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jeremym

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Posts posted by jeremym

  1. 38 minutes ago, NinthMusketeer said:

    So what's the deal with battalions? I can't stand the sound of the guy's voice in the leak video (seriously is it like sandpaper in the ears for anyone else?) So I am limited to second hand knowledge.

    You're in luck, the official gw release today explaining some of the information. 

    In short, faction specific battalions will no longer be supported in matched play. Instead being replaced with generalized battalions. These battalions are unknown at this time, but you can expect more information in the next few weeks. 

    Thats it, the whole deal. Don't count on building around change host and doing a 1 drop. 

  2. 19 minutes ago, Nasrod said:

    OH. It says "is treated as a general in addition to the model chosen as the army general."

     

    Is this the first time we have seen auch a stipulation outside of Slaanesh Invaders that allows 3 generals? Either way a battalion perk that turns on old General-locked Command Abilties or Battlelines like this is absolutely brilliant and I am happy to be wrong.

    I have a game in the morning and may honestly put my ghosts on the table, holy ******!

    No, it exists  daughters of khaine. specifically, Morathi is always treated as a general 

  3. 9 minutes ago, yukishiro1 said:

    The big thing is how terribly it compares to the Lumineth tome that was released at essentially the same time. It is very difficult to understand how the same company could release these two books at the same time and think they were balanced with one another and reflective of the same attitude towards the game. 

    it came out the same day as the dok book, which is arguably one of the best 5 books/armies ever written. In comparison its such a travesty 

    • Like 2
  4. Order 

    Plastic kits, some love to other factions. Not much more to say here that others haven't covered 

     

    Chaos

    Slaneesh got beautiful mortals; nurgle and tzeentch deserve that too. The options for both are pretty slim. I think bringing in chaos warriors is my least favorite part of this faction, because any mortal unit that doesn't compare favorably to chaos warriors with synergy and stats means you're doing a disservice to your list. 

     

    Death

    OBR V2

    New FEC models

    New NH book 

    I want a new death army, I think a werewolf/monster style army is missing from the game. Something that fights guerilla style combat, picking off units like assassins. I could go down a rabbit hole on this but I think a monster mash style army would make for an interesting army. (before anyone says werewolves are undead. yeah I know, sue me I just can't divorce them from classic movie tropes and undead media)

     

    Destruction 

    This needs a lot of help

    A new big tent faction for destruction, made up of human barbarians. A brand of humanity so violent and hell bent on annihilation that destruction has to accept them. 

    Chaos shouldn't get all the mortals. I like the Mongolian esthetics that some of the units have in cursed city, but just as inspiration. 

    I think this faction should/could also include a line of mutants who have been blessed by a God beast. That way you have mortal heroes who rise up to prominence. And this is purely esthetic, but the whole army should have axes/ flails/ warhammers

     

  5. 19 minutes ago, feraxil said:

    For vampire flavor, I think vampires should gain wounds like we see in the Strength from Victory ability that Megabosses have. 

    I think avoiding the design space of other armies/ units is important. TBH if vamps come out and they're just 1:1 copies of other armies /units ill be disappointed 

    I think vamp lords could have unique flavor and mechanics. For example, vampires could require something extra to kill them, i.e. no single blow/activation will do it. Imagine "if a vampire lord is slain by an enemy, for the first time, set their wound counter to 1 instead. All additional wounds that enemy unit have dealt are negated. This vampire lord cannot be slain this turn" 

    gives your heroes a chance to stay resilient and fight longer/heal up 

  6. Im starting to think about the design space for vampires within age of sigmar, and I'm kind of wondering what type of mechanics do you think we can expect for the SBGs ? 

    Im thinking some sort of charms, not unlike prayers, which cause different effects against your enemy. Maybe compelling them not to use unbinds, or causing them to move in a different direction away from the model? 

    Of course i imagine we'll see core mechanics like + hit/wound/attack against injured or reduced units, and I cant imagine we won't see regeneration/6+ ward. 

     

    what else are you hopeful to see for the vamps?

    • Like 1
  7. I'll be honest here and say I'm not an LRL player. I play against them, but as such my impression is going to be different. I dont see what LRL is missing, and only giving then more options will make an already powerful army more powerful. 

    Anyone who says the army felt incomplete seems ... i dunno, misguided. They compete in every aspect of the game. And their magic augments the areas theyre good at, and shores up the weaknesses of things they aren't great at (movement). I think theyre one of the most robust armies out there. 

    I want them to get units, options and ideas for armies that aren't unilaterally competitive in every area of the game.  I want my friends to be able to play casual games and not accidently make net lists for tournament play 

    Also... something that makes people stop playing Syar  (spelling? the double aetherquartz subfaction)

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  8. 33 minutes ago, Fred1245 said:

    Yay, if you devote 1500pts of your list to them, your 130pts of blood sisters might end up being close to as good as 220pts of evocators!

    The truth is that with this book, DoK have no significant melee threats any more. Witch Aelves ate multiple nerfs, Blood Sisters ate multiple nerfs, Morathi ate a severe nerf, all of our melee buffs got nerfed. Add in that the entire army got a mobility nerf due to the wholly within changes and there's really no point to trying to build melee DoK anymore.

    Our best outlook for the future is to completely toss out melee. The less you can spend on the combat phase, the better. In my opinion, our best competitive list going forward looks something like this:

    Hagg Narr

    Hag Cauldron 220 Blessing of Khaine

    Bloodwrack Shrine General 160 The Withering

    Avatar of Khaine 130 (for+1 to prayer)

    20 Blood Stalkers 520

    5 Blood Stalkers 140

    5 Blood Stalkers 140

    5 Blood Stalkers 140

    5 Blood Stalkers 140

    5 Blood Stalkers 140

    5 Blood Stalkers 140

    Iron Heart Endless Prayer thing 80

    CP 50

    You'll never have less drops than your opponent but whether you go first or second doesn't really matter. 150 shots per turn should be plenty of damage against most armies. You have enough defensive buffs to castle on one or two objectives without issue, MSU blood stalkers give you flexibility for low investment capturing of objectives outside your bubble. You get to ignore how clunky everything is for the majority of the game. And when you finally get forced into combat (which DoK should avoid as much as possible) using the superfluous melee buffs they gave a shooting army for whatever reason, blood stakers can finish off units weakened by shooting. You know, should the roulette wheel decide you actually get to use those buffs this game.

    your logic is sound, and but what bothers me most about you being right is it seems like GW is fully embracing Age of Shootmar. 

    Its just getting out of hand and becoming an exercise in tabling the other person at a distance before they can do the same to you. 

     

    Im personally going to still run Morathi, but the fact that the only other hammer we can put out reliably is the 20+ stalkers doesn't make me feel great about playing it casually 

    • Like 3
  9. im just gonna be the one saying positive things here instead, I fully expect DOK to be more powerful with the new book, and have their rules adjusted to he in line with current armies (see: wholly within). 

    Dok is such a straight forward army, it's really easy to hit the mark for them to be powerful in the areas that make the army feel unique. Obr, ironjawz, big waagh, fyreslayers were all melee focused armies that came out and did extremely well, and I cant see dok being any different here. Maybe a few surprising builds pop up, but I expect things to go just fine 

    • Like 2
  10. 53 minutes ago, Matrindur said:

    If the big start event for AoS 3 will be Gordrakks attack the start box has to be Orruk Warclans and I would suspect its going to be mainly Ironjawz

    Also GWs starter start have been EtB with completely new units for a while so if its Ironjawz vs Stormcast we can expect a new Camber and at least 2 new heroes and 3 new units for Orruks with mutipart kits coming later

    Many people have speculated this to be the case and if it comes to fruition ill be one happy waaaagh

    • Like 2
  11. Not to be purposely disagreeable, but I find the complaint to be somewhat funny. 

    Take this forum back, even a year, and you have people complaining about massive horde armies (which, by the way, are still more powerful competitively because of the way buff scaling works). 

    But I just think this perspective is amusing, given so many people complained about big monsters not feeling impactful 

     

    Personally, I love the shift to big model doms. I want a game where someone brings 30 stormcast or orruks, or brings 5-10 beast claw or giants, I dont want to see oceans of skeletons ever again 

    • Like 6
  12. Just now, Lucky Snake Eyes said:

    Honestly it was the loss of stacking shrugs that killed nagash, it seems like a nerf that hits death almost exclusively and nagash could stack 3-4 shrugs if you include terrain and immortis guard wound catching. I feel the shift to crawlers was inevitable as it's our only way of effectively dealing with the meta of magic/shooting that was emerging at the time, before that my only strategy against shooting armies (primarily gun line cities lists) was to get an early point lead and die as slow as possible because i couldn't really touch my opponents army.

    Its certainly contributory. You're right, nagash used to have the 4+, 5+ ,6 + after save. I dont know how many people took immortis guard but his extra defense being gone is a major factor. 

    I think the shift to shooting was really just people realizing how powerful it is

  13. Anyone who already knew how to play against OBR didnt think the petrifix elite nerf was necessary, so yes I agree it killed Nagash again for the army, which is a shame because it's the most beautiful model in death (except maybe katakros).

    Anyone who complained about PE probably still doesn't know how to win against a katakros MP list. The only difference is now our shooting is even more damming than it was in PE. 

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  14. 9 hours ago, Martijn de Bruin said:

    Quick question, about to build 6 evocators on dracolines. What is currently considered the optimal weapon choice? For both 2x3 and 1x6. I plan on running a LAoD as general with them.

    I built a 6 man brick and went with 2x swords and 4x staves. I found that getting them all into combat was extremely unlikely, especially since I was usually using them on the flanks to go for objectives. The extra range really helps get more attacks in, and they have enough of them to make an impact 

  15. 49 minutes ago, Scurvydog said:

    I never go without drain vitality, this spell alone cripples any unit relying on 6 to hit for exploding hits or mortal wound effects, which are quite plentiful in the meta, like poleaxe fyreslayers, lumineth, slaanesh stuff etc. 

    Unless rolling in RDP I feel arcane command is always great and often take it on a soul Mason, as their spell range makes them great at being sort of backline wizards. The drain vitality I put on boneshapers as they are more likely to be near the action. 

    These 2 spells are always useful. Empower spells are very specific for target units. Empower shields suffers from no longer stacking with deathless saves. 

    Seconded for Arcane command and drain vitality. If im not running katakros, im including arcane command

    That said, I think Arhkan is particularly useful for our army, in any list, because he knows the whole spell lore. I do love curse of years, it does a good amount of damage on average, but we've all had situations where you just dumpster out 10 mortal wounds on a lucky rng day 

    • Like 1
  16. 11 minutes ago, Sagittarii Orientalis said:

    So is vanguard chamber super battalion the most competitive choice for SCE so far? 

    That being said, in a world where karak zilfin, ossiarchs, seraphon, tzeentch and lumineths exist I am not sure how well vanguard chamber does nowadays.

    Id certainly say its our most reliable. Keep an eye out for December points change seraphon, KO and DoT. 

    Fwiw, vanguard blows ossiarch out of the water, theyre so weak to shooting. Their cannons are serious, but not as series as our shooting is. And with 1 drop you can decide whether you want to deploy 40'' away from their cannons or go first and just wipe something off the board. I can speak to this specifically as I play both armies and know the strengths and weaknesses pretty well 

  17. I have a wild theory, and I frankly don't have anything other than gut to go on, so feel free to dismiss this out right. 

    I can see vampires being added into the Nighthaunt. Especially with the in faction  fighting present in the broken realms books, its only a matter of time before some of these undead express a level of self interest. 

    I just get this feeling GW could put all these last pieces of the puzzle together and push a bunch of mortal realms in the meantime 

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