while the TOW team make models for the ones they aren't. 

     

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  6. 1 minute ago, novakai said:

    I mean if whitefang’s reaction are correct then it probably because Kurnothi is coming and this is more like what happen with the High elves being sunsetted when LRL came out. 
     

    I actually think GW write abysmal rules on purpose sometimes on stuff they don’t have clear future with like Spiderfang in Gitz

    its shocking they phoenicium stayed around given all the other high elf stuff was squatted and GW clearly knew lumineth was coming at that point.

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  7. 2 hours ago, Clan's Cynic said:

    Confirmation of what existing CoS stuff is leaving the range. Article also touches the "25% of your force may be from X Order army" for certain Cities remaining. 

    TLDR All High Elves and Wood Elves plus most Empire. All of the Dark Elf and Dwarf stuff looks to be staying though.

    • Empire Freeguild General On Foot
    • Freeguild Crossbowmen/Handgunners
    • Freeguild Guard
    • Freeguild Pistoliers/Outriders
    • Freeguild Greatswords
    • Demigryph Knights
    • Hellblaster Volleygun/Helstorm Rocket Battery
    • Flamespyre Phoenix/Frostheart Phoenix
    • Phoenix Guard
    • Shadow Warriors/Sisters of Avalorn
    • Noble Prince
    • Eternal Guard/Wyldwood Rangers
    • Sisters of the Thorn/Wild Riders

    Worth noting if you go on the webstore all the above are now LCTB (although some will probably just get reboxed for TOW), including the Anvilgard Start Collecting.

    Stuff that's staying:

    • All Duardin (inc. Ironweld)
    • All Dark Elves
    • Flagellants
    • Battle Wizards
    • Celestial Hurricanum/Luminark of Hysh
    • Freeguild General on Griffon/Battlemage of Griffon
    • Steam Tank

    Its still shocking to me that wanderers are going, but the flagellants and battle wizards are staying (without resculpts).
    IMO wanderers were the best looking models in the entire cities of sigmar range before this release.
    Years of abysmal rules probably have a big impact on sales though.
    Edit: Griffon staying, with the new manticore, while demigryphs leaving is also a wierd choice.

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  8. 25 minutes ago, The Lost Sigmarite said:

    Hey don't forget the Hydra/Kharybdis, the Fleetmaster and (sorta) the scourgerunner chariot ! Even the assassin sorta blends in imo. For the rest... emo elves on dinosaurs don't really sort of blend in with the new freeguild or even dispos. 

    Side rant but I really don't like WFB dark elves... I feel like their lore was created by a emo teen from the 90s/00s looking to create a dark and edgy faction, which created goth elves with a love of sacrifice and debauchery... and the models apart from the corsairs and the DoK ones have aged poorly. They're most emo looking with all the skulls and spikes and are very stiff looking. They even have edgy names like bleakswords and darkshards and dreadspears and executioners and black guard... Someone been listening to My Chemical Romance when naming those ? Sorry for dark elves players here...

    But anyway, retiring all the non corsair DE units from Cities would mean retiring the dark riders, which means making a new doomfire warlock kit, or at least a replacement DoK cavalry, since they're a double kit.

    WFB dark elves are pretty much copy-pasted melniboneans from michael moorcock's Elric of Menibone, the first story of which was published in 1961, and was a pretty revolutionary take on fantasy at the time. The 8 pointed star of chaos also originates from there.

    Of course things have changed over the years and many people have taken inspiration from elric (most notoriously the Witcher, which is nearly beat-for-beat the same story, written by the man who first translated the elric stories into polish...) to the point where the concept starts to feel tired.

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  9. 3 hours ago, cyrus said:

    During warhammer fest seminar they said that they will support and re release old kits only for the 9 featured factions. For the rest of classic armies (including DE) they will publish only rules and stats.

    we already know from Whitefang that old dark elves will stay (for now) while freeguild, arsenal, wandereres, phoenix temple will leave CoS.

    There's no way all of those things are leaving CoS and they still have 54 warscrolls. Freeguild are clearly getting updated, and I imagine ironweld arsenal are as well. Maybe wanderers or Phoenix temple could disappear but I doubt both would. We're already at like 7 kits revealed? With at least 3 more by my estimation, but probably closer to 5, which takes the release to 10-12 kits, which is a very large release by AoS standards isn't it? cutting out more would need to push it to like 15+ kits

  10. 8 minutes ago, Clan's Cynic said:

    I remember when Cursed City was revealed, Adam Troke seemed to be teasing that Emelda Braskov might be foreshadowing a future unit and we've yet to see an 'elite infantry' replacement for Greatswords yet. 

    The lionesses of Edassa would be phenomenal, or maybe something inspired by them but less settled in a specific realm.

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  11. 57 minutes ago, The Lost Sigmarite said:

    I feel like we shouldn't expect 100% replacements of Empire kits in CoS, because CoS aren't copy pasted Empire (or what is left of the Empire range on the website in 2023) in the Mortal Realms : they're something much different and unique. That's why this approach of "X Cities kit is the logical AoS evolution of Y Empire kit" is a bit strange to me. There's definitely kits that draw inspiration from Empire units (for example, GW explicitely said the Cavaliers are the spiritual successors of the Reiksgard) but there's also some brand new stuff. Like the Ogor Warlhuk never existed in the Empire. 

    And Whitefang said the wizards should be safe. The different winds of magic can represent realm wizards now.

    I'm not expecting 100% replacements, but there are just as many warscroll cards in the new book as there were for the old one (54). So from a warscroll perspective we should get about just as many as we lose, although the ven densts and the underworlds warbander were added after.
    Doesn't mean they'll be 1-to-1 replacements, like maybe greatswords are succeeded by maneaters or something, but most if not all the empire stuff is getting scrapped and there needs to be something to fill for those warscrolls.

  12. 4 hours ago, Draznak said:

    Although these fusiliers are a wonderful addition (I wasn't expecting much from them, but in the end I think they're even better than the steelhelms !), I think the final number of new kits will be a bit disappointing, from my point of view.

    With such an early announcement last year and the emphasis on a big refresh, I was expecting at least 11/12 new kits (like LOV or Astra Militarum last year).

    But if all that's left is the altar/reliquary and the cannon teased by @Whitefang, in the end there will be 'only' 9 kits. To follow on from this, AoS Facebook CM wrote this yesterday :


    I'm still hoping for 2/3 more (including elite infantry) but I'm pessimistic about that (which doesn't detract from the quality of new minis !).

    For duardins, I think we'll have a new mini with the cannon.

    There are 13-14 old human kits in the current range, across 20 warscrolls, and the new cities book has exactly the same number of warscrolls.

    • Battlemage - Replaced with Alchemite Warforger
    • Griffon - Replaced by Tahlia? who might have a generic version to cover the other warscroll
      • Battlemage on Griffon
      • General on Griffon
    • Celestial Hurricanum - might dodge a replacement, but there might be a dual replacement that can build as a "new" huricanum or a shrine of some sort? So holy or Magic?
      • With battlemage
      • Luminark with battlemage
      • Without battlemage
      • Luminark of Hysh
    • Freeguild General - Replaced with Freeguild Marshal
    • Steam Tank - might dodge a replacement
      • With commander
      • without commander
    • Freeguild Handgunners - replaced by Fusiliers, who don't look like a dual kit, so the warhulk fills in for the crossbowmen
      • Crossbowmen - Squatted for warhulk
      • Handgunners - replaced by Fusiliers
    • Freeguild Guard - Replaced by Steelhelms
    • Helblaster Volley Gun - Needs a replacement
      • Helstorm Rocket battery
      • Helbaster Volley Gun
    • Demigryph Knights - will probably get replaced
    • Flagellants - Will probably get replaced, but this kit is pretty cool IMO
    • Freeguild Greatswords - Needs a replacement
    • Freeguild Outriders - Replaced by Freeguild Cavaliers? but its a dual kit so there's a hole
      • Outriders -Replaced by Cavaliers
      • Pistoliers - need something to fill the hole
         

    So based on my Estimation, we NEED 4 more scrolls to replace pistoliers, greatswords, and the empire artillery, which is definitely 3 more kits at least. There's a good chance demigryphs and flagellants are out too, which is another 2 scrolls. So there's probably 4-6 more model kits we haven't seen yet, with a possibility of up to 8 if luminark and steam tank also get updates.

    1 hour ago, JackStreicher said:

    RumourEngine Jul11 Content

    that's so mean - The Vamp isn't even truly dead if his heart is still intact (also one can see the eyes)

    Looks death, but I could see it in destruction, maybe bonesplitterz?

  13. Its a tough sell in Gitz, but you can teleport it with hand of gork to have more control over where you can run & charge to. The issue is which units of ours care about it?
    Kragnos or a mega-gargant ally maybe, spiders are pretty bad, maybe a cheeky aleguzzler? Manglers already get run & charge.

  14. On 7/9/2023 at 3:02 AM, cyrus said:

    A brute boss maybe but not a mega boss , otherwise it would have been stated in the description:

    "The mighty Maw-grunta is a big pig like no other. Dwarfing the Gore-gruntas that the Ironjawz love for their orruk-bearing strength and blind porcine fury, these hulking beasts are a true force of nature. A single Maw-grunta can smash through massed infantry like a like a boar in a china shop, paving the way for a brutal Ardboys charge.*

    Covered in the trademark fist-forged armour plates of the Ironjawz, topped with a saddle made of bones, tusks tipped with choppas – these giant hogs are living battering rams with tempers as foul as the nastiest orruk. 

    Adding insult to (massive) injury, the Maw-grunta is big enough to have two orruks riding side-saddle, equipped with massive hooked blades for lopping the ’eads off anyone who thinks dodging to the side of this avalanche of fur and iron will keep them safe.**

    These colossal war-boars will make their trotter-shaped mark on the new Warhammer Age of Sigmar campaign series Dawnbringers, which follows the Twin-Tailed Crusade as it sets out from Hammerhal to claim lands back in Aqshy and Ghyran. "

     

    The Maw-Grunta is a multi-kit, I think they mentioned 3 build options at one point. Probably a named character, a generic leader, and one thats just a behemoth.

    49 minutes ago, Clan's Cynic said:

    Looks like the handgunner replacement, but doesn't look like a multi-kit? So the freeguild crossbowmen are probably gone.

    Also not a fan of the reroll hits ability, I know its pretty limited since its third or later battle round, but they've kind of made a point of not doing rerolls this edition so its wierd to go back on that here.

    Honestly I'm not a fan of many of the cities rules we've seen so far, the ogor rider also had rules that I felt were overly verbose and complex. It reminds me of 40k rules writing, in a bad way.

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  15. 14 hours ago, bonzai said:

    Lol, I think they forgot we existed. Either that, or there are so few of us left that they decided not to bother. I wouldn't put it past them to change it on the next battle scroll. It's a shame that we can't stack glowing green tusks and Hoarfrost. -5 rend pigs could have been fun.

    Yeah but we can buff the riders instead i guess.

  16. This new season is looking really good for big waaagh!

    • 2 new battle tactics, both of which are easier to complete in BW than in their respective factions
      • The less kruleboyz units you have the easier the KB one is
      • Ironjawz favor fast units which will blow past the center of the board but BW tends to run things like 'ardboyz
      • This gives us like 3-4 super easy tactics
    • Seasonal rules favor weak-average casters over magic doms, and will let us force out important spells like hand of gork
    • Gobsprakk is down points, and primal dice can be used to trigger his d6 mortals on unbinds of 10+, He'll be fantastic in BW
    • Maniak Wierdnob + Fast 'un + Merciless Blizzard is like a mobile version of the wurgogg death stare for less points. We can even teleport him then use fast 'un, so pretty much nowhere is safe from him
    • Coherency change is great for pigs
    • We have plenty of units which love hoarfrost, anything bonesplitterz, as well as 'ardboyz
    • Master of Magic doesn't work with primal dice, but touched by the Waaagh! does
    • Return of anti-shooting from last season for our warchanters and wizards
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  17. While bonesplitterz didn't get any direct love I think theres a lot the season has to offer us, and some buffs that might sneak under the radar.

    • Maniak Wierdnob with Fast 'un is probably the best possible range available on merciless blizzard. 24", or 32" with great hunter and tireless trackers on t1.
    • Our units love hoarfrost, plenty of stuff hitting on 4s with no rend
    • We can actually do the new kruleboyz battle tactic by bringing the regiment of renown
    • Wurgogg prophet dodged his enhanced spell being changed to unmodified rolls of 10+ so we can use primal dice to get the better version
  18. 7 minutes ago, Ferban said:

    Thanks so much for replying!  But on the Battlescroll, the only errata I see is for 1.3.3 (Unit Coherency), 7.2 (Rally), 10.1.2 (Look Out Sir!), and 27.5.2 (Arcane Tome). After that, it goes into the Grand Alliance Updates and then the points. 

    I feel like an idiot that I'm not getting it.  Maybe I'm looking in the wrong place?

    yes, its not in the battlescroll, only directly in the core rules errata Here. (I had to change the language to "English" from US english).
    There were a handful of changes that didn't make it into the battlescroll, like skragrotts spell being changed to check the unmodified casting roll (which is in the Gitz errata)

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  19. 12 minutes ago, Ferban said:

    I watched the MetaWatch video and they talk about Fight on Death changes.  But I'm not seeing it in the Battlescroll that I downloaded from Warhammer Community.  Am I missing it?  

    its in the core rules errata.

    Its a little complex but basically:
    1. A unit can only fight on death once per phase per unit chosen to attack.
    2. All models that fight on death pile in and fight at the same time.

    What this means for the first part:
    If two units of vulkites are going at it:
    Unit 1 fights, and kills a few models.
    All of the models that died in unit 2 pile in and fight together killing a few models.
    All of the models that died in unit 1 pile in and fight together killing a few models.
    Those models that died in unit 2 can't fight on death because they already fought on death when attacked by unit 1.

    The next time a unit is chosen to attack it "resets" so for instance when unit 2 gets to fight they can repeat the process again.

    Its mostly cleaning up and expediting the process, and preventing long exchanges of single models fighting on death back and forth.

    What it means for the second part:
    Be careful about which models die so they can pile into combat range when they fight, and don't get blocked off by the other slain models piling in.

  20. 2 minutes ago, Kitsumy said:

    yes and i allready explained the reasons on that post why everything ( besides heros on kroak list)should get reductions.

     

    weird thing is most of units i explained got reductions even some weeks only after the release. with only some standouts like sknks. and those weeks numbers reinforced my statement of every non kroak being useless( noone got even a 4-1 without kroak), and even kroak list not being as broken as some guys claimed( had like 51% winrate, and only 3-4 5/0s, far behind the top 5-6 books).

     

    so i nailed everything. i dont know, maybe im right with skinks points like on the remaining 99% claims i did no? xD

    There's an intrinsic value in just existing as a unit, even more so than just as wounds. Even complete garbage units with no buff potential like hobgrots are sitting at 80 points, and they're still regarded as one of the most useful units in that army, because their role is just to exist cheaply.
    There's definitely a minimum possible value for a unit in this game, probably around 70-80 points, because any lower and the game falls apart as people flood the map with useless garbage to block movement endlessly.

    per the zombie vs skink example:
    20 zombies are priced at 120 points (may be undercosted still.. but whatever). But 10 zombies would be criminally undercosted at 60 points, and should probably cost around 80-90, because the base value of being a unit that exists is worth those 20-30 points.

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  21. 17 minutes ago, YoghurtKobold said:

    Well I will be repeating myself but I think that Bonesplitters will leave AoS for ToW. We know that orcs will return as one of The old world factions and it looks like TOW will heavily rely on older kits. Bonesplitters have no AoS models with the exception of Underworld warband. All their models will most likely be perfectly usable in TOW. And I think that GW is slowly scraping old kits that belong to TOW. According to rumours Wanderers won’t make the cut either which isn’t surprising since WE will be in TOW and proper AoS Kurnothi are approaching. So I think that GW will use orruk Dawnbringer book or maybe some later update to remove Bonesplitters from the setting.

    Personally I doubt it. I know they haven't received a lot of attention in aos, but they did have an underworlds warband and actually had their own battletome.
    Also I'm pretty sure those wanderers rumors are bunk. There are just as many warscroll cards in the new cities book as the old one, which means the same number of warscrolls. There are like 13 empire kits currently in production, most of which are probably getting the axe. Maybe the luminarch and steam tank are safe, but I wouldn't hold my breath for anything else (even the gryphon and demigryphs). Those 13 kits account for 20 of the 54-55 warscrolls. If you also cut wanderers there would need to be ~26 new warscrolls. The cities release is going to be big, but I don't believe it'll be that big.

    32 minutes ago, Gitzdee said:

    What do we think about Bonesplitterz getting no changes at all? Even Spiderfang got point drops. Kruleboyz and Ironjawz got extra battle tactics. Could they be the target of Dawnbringer book 2 or just forgotten?

    Either they don't care or are scared of them being good for some reason. They were good for like 5 minutes because they matched well into nurgle, got some hefty nerfs, then had savage big boss take a huge nerf because of the Galletian Champion rules (that didn't get reverted). Hopefully it means they'll get something new in harbingers, but on the other hand I think the seasonal rules are pretty favorable for them.
    The wurgogg's spell dodged the "unmodified casting roll" change, and they have one of the best threat ranges on blizzard with the maniak wierdnob. Give him fast 'un and take great hunter on your big boss and he can move 20" before casting it on t1 for a 32" threat range. You can do it in big Waaagh! too, either with just fast 'un or by using the ironjawz teleport spell on him and then using fast'un to get into position (or retreat if you were close enough after the teleport) .Plus everything in the army loves hoarfrost because they have no rend and hit on 4s.

    Also 3 cheers for spiderfang who have restarted the race to the bottom because they couldn't be bothered to rewrite them. I look forward to them being terrible for another 3 years, and spider riders never getting a point drop.

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  22. Yeah they might've gone a bit overboard with the nerfs here.
    The squig herd changes were welcome, but maybe the mortals should just be on 4s.
    Jaws of Mork were the ones overperforming too heavily, it would've been nice to just see a direct nerf to that instead of point increases on a bunch of units, maybe change it from +1 attack on the charge to +1 rend or something.

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