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Sarouan

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Everything posted by Sarouan

  1. No faction is safe, no game is eternal and we're all going to die at some point in the future. That is the only thing certain. Just collect what you like and enjoy it. If you have luck, you will transmit your passion / miniatures to the next generation and they will have a lot of fun and joy with it too (if not the same game, another will do). If not...well, at least it was great as long as it lasted.
  2. That's assuming GW still keeps the "let's release only one hero with the new edition battletome" path for 4th. All the juggernauts also come from WHFB era. My lil finger (that whispers me rumors too ) tells me a new AoS juggernaut unit plastic kit with bitz for hero option inside wouldn't be impossible. That way, they can keep the old juggernaut kit for TOW nostalgic players.
  3. More likely we have time before battletome Khorne comes in 4th and new miniatures will unavoidably be with it, not before. Sure, she is from WHFB but she's also a demon and not affected by mortality. Wouldn't be surprised if she comes back in a much bigger, Daemon Prince-size miniature if GW decides to keep her. After all, Sigvald made it that way.
  4. Valrak says a lot of wrong stuff. If Fimirs return, it will be with a strong retcon of their background that, let's be honest, isn't really "safe for everyone". There's some really dark stuff in there. I guess they'd make a nice Warcry band, easy to insert in Slaves to Darkness (they're pretty much the oldest worshippers of Chaos Powers), rather than a whole army right out of the hat.
  5. Pretty much. In the days that miniature range that will come back was available for Warhammer Battle V8, I didn't like the difference of proportions between new and old kits at that time so I opted to convert all infantry models with the new kits : rangers, crossbowmen, warriors with the longbeard / hammerers / ironbreakers kits and bitz from other sources. Was hell expensive, but I did it my own vision, with no old miniature involved. Conversion is always an option, even if GW doesn't really push for it in AoS. Don't take it personnally, I wasn't making fun of you. Honestly, I'm still puzzled with GW's strategy with how they handle The Old World releases. It's like they want people to go to 3rd party / 3D printing to build their TOW armies, from my point of view.
  6. You lack imagination. It's actually possible with only the AoS kits, just not optimized. And that's not talking about converting existing kits with bitz from other sources. Of course, 3D printing people have none of that problem. I already have a 2000+ points army made from Highland miniatures' nordic dwarves with rangers and everything.
  7. If you have a large fighting rank and the gain in attacks from models not in base to base is closely similar to what you would have with 2 hand weapons, I guess. I doubt it's very common, TBH.
  8. Not the characters in The Old World, since they're not in the same timeline. Maybe as mere "collector" separate release, but I highly doubt it. They never did release something in particular when the corresponding DLC was out in Total War Warhammer series. It was either something that was already available or nothing at all.
  9. I don't think so, because they're characters and they're still expensive. They're also easy to avoid if you don't want to fight them (Behemoth with Move 5, that's not the fastest we can find for sure). Furthermore, there's only one Talisman of Protection. Their ld of 8 still means it's not that big of a reliability when you really need it. Pure troll is, IMHO, not meant to be played that way and certainly not on a real competitive intent. It's more for the fun of it than anything else, I believe.
  10. So I tested the Troll Horde this weekend - like, litterally, with only trolls, troll hag and a giant. Stupidity tests weren't really an issue (even if I failed, they still go towards the enemy since I deployed them right in front of them ). Regeneration was more the issue, because they count in combat results and while I do indeed lose less models in the end, I still lose the battle because I can only count on my own damage to gain points. And trolls aren't really the most reliable with WS 3. The giant died by a charge by the bretonnian duke on pegasus. Yes, he had monstruous killing blow and yes he made only 1 6 that mattered. The pegasus did, at least, and it was before the FAQ. The Troll Hag, on the other hand, was incredibly tough. Slimy shanks really helps a lot, and the possibility to have a Talisman of Protection adds to its already great survivability. She actually managed to kill both the duke and another hero on pegasus (and the other general that was a hierophant on bone dragon, we were playing a 2v2 game) after a few rounds. Her special attacks don't look like much, but they can be really dangerous. It should tell a lot that she was the only surviving miniature from my army... In the end...I'm mixed. Playing the Troll Horde thematically, like really with only trolls, isn't really playable. It is more intended to be used with other goblin / orc units in the list. Enhanced Regeneration is nice and all, but it helps mostly against shooting (doesn't really matter if your trolls run away from combat and are trampled in pursuit). Troll Magic is interesting, but it's not the best with the only troll character that can use it because she can only be level 2 at best - you have to use goblin and orc shamans in reality. Still fun and have interesting mechanisms, it's definitely another flavour of orcs and goblin army. The fact I can't include night goblins in it and that I can still take the best part (Troll Hag ) in my regular army makes me think maybe I'll just play the regular army instead with a bit of trolls in it...since it kinda feels like the Troll Horde will be eventually if you really want to optimize it a bit.
  11. Sad news for bretonnians : the true knights that are their mounts don't benefit from their rider's virtue. It was clearly the intent, but you know...as rules were previously written, I had to see my giant killed by a killing blow from a duke's royal pegasus hoof attack. Fanatics are still awesome, on the other hand. Yes they only hit the units they go through and yes you can release them even if you're engaged in combat, if you have the room to place them. My evil tactic to play bowling with bretonnian lances can still work ! *goblin nasal laugh*
  12. Warcry is the best skirmish game GW ever made. And that is my completely, objectively subjective opinion on that matter. But I have no doubt they will change rules for the next edition, because they need something really new to justify us to buy books again. As for the setting, my only sure bet is that it will be in Aqshy, because Warcry follows the current setting of AoS. It was Ghur in 3rd, it will be on fire in 4th. They may indeed bring back some ruins, I don't mind it. I'm not sure it will be in Blight City itself, though. I'd rather think they will make a separate place for Warcry that is not exactly explored specifically in AoS, like the Gnarlwood.
  13. Having a single profile for a unit no matter what weapons they have is definitely simplification, but not just on the game level - also on how you build your models. When you have different profiles for different equipments and you want to optimize this or "not have a useless weapon set", you'd rather be sure you didn't mess it up when you glue your models / have to magnetize everything. With one profile to bind them all , you can relax and build them with the weapons you think are cooler / you like the most visually instead. It's the Mordheim vs Warcry dilemma : the Mordheim fans claim Warcry have less options because they can't optimize the way they equip their fighters, while the Warcry fans claim Mordheim give only the illusion of choice when only a few options are effectively chosen because they're cheaper / way more effective than others (that's why so many henchmen are only fighting with a dagger and a mace and why you barely buy armors in Mordheim). In one case, you can have more fun with the visual than the other, because rules are more detailed in the other and thus WYSIWYG is more demanding : in Warcry, you can have your Chaos Warrior with shield and weapon having a hammer, a sword or an axe (or, let's say, a tentacle whip) - it doesn't change its profile, it's the same. In Mordheim, having a warrior with a sword has different effects in game than if he has a mace or a dagger...so you can't just play a sword "as a count as mace" because it's much more likely to be misleading in game for both players. For a game where the center is on the miniatures, I'd rather have one inviting me to be more free on how I build them, IMHO. And it's easier to balance too. I thus welcome this.
  14. So Elspeth von Draken for the Empire, Tamurkhan for Nurgle and Malakai Makaisson for the dwarves. You can see new units behind too (amethyst dragon, toad dragon and war barge). Sure, why not.
  15. These are old pics of a small part from my night goblin collection. They're still on old bases, since I didn't want to change them and I plan on using greenstuff adaptor bases (unfortunately, they still have to send my order). Squig hoppers and trolls are on the right size.
  16. 6 monstruous infantriy miniatures in a front line takes a lot of space on deployment and is hard to manoeuver depending of the terrain around. It can certainly be more easily avoided because of that. I'd lean more towards 5 or 4. Maximizing attacks isn't the only factor, sadly. Like its predecessor Battle, TOW depends a lot on how you move / deploy your units : if they're deployed badly or blocked by a piece of terrain and lose precious time to change formation, that can cost you the game. That's why I tend not to use too much a wide front, especially in armies that have a lot of units (like greenskins).
  17. You're right ! It would work certainly better with a front of 6 with 3 characters, instead. Thanks for reminding me that point, there are still so many changes to keep in head.
  18. These warscrolls abilities with color codes and "once per turn / once per battle" made me remember the way Dungeon and Dragons 4th edition treated special abilities for player characters and monsters. It was very similar. Dispelling / casting 9 times for Nagash sounds an awful lot to me. I'd say a bit too much.
  19. Certainly not. If that was the case, no one would be able to build its own army with its own background in the Old World, you would only be able to take existing named characters and that would be very boring. But well, you do what you want with your homebrew rules.
  20. Troll horde looks really fun, but my main army is night goblins. They're incredibly more reliable now with Warband rule, and these fanatics are a real terror now that they can't be targeted by anything AND you can release them at the most convenient time without them being forcibly "triggered" by these pesky light cavalry units sacrificing themselves. Bow units tend to be less effective (they don't have the range to really threaten enemy units with volley fire, they usually have to move to do something), spears is certainly the new way to go. Like in previous Battle, spam of goblin heroes in the units is cheap and surprisingly dangerous for your opponent, especially with netters in their own unit and that magic banner giving +1 CC to its unit members. Try a front of 7 with 4 heroes with that, it's not that highly expensive in the end. I like squig hoppers. They are much more reliable than regular squigs because they're not impetuous and their random move actually give them a lot of opportunities to get rid of enemy light units that tend to turn around your formations (they're especially good to chase after gyrocopters). The big squigs are awesome. They're completely different from before (now a proper monster instead of being just "a bigger fanatic") and they give a needed damage dealer to the army. IMHO they're the actual new goblin chariots, since their impact hits DO have AP (I was very disappointed with how low "normal impact hits" are now) - and they can really kill stuff by themselves alone. You don't even need black orcs to babysit them. Leave these dumdum orcs at the cave, wear your robes and eat your mushrooms : it's time to shave beards !
  21. They'll totally re-release the previously OOP metal generic characters, and maybe older edition metal minotaurs / some very old Citadel beastmen references like the different types of "beasts" other than universal goat of chaos.
  22. Arcane Journals are tied to the events described in TOW time period, so I'd suggest not to work on things that can't be there at this time, like von carstein or vampire coast (Luthor didn't make it there yet). Armies of Infamies can be about bloodlines, in a certain way. I'd tend to lean towards the ghoul armies (1+ crypt ghouls, 0-1 Crypt Horrors per strygoi ghoul king in core with zombies and skeletons in special, for example) and maybe Neferata's minions (she's the most likely to be still active in secret, and she's certainly the most disturbed with recent Khemri activity nearby her domain) more based on vampires, enthralled living servants and of course finely equiped grave guards / black knights in core.
  23. The only thing I'm expecting with TOW beastmen is maybe rerelease of Morghur, since he's the only character likely to be present in TOW's events. Maybe another new resin named character appropriate for this time period, but I'm certainly not expecting a new unit box like bretonnian knights on foot.
  24. Wondering hard about if I should be more trolling my night goblins army...with a proper troll horde.
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