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jeremym

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Posts posted by jeremym

  1. 17 minutes ago, Juicy said:

    this... I get a lot of talk in my local groups about the 60 liberator bomb and i know i can do some games today to test it out. But i feel a lot of people think its really strong to put al those liberators at your front door. People think you can buff them to a 2+ or even a 1+ with staunch but never checked actual gameplay.. 

    Its 120 wounds on 3+ rr1. Put that into 90% of most armies out there and youre gonna hold them in position for 3 turns. minimum. before they can start to break away and start scoring objectives. Some armies will just never be able to break through. 

  2. 29 minutes ago, Neil Arthur Hotep said:

    Slightly off topic, but does anyone know anything specific about that LoN list that got first place? I was under the impression that LoN was generally considered among the weaker allegiances at the moment. I find it interesting they show up at all on this list and even with one first place finish.

     

    Too many unknown factors, what other armies were played at the tournament. what match ups they got, what scenarios, etc. LoN is definitely a weaker army in comparison to current meta heroes. but they're far from being unplayable. A good player can win the attrition war 

  3. 14 minutes ago, Undeadly said:

    Sup y'all, prospective OBR player, and I was wondering how dumb of a list this would be. The overall goal: Gottareapfast. This army is entirely focused on closing in super quick with the blob of Mortek, and then using the Stalkers to help pin the enemy in and finish them off. It's very hyper aggro, and while it lacks the pure killing and defensive power of other armies, it makes up for it with raw SPEED.

    With relentless advance and Cogs, the humble Mortek is zooming at 10"+1d6".

    IMO, you lack the tools to deal with a lot of the more competitive lists. Having less shooting and less magic than other armies is going to leave you wanting for more in several phases of the game. 

    Its focus is there, but id just be concerned your cavalry would get sniped out while they're alone, and you don't have the tools to keep them healthy doing their job 

  4. I'll defend the double turn of AOS for as long as I play this game. but that not withstanding one of my favorite mechanics comes from warcry where your last model can do a last stand and use all of the abilities you have available to them in a single turn. 

     

    I've seen it turn a few games but its really just a fun  incentive for the losing side to keep playing and do something fun on their turn. 

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  5. My primary wants are to make endless spells just better. improve them overall. There's too many chances to stop or eliminate them and they cost lots of points. 

     

    In unpopular opinion land, keep the double turn. if you change the chance of it happening make it 100%. ie player that goes 2nd gets the first double turn, player than goes first gets the 2nd double turn. it would make for an entirely different meta shift where late game armies can slow play their plans, while still having to deal with deviating alpha strikes. 

     

    I truly like imbalance in the game because it feels more like... a game ? 

  6. OBR -- You get bone daddy. the entire line is unique while being cohesive. list diversity that includes hurling giant balls of flame skulls, kamikaze skelly boys, powerful magic, and quick assault cavalry. 

    Storm cast-- criminally underestimated. The amount of times you'll delete a big model with a unit of evocators or long strikes is hilarious. 

    Orruk war clans -- WWAAAAAAGH. but in all seriousness I  yell it everytime I make a play. it's just a fun fighting army. 

    Nighthaunt-- the range is beautiful and ethereal. I've been painting them over the last year and I keep adding more units constantly. they're just awesome. Another army that id say is under rated. I love the deep strike and the surprising power 

     

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  7. Battle shock is contentious because from a game play perspective, it feels bad to have a domino effect on your game. You've already lost several models only to lose even more. From a game play perspective I think this is what has caused GW has made it easier to preserve the power of your army from things that would otherwise be out of your control 

     

    all this to say I agree that it should be more impactful, but I understand why there is an abundance of gun shy rules. 

     

    I think the real solution would be having alternate rules that are more fun or more engaging than the power of battleshock negation. 

  8. 11 hours ago, Ogregut said:

    I'll like to see battlefield roles expanded a little. Things like:

    Infantry: always counts as more models for claiming an objective if the enemy is a non infantry. 

    Calvery: blanket does more damage on the charge, gives enemy infanty a minus on their bravery if the cav charge the infantry. 

    Monsters: give them back thunderstomp and a - 1 to wound vs infantry and non charging calvery. 

    Give each a battlefield role. Infanty to hold the line and objectives, cav as the shook troops and monsters as killing machines. 

    The moment this is implemented is the moment every faction cries "we don't have any monster/cavalry/infantry units to hold up". 

    Giving something so static so that every army becomes cookie cutter is not my ideal way to engage AOS. 

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