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Sharklone

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Posts posted by Sharklone

  1. Watched my mate vs Lumineth with his Orruks last night on TTS.

    Unleash hell definitely needs some looking at - Either it needs to change or some warscrolls need to change. Some potential fixes we talked about were; *note* not all of them at once.

    - hits on 6's only

    - No extra effects from the shooting (i.e) mortals

    - Only the unit being charged can shoot.

    I like the concept of unleash hell, but people are just going to abuse the ****** out of it with certain armies/warscrolls - and not every army has aetherwings or fell bats to sacrifice to unleash hell to protect their damage dealing units. 

    We talked about potential counterplays the orruk player could have done instead - but realistically - he either had to rely on the double turn to stand a chance, or just hope the unleash hell shots whiff. Both players ended the game pretty sour. Not at each other, just about the way the game went. 

    I'm aware the top tier toruney players can probably outplay this mechanic to an extent, but for your beers and pretzels games - it makes for a fairly unpleasant experience.

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    • Thanks 1
  2. Allegiance: Soulblight Gravelords
    - Lineage: Kastelai Dynasty
    - Grand Strategy: Hold the Line
    - Triumphs:

    Leaders
    Vengorian Lord (280)
    - General
    - Command Trait: Rousing Commander
    - Artefact: Fragment of the Keep
    - Universal Spell Lore: Flaming Weapon
    Prince Vhordrai (455) in Battle Regiment
    - Lore of the Vampires: Amethystine Pinions
    Mannfred von Carstein, Mortarch of Night (380)
    - Lore of the Deathmages: Decrepify

    Battleline
    5 x Blood Knights (195) in Hunters of the Heartlands
    5 x Blood Knights (195) in Hunters of the Heartlands
    5 x Blood Knights (195) in Hunters of the Heartlands
    10 x Dire Wolves (135) in Battle Regiment

    Units
    3 x Fell Bats (75) in Battle Regiment
    3 x Fell Bats (75) in Battle Regiment

    Total: 1985 / 2000
    Reinforced Units: 0 / 4
    Allies: 0 / 400
    Wounds: 119

    I think this is going to be my competitive list. Any thoughts anyone??

  3. anyone been able to make a decent mortals list?

    I've been at it for a bit, but without being able to use my karkadrak as general Im just not feeling any of the lists :(

    Additionally, anyone got a good daemon list that uses bloodletters as opposed to doggos? I have 40 that have have only ever seen the table through summoning lol.

  4. Anyone had any success with a 1K list? I have a tourney end of July for 3.0. The prize is a dominion box so I'm pretty keen to be competitive.. not so keen i want to abandon kastelai at 1k though haha. 

    Im tossing up between a few combos.

    Vengorian Lord

    5x Blood knights
    5x Blood knights
    3x Vargheists (potnetially swap for a VL for another hero???

    3x Felbats

    3x Felbats

     

    OR

    VLOZD (or vhordrai, not sure if the trait and artefact are worth it over him)

    5x blood knights

    5 x blood knights

    3x fel bats

    3x Fel bats

    OR

    Vengorian Lord
    Chadukar the Beast

    5x blood knights

    5x blood knights

     

    I have serious list paralysis and need to decide so I can paint up what I need after my blood knights. Thoughts anyone????

  5. 2 hours ago, Saturmorn Carvilli said:

    I haven't used Teclis and haven't looked too far into his warscroll.  So I basically stuck with Searing Light, Arcane Bolt and random  MW from an undetermined spell.  The idea being Teclis isn't likely to go full MW combat wizard, reserving some spells for support/utility.

    He can cast Searing White Light which on 1 does nothing, 2-4 does d3 and 5+ does d6.  I get confused between 40k and AoS, but I am pretty sure he can only cast that once as it is a spell.  He can cast Solar Flare but that is withing 10".  As I understand it, the spell has been cast, so the spell portal doesn't extend the range as the portal doesn't count as the caster, and it says withing 10" of the caster specifically. Likewise, he can cast Living Fissure for units within 9" for another potential d3 also with a chance of failure even after casting.  Also, Assault of Stone for a 1 MW. Finally, Arcane Bolt for some damage. I don't have the new stuff at all so I don't know what kind of additional MW spells Teclis has access too.  As demonstrated, much this damage can be reduced or nonexistent even with Teclis automatic casting rolls.  Which I think are uncommon as it is, needs to be considered when coming up with an approximate amount of MW per round.

    I am being less disingenuous and more ignorant of the full capability of Teclis.  So I don't see any need for your aggressive stance. If you care to, you can very much enlighten to how and how many Mortal Wounds Teclis can produce per round.  Bonus internet points if you can break it down between beyond 18" and within 18". With that information I can adjust my calculations.  That why I included that first line in my last post.  It is also why I tried to show where I was getting these numbers, I have just started to get games in, and I really didn't bother looking at the Lumineth rules until then.  These kinds of things aren't the sort of things I worry about.  I only bring it up as my experience with the 20 Sentinels I have is very underwhelming compared to the concern they generate online. 

    As I said, Teclis and a bunch of Sentinels can generate enough Mortal Wounds to be concerned.  I didn't even touch regular damage they also cause because the discussion was centered on MW and the number of regular wounds is a fraction at range (i.e. more than 18".) The reason I am writing these posts isn't in some attempt to go, "See everyone, Lumineth aren't so bad." It is more, "Huh? Everyone has been crazy about Sentinels, so why did mine do far less than half the amount of damage that my Spirit of the Mountain did?"

    I have played against non Teclis lists and they definitely aren't anywhere near as un-fun to play against. You having not used Teclis may be why you dont see the archers as a problem. Without him, they are fine. With him and the combos he can provide its not a real fun game. Quick sample of the spells Teclis can auto cast on a 10.

    - Reroll all hits on a unit -Good for archers fishing for mortals.
    - All CP costs 2 for the enemy to use
    - A unit cannot use or benefit from CA's

    - Searing white light , usually through a portal.

    - 5+ shrug to everything within 18 of him - providing protection to the ****** screening the archers - which then makes your ****** trying to clear the screen run away from the cathallar - he can also do a -2 boardwide bravery spell.

    - Teleport a unit (re setting it up so it benefits from their -1 to hit again)

    These are the main ones I have seen bandied about and he can pick 4 of them.. Keep in mind you add in the twinstones and everything is casting a lot better.

    You add in these spells, with the archers ability to snipe ****** and you start having problems. All it takes is a searing white light and a unit of ten archers to more than likely kill a foot hero. For some armies. not a big deal, for others, gamebreaking. Outside of that, they can shoot at a unit that Teclis has decided cant benefit from command abilities, no inspiring presence, they are losing models to searing white light, the mortals from archers and then models are running, with no counter play other than staying away from Teclis. 

    This is before you factor in trying to even get into a unit that the cathalar can just make run away with her 2+ bravery thing. I agree with you that without Teclis there isn't a problem. and he has just gone up in points so we might see some different armies start to emerge. Even Teclis, without the archers is probable fine. Teclis combo'd with the archers is rough.

    I'm not saying that Lumineth are OP and are winning every tournament or whatever. My original response was to that dude asking if his mate should play lumineth or not. I just think that they can have a very oppressive presence on the table which kinda makes its feel like you shouldn't even bother playing. 3.0 may fix some of the interactivity issues people are having with this army however.

    The fact that there is a thread in the general forums discussing lumineths rules probably means a fairly large number of people are having problems with it.

    • Like 2
  6. 9 minutes ago, Saturmorn Carvilli said:

    My first army is Slaves to Darkness.  Disciples of Tzeentch and Kharadron Overlords are the faction they have played the most. Getting pelted with ranged attacks while slowing moving across the battlefield with nothing in return for a while ranges from annoying to frustrating.  While it is easy to let the feels bad get to you, that can't interfere with losing sight of your plan to victory.

    Power of Hysh (the 5 instead of 6 MW thing) is a casting value 6 spell.  Cast natively by the Sentinels that's about a 2/3 to 3/4 success rate.  Like all spells, subject to unbinding attempts and now miscasts. Reliable, but not automatic.  Lack of Line of Sight really doesn't matter much, at least in my games, everything is mostly out in the open save using magic/special abilities.  Their range 30" is extensive, but the Lumineth is counting more on generating Mortal Wounds than actually hitting normally.  So a unit of 10 is generating some 2-3 MW with maybe a single regular 1 wound, no Rend.  Beyond lesser Heroes (like my S2D's poor Chaos Lord on foot) it really isn't going to raise a welt on much without spiking.  All at the price of 140 points and as a conditional Battleline unit.

    Maybe the unit could stand to go up 10 points. Though,  I feel that Lumineth don't much all that much on the table as is.  Looking at my Chaos Warriors, or their counterpart SCE Liberators; you could get like 7 of them for the price of 10 Sentinels.   It would take 10 Sentinels most of a game to wipe 7 Chaos Warriors especially if it is done with aloft attacks (those 30" ranged ones).  Since my S2D army is an attrition army, I feel like I can stand to suffer those kinds of losses and still do pretty well and winning the game. It certainly won't be a pretty victory where I got to feel like my evil fighters brutalized the enemy, but it's still an honest win (I get the W, and the LRL force me to take models off the table).

    I am not necessarily saying Sentinels can't be oppressive. As AoS is [s]now[/s] last week, some factions are hard counters to other factions.  I can certainly attest to that as my S2D cannot win an attrition battle with Ossiarch Bonereapers.  The Bonereapers are just more optimized for that style of play. So I can see how they might be considered OP in some match ups (like ones that absolutely rely on small Heroes). I don't think it is nearly as extensive as it is made out to be.  But maybe that's because I have had to march dudes into a wall of 9 Flamers with their Exalted Flamer ring leader.  A few magic arrows feels like spring breeze compared to that.

    That said, I do think many players and would-be players get far too shaken by actions seem to create an apparent loss of control to prevent/mitigate (as in MW and ranged attacks) which Sentinels do very well.  What I am not sure of is if these players are allowing this apparent loss of control to interfere with their situational awareness and game plan.  Because at the end of the day, 4 lost wounds per 140 pts/turn is not going to be enough to allow them to automatically win games versus me.  Which does make it difficult for me to say Sentinels are OP, at least to the point they get made out to be.  They seem to be this mythic AoS boogeyman unit that has yet to leave me that impressed opposing them or even playing them.

     

    For reference, the spoiler contains the Lumineth units I most commonly use for composing my armies.  Sorry 'bout the shoddy paint job, they're still very much a work-in-progress.  Honestly, the Sentinels are have been the closest thing to dead weight except for the Dawnriders as they are kinda points intensive for the speed bump they provide.  Sentinels provide a sense of keeping my opponent from getting too comfortable, but they certainly aren't doing any of the heavy lifting in my army.

      Hide contents

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    Beautiful army mate.

    The archers in Isolation aren't an issue. You need to include the chip damage from Searing white light and the portal., the reroll hits spells, the fact that foot heroes are unable to get any protection against the mortals being smashed out. You are entirely right though, they are a hard counter to some armies. I think they could do with a point increase. Even if it is just to disuade from the 2 blocks of 20 you see on the regular. If they were appropriately costed, I don't think they would be the firs thing that comes to everyones mind when asked what's an OP unit. You just have to look at Blissbarb Archers and the comparison and the points cost difference between the two.

    Its unfortunate that Lumineth has garnered this reputation. I also have an OBR army, so I get the frustration that people who play against these kinds of armies. Whats worse sometimes though. is the feeling people get about their own armies. I have it about OBR. I played a few games with them and my mates were just miserable after the game. Which sucks for them... and me.

    • Like 2
  7. On 6/16/2021 at 5:33 AM, KingKull said:

    Not very familiar with AoS but a buddy's looking to getting into LRL and is rethinking it due to claims of OPedness.

    Would anyone be so kind as to give me a quick summary of why LRL are considered OP? Much obliged in advance. 

    Id probabaly have him wait. First of all Lumineth are complicated AF for a new player.

    Second I have 2 mates who play lumineth, and both have shelved them for our casual games because they felt like "that guy", and only run them at competitive events now or when we specifically say we are practicing.

    Anyone who underplays the 30" ignoring LOS mortals on 5+s as being OP is a lumineth player who hasn't been on the other end of it. Without actively picking the wrong targets for their attacks, it is hard to play them down (archers that is). They also have a couple of abilities that make the game not super fun for you opponent. Mainly bravery shenanigans and stopping your opponents using CP (this may not be as bad in 3rd with more CP.

    • Like 1
  8. Some things to note for my fellow noble knights. Ive been trying to be somewhat positive about the changes for our boys but I think we may need a new tome sooner rather than later.

    - We can only feeding frenzy once per turn now.

    - Gristlegore seemed like it was going to be the goods, but you cant fight on death if you have used a Command point previously that phase for feeding frenzy, all out attack or defence. 6s also no longer explode on the Maw if you choose to take the 6 mortals instead.

    - Our endless spells (the chalice!) can be dispelled in  both hero phases now. Speaking of, returned ghouls need to be set up within an inch of a model that was already there. 

    Anyone have anything else thats gonna change the way we used to play? Not trying to be negative, just pointing out some fairly significant changes to the army.

     

    • Sad 1
  9. How are people feeling? 

    Few things to note with the new rule set.

    CA's can only be used once per phase and a unit can only issue or benefit from 1. Which means;

    - Only One unit gets an extra attack per phase from the Kavalos or Katakros

    - Mortek can't reroll saves and get an extra attack

    - You can only move 1 unit an extra 3 inches

    - only 1 unit of deathriders can use the wedge in the charge phase

    - Zandtos can no longer do an extra attack and reroll wounds.

     

    Hopefully an FAQ drops at the same time as the full release. Or we are going to be in a tough place for a little bit.

     

    • Sad 2
  10. 8 minutes ago, BrotherTalarian said:

    Thanks for the reply, man.

     

    See my previous (3 min ago) post about coherency. Sure the distance if different, but what about it do you not like? The principle is the same. 
     

    As for lumineth, I guess your gripe is that they haven’t made shooting weaker, or melee better opportunity to get closer? 
     

    We might see points increases for them, perhaps not. 
     

    I agree, shooting is strong, and UH definitely seems to help strong shooting armies even more. I suppose that’s where increased armour saves help. We can also use redeploy to get in a better tactical position?

     

    hard to tell how games will play out without actually playing.

     

    overall though, as mentioned just above,  I love how the player has a lot more decision making power. There’s more flavour for epic monsters and heroes. 
     

    The game just “feels” mor magical and mighty. 
     

    Who knows, I might come back in a month or two from now and say the game is ****** and shooting needs a nerf. But right now I’m enjoying the previewed changes :)

     

    oh yeah, I think the lumineth range is more of a lumineth problem, than a AoS 3 problem. Points increases might change this, so don’t lose hope :)

    No worries.

    My main gripe with coherency is that for any cav or non 25mm infantry with a 1 inch reach, it's essentially halving their output. Looking at something like ogre gluttons, blight kings, flayers, vargheists, crypt horrors. all on 40s they have to line up in 2 ranks now to maintain coherency, sacrifing damage . Their other option is to run units of 4, but at. 5+ save blight kings a 4+), anything with shooting is likely to kill one or 2 with unleash hell. I understand the intent was to stop units stringing out, but I don't think this was the way to do it. within 2 and 2 inches would have been much easier to manage and no result in fiddly measuring. 

    As for points, you could be right. Maybe shooting becomes much more.expensive who knows. I was just expecting a bigger shake up to what the meta is I guess. To clarify, my problem isn't really with shooting and unleash hell itself. It's the warscrolls that have access and the interactions some armies can have with it.

     

  11. 58 minutes ago, BrotherTalarian said:

    I don’t know, so far everything they’ve shown looks awesome. 
     

    Can people who have gripes with the new rules elaborate as to why they don’t like them, or what makes them awful? 
     

    Is it simply because it’s change and everyone is frustrated that they need to learn new ways of playing? Or do they genuinely think they’re poor rules because X/Y reason? 
     

    Coherency seems to be the biggest gripe, it’s a non-issue in 40K. Also, having a single file models spread across to grab territory, deny zones, screen etc. Looks super lame aesthetically, and mechanically is meh, IMO, as it doesn’t feel very “realistic” or the intention of the game. 


    Anyhow, I’m curious why those that are frustrated are frustrated. 
     

    Cheers

    Coherency isn't the same. 40k is 2inches. 1inch affects every model above 25mm.

    In a game that's dominated by shooting. They've hurt melee and just made shooting better. Unleash hell is an ability that seraphon had, and GW erratad because it was too strong. Now everyone can do it. Units that do mortals when shooting don't care about -1 to hit. I know it's the crutch example, but 20 lumineth archers on average do 6-7 mortals to a unit that has charged the screen in front of them. Then they get to shoot them again in their turn. Then if turn order stays the same they get to shoot again. That's 18-21 mortals. On average. Before you can even get to the unit causing you problems. 

     

    Edit. For the third shot. It's regardless of who goes. Either you charge them and get shot. Or its their turn and you get shot. 

     

  12. This is going to be my first list I think. Its the kind of list I have always wanted. I might swap out Radukar and some knights for mannfred and more wolves sometimes as well I think. Anyone have any thoughts? I know the Coven throne is an awesome support piece but I'm not into the model enough to paint it.

     

    Allegiance: Soulblight Gravelords
    - Lineage: Kastelai Dynasty

    Leaders
    Vengorian Lord (280)
    - General
    - Command Trait: Rousing Commander
    - Artefact: Fragment of the Keep
    - Lore of the Vampires: Amethystine Pinions
    Prince Vhordrai (455)
    - Lore of the Vampires: Amethystine Pinions
    Radukar the Beast (315)

    Battleline
    10 x Blood Knights (390)
    5 x Blood Knights (195)
    5 x Blood Knights (195)
    10 x Dire Wolves (135)

    Total: 1965 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 116
     

    • Like 2
  13. 10 hours ago, warhammernerd said:

    Wow.

    So, new leaks suggest ALL unit champions in AoS 3.0 will be able to issue commands from the new generic ones (stand and shoot, flee, defend +1 save and also attack +1 to hit). Which means we can expect some big FAQ’s to OBR, and might give more weight to us getting archers, i.e. we will likely be able to benefit from stand and shoot too and will therefore need a unit able to do this.

    God I hope this isn't the case.

    combined with the other rumours, the only unique allegiance ability OBR will have going into 3.0 will be no battleshock and the +3 move. They would need to do something with OBR to make them unique or they will become super boring to play.

  14. 1 hour ago, Golub87 said:

    Thank you for calling out that condescending wall of text.


    Yes, the data demonstrated that the game is quite broken for the fat middle of average players who do not care about "giitin gud" because we have better things to do with our time. Playing this game should not feel like a chore but it really really feels like a chore.

    The data clearly demonstrated that if two average player at similar skill levels play each other the outcome of the game will be significantly impacted by the broken balance.

    The data clearly demonstrated that this is not a "kitchen table, beer and pretzels, Sunday afternoon" game.

     

    You just summed up what I've been trying to explain to my mates by saying it feels like a chore. I couldn't quite think of how to phrase it.

    There's a couple of armies that feel like a chore to play against or play with. I am yet to have a fun game against certain armies I won't call out here because I don't want to start faction wars. Going into games knowing I've lost before I roll a single dice is not good balance. Whatever way you try to spin it.

    • Like 2
  15. Anyone had much success with a thirster heavy list?

    I have one of each type and skarbrand. How would you build a list around tyrants of blood? I managed to get the win over a changehost tzeentch list last night with lucky rolling using all four. But wondering what people would take to a tourney if they were going thirsters.

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