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Gailon

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  1. The prediction I meant is the prediction that he would have wiped the table with you by taking the turn. It can definitely happen, but I just meant even really experienced people can be wrong when making predictions like this.
  2. Playing more often I find that the round 5 priority is the one that most often decides games. Not because of a double turn that kills your opponent but because of some cheeky scoring one player or the other can do by sneaking onto an objective or getting a specific tactic.
  3. We can all only speak to our experience. But I have seen predictions like this be wrong many many times. Many times players thinking ‘this turn roll decides the game’ only to get to the end of the round and say ‘ok, now this roll decides the game.’ my personally theory is that playing ‘margin matters’ games can really open players up to these realizations. The high level competitive players who play teams tournaments see this regularly. It means that how many points you win or lose by matter doesn’t your team. So games are played to the end. Without just being discouraged with the ‘I lost, let’s just pick them all up.’ for me when I started playing margin matters I started to see how close games can be. And the choices I made that had nothing to do with who won the turn roll that could have changed the outcome. Now I’d say that my turn rolls genuinely fall into three categories that happen in about even amount. I want to win to take the turn, I want to win to give the turn away, and I want to lose because I genuinely can’t tell whether to take it or give it away and I’d rather force my friend to make to the choice.
  4. This baffles me. This is certainly a common sentiment but it is so far from my experience. the double turn is a risk management component. It adds variability and unpredictability that requires thought. there are many many times when people don’t take the double. Especially the double from 1 into 2. Because someone can plan against it. One of the costs is also the risk of getting doubled in return. Playing in the top of a round is a different way to play in the bottom. It adds depth to have different considerations. I also like that it does add increased variability. I don’t want to play chess. I really like watching Season of War because I feel like it really shows this in action. Turns given away, and surprises and swinging in games.
  5. The more I play the more I appreciate the ‘double turn.’ Although most of the time in my games now it isn’t a double turn because we give the turn away. This is because we have learned to play with the priority roll in mind and don’t just push everything forward like we did when first learning. the mechanic has added enormous depth to learning the game. But I definitely agree that it adds variance. I think that’s a feature, not a bug. i don’t like chess *because* it’s balanced and stressful. Each position has a ‘right’ answer. I would lose 100/100 games against an IM. The priority adds a high point of variance in the games. There is a lot to do to play around it and play into it, but it is also front and center reminder that this is a dice game for fun. A lot of people who say that it keeps them from playing seem to think that without it they would win more. If wanting to win all your games because you are the best tactician keeps you playing 40k instead of AoS then I think that’s a good thing. AoS definitely had a better reputation for its culture. Some of that is fending off the try hards. as for the waiting through two turns. I guess I’m always consumed by the game that it never really bothers me. What my opponent is doing and why is interesting to me. Planning my potential actions on my turn takes plenty of thought for me. but i am in a streak of super fun games recently. Seems like every game I’m playing is down to the wire and interesting. I do credit a local meta with minimum shooting and mortal wound spam.
  6. And cogs don’t reroll. Won’t he be really vulnerable to a miss cast? feels like Khorne is a big winner here? Hexgorger skulls will wreak and using blood tithe for an auto unbind on some of these spells could be huge.
  7. the math on agradons is so bad. And their ability… I don’t even understand writing that ability. I assume it was something good and in ply testing was too strong so they cut it to this? I really doubt they will FAQ the rules on them though. Best we can hope for is significant point drops. But it’s too bad. Points won’t make them into Varanguard, it will just make them spammable.
  8. So 35.6 damage for 560 points for grave guard? I think a lot of things in Seraphon do more damage than that per point. It’s true it’s harder to put into one giant block. But that seems healthier for the game to me.
  9. I don’t see that Saurus are damage dealers. They are chaos warriors. You can buff them up to do damage, but they can get take objectives with a 3+ save and damage reduction. If you want to compare the buffs you can put on them it should be defensive. -1 to hit, negate rend etc. I think agrodons and kroxigor are meant to deal the damage. That’s where the comparison should be for points cost to other hammers. Of course they also have built in damage reduction. I agree the book definitely lacks damage. Besides troglodon/Kroak missile it looks mid tier. (And even that is countered pretty hard by nighthaunt, Fyreslayers and potentially khorne?) but mid tier is good. The coalesced side of the army seems to have a lot of similarities to StD. Do medium damage with nice defensive buffs. But we have access to support shooting.
  10. It will be 1d3 to three different units 4 times. So up to 4d3 to a single unit. Could add realmshaper engine to that if they are near terrain. Could add a Slann for comets call. But that is a ton of points on wizards. Would be completely relying on getting the spells cast in order to summon.
  11. You can’t do it now because teleport is in movement phase. The key change is teleport in hero phase. It is a lot of points and may fail too often with spell shrugs and chance of miscast. everything does just seem too expensive. i do like the game going to something with more survivability. That isn’t just delete unit, delete unit, continue. It seems like they have been printing a lot more stuff that hits on 4’s. The army seems to have good tricks and absolutely no damage at high points.
  12. I didn’t know that rule, but that does help make this a lot more reasonable. Then here is my prediction for a npe combo. Is there something that prevents this from working? Kroak and trogolodon. Teleport the troglodon as a heroic action up to the opponent army. Cast celestial deliverance 4 times at 18” range from the troglodon and +3 to cast (no rerolls though). Doing 12d3 mortal wounds. The troglodon can cast mystic shield on itself or it’s warscroll spell into the enemy army to potentially cut off runs. if you double turn, do it again. If not use finest hour on the troglodon and it’s in their face at -1 to hit (with a roar to prevent aoa), 4+ save that can stack go to 0+ with stegadon helm, finest hour, mystic shield and aod. Could even cast the -1 to wound spell on him (giving up one celestial deliverance cast). I’m not saying it will survive a turn, but it will take a lot of the opponents energy to kill. So it’s not an all in on needing a double. Does that work? That seems crushing into anything that doesn’t have inherent spell defense. And I’d still be happy trying it into Fyreslayers with a 4+ spell shrug aura. It might feed khorne a lot of blood tithe. i don’t know. Seems to be potentially very oppressive.
  13. The board wide unbind is definitely a npe for a lot of people. But they did remove the astrolism, so as I am reading it it will only be a +1 (+2 for kroak).
  14. Arcane Might command trait on the Starborne Slann seems like it could be really strong. Unfortunately we can’t take ixti grubs for a reroll But an 8” range endless spell goes to 22” with arcane might and astrolith bearer. Then 8” movement for 30” threat range. Dropping 3 endless spells 30” across the table on turn 1 could really wreck havoc.
  15. I think the Saurus points confirms that they will be two wounds. Keeping then at 10 points a wound. So many mothballed units is a bit of a bummer.
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