Jump to content

Neil Arthur Hotep

Members
  • Posts

    4,316
  • Joined

  • Last visited

  • Days Won

    104

Posts posted by Neil Arthur Hotep

  1. 15 minutes ago, Flippy said:

    Depends on the magnets. If too strong, you will have some problems, but with proper magnets minis just slide on the tray and the tray itself is almost flat and doesn't get in the way. For small units (3-5-6) these trays are on overkill, but for big infantry blocks they speed up a game significantly.

    That is, once you simply get the habit of putting the models base to base in ranks and thus stop concerning yourself with coherency rules and related positioning shenanigans.

    I use them on for Steelhelms and they are a huge time saver. Since I magnetize for transport anyway, they are very convenient. Highly recommend them.

  2. 32 minutes ago, Big Kim Woof-Woof said:

    I've never had that problem. How do you end up losing the 30%? I ask out of curiosity. 

    For my rarely-used Citadel paints, I always had minor spills and the last bit of paint usually dries up or separates.

  3. 8 hours ago, Tonhel said:

    Yeah, but I think most is looking fine. I quite like how strong those Kroxigors are now and I can appreciate the rock paper scissors approach which gives each unit a well defined task. It's clear that the game is focussed on competive play with lots of casualties once in melee. 

    But that 0,5" approach I really don't see the benefit of it. I only see negatives. What is the purpose of it? I don't play in a competive environment, so nobody really abuses the rules. Same as we don't abuse the rules with TOW. 

    My first thought was that they intended the shorter coherency distance to close the loophole where miniatures on 25mm bases, but nobody else, can deploy in a long line.

    Based on my personal experience, this change won't affect me a lot. I already have my 25mm base dudes in base-to-base contact all of the time, and now with 3" combat ranger there will be even less reason to ever take them off their movement trays.

    I wish, though, that we had gone back to "within" instead of "wholly within" on measurements, since the conga lines that originally necessitated that change are now completely impossible.

    • Like 1
    • Thanks 1
  4.  

    Quote

    Overall, rend has been reduced throughout the game

    Boo. More rend, fewer mortals.

     

    Quote

    Overall, rend has been reduced throughout the game, and while you can still positively modify your save profile with All-out Defence, this remains capped at +1. Most factions lack any other tools to further increase a unit’s save profile, so “save stacking” – the process of negating rend by adding extra save – is largely a thing of the past.

    They want to address save stacking, but it sounds like they didn't fix it structurally (by making rend apply after save bonuses are calculated) but by limiting access to save bonuses. So potentially, some factions can still save stack or the mechanic will make a return as battletomes are released.

     

    Quote

    With combat range gone, you might have some questions about how a warrior with a hammer is set apart from one with a spear. This has been handled by further differentiating the role of each unit on the battlefield. Weapon and warscroll abilities now provide units with specific roles – take the bristling spear-wall of Stormcast Eternals Vindictors as an example. 

    Really happy with unit roles. The game will benefit a lot from a stronger rock/paper/scissors and better functional signposting like the Anti-Charge ability on Vindictors.

    Quote

    The coherency range of units is now ½”

    25mm base supremacy is a thing of the past.

    Quote

    But Retreat is now an ability used in the Movement Phase, a tactical decision that comes with a cost of D3 mortal damage, though some wily units may be able to use special abilities to slip out of combat without reprisal – including certain Skaven.

    I don't really get why they want to discourage retreating. If anything, I think the game would benefit from players retreating more often.

    • Like 1
  5. 4 minutes ago, Gotz said:

    remember that they can also make an old fantasy kit the official AoS kit and rerelease an older kit for the old world, like they've done with night goblins.

    There are a few instances where I suspect an old WHFB kit is internally just treated as a regular AoS kit. Blightkings are an obvious one. But also something like the Hurricanum/Luminark, which played a pivotal role in Broken Realms and has appeared in official AoS art, such as here illustrating the Realm of Azyr.

    dbmfDooFJPakMKe8-1440x811.jpg

    I would bet that this kit stays in AoS unless it gets replaced, and that it doesn't get replaced for another 5 years or so at least. Which is pretty funny, considering it literally says "Emperor Karl Franz" on it. I think several 8th Ed/End Times kits are in that category.

    • Like 1
  6. On 4/13/2024 at 12:59 AM, TechnoVampire said:

    I had the same reaction. It felt like a rebranding of the current system, minus the narrative intrigue. The new subfactions (“battle formations”) appear to have all the same kind of restrictions as before (relating only to specific unit types), however now there’s is no lore… which apparently allows us to paint them however we like for the first time.

    I’m also concerned that there might only be a single trait for each battle formation, which to me would feel like dumbing down faction rules, while keeping numerous core rules I’d happily have seen stripped away. That’s the oposite of the kind of “streamlining” I’d like to see, but hopefully it’s not the case 🤞

    I have been thinking about this whole "battle formations" thing, too. Like others, I don't really see it as a super big improvement. Even though you were never required to paint your models a certain way to get access to subfaction rules, I suppose it is somewhat nice for people who do feel a strong compulsion to do this kind of thing, but would like to paint their guys differently/use a different subfaction's fluff.

    I was recently thinking about how I never used Living City even though I think ambushing is pretty fun. Mostly it was because I have a tech-heavy cities army, so I think I kind of just mentally skipped over the nature subfaction. I might have considered them more seriously without the fluff mismatch. But I am not really convinced this kind of benefit necessitates a restructuring of the whole subfaction system.

  7. 23 minutes ago, DeLewko said:

    Gw has a tendency lately to leave 1 elite infantry untouched when redoing a line, see seraphon with temple guard and sbg with grave guard. No idea when they will update those kits. Theory floating around was that they left it for warcry update, but it has been 3 years since sbg was released and we still have them.. 

    they will 100% be updated since we got the test models through WHU and I hope its pretty soon 

    I honestly don't think it's any deeper than "When did this kit come out? 8th ed? Let it ride for a few more years.".

    Although Grave Guard definitely deserve better.

    • Like 2
  8. 1 hour ago, Ferban said:

    OK.  I've seen the reaction to switching up the Hallowed Knights as the default color scheme instead of the Hammers of Sigmar.  So I know that this is an unpopular opinion.  But am I the only one that prefers the golden boys?

    The silver looks good too, don't get me wrong.  But it feels sort of like ordinary knights in ordinary armor.  Whereas the gold "sigmarite" armor felt otherworldly and rare - both evocative of the Stormcasts themselves.  Plus, I never understood the hate for blue (capes) and gold (armor).  Blue and gold isn't a totally unknown color pairing among sports teams.  

    Anyway, I'm OK being wrong on this one.  I'm just hoping that there's at least one other person out there who likes the Hammers paint scheme. 

    It's not like gold/blue is a bad colour scheme, but I think anything that is mostly painted gold is hard to make look good.

    I like the colour scheme change because it illustrated the change in the characterization of Stormcast. When they were the big heroes retaking the realms, they were painted in gleaming gold. Now that they are tragic characters ravaged by their past, they get painted in more down to earth, more natural steel and leather colours.

    • Like 4
  9. 8 minutes ago, Tonhel said:

    It is clear that GW wants to attract some of the 40k players to AoS via SCE. This is a good move, because it means more profit for AoS and this then results in more investments in AoS.
    Maybe at the cost of 40K, but perhaps also that 40K profits will remain the same, but that AoS will come closer thanks to the upcoming new edition.

    I saw this graph in the Honest Wargamer discord and it shows how huge 40k is.

    image.png?ex=662cd930&is=661a6430&hm=217a4846cc1790dac0f88c9424bceb6895b48c3664c0b90a3be95997335e5b48&=

    For completeness, also a graph of TOW and AoS. It proves nothing, other than that 40K IP is immense.

    image.png?ex=662cd930&is=661a6430&hm=13448d5847e7713ec7188bab679dd830167af376906d6bb1cef70596b2a44134&=

     

    I can't view these images, could you reupload them?

  10. 29 minutes ago, Gitzdee said:

    Im not bashing one or the other. Just think they have a similar design. These might draw in some 40k people because these stormcast feel familiar.

    On the one hand, we really don't have to pretend our Games Workshop holy knights that were supposed to be fantasy Space Marines don't look like Games Workshop Space Marines that are supposed to be holy knights.

    On the other hand, I still think Stormcast look way cooler than Space Marines.

    • Like 7
    • Haha 2
  11. 16 minutes ago, Ookami said:

    Oh my god, I love how new Stormcast significantly changed the style with this new Darksouls-BlackTemplars-Berserkerish vibes. Must keep head cool and not start a new army, when the pile of shame is still so big. But I just can't - GW made a good work here. Chances I am going to start SCE are higher every new reveal.

    I was just thinking about the evolution of the Stormcast aesthetic. It seems to me that the first Stormcast models were at least somewhat inspired by the World of Warcraft art style (with its exaggerated triangular physiques and huge pauldrons) that dominated fantasy art for a while. Which is funny, considering that the Warcraft games, in turn, draw a lot of inspiration from Warhammer in the beginning.

    I think the newest Stormcast looking more Dark Souls inspired illustartes the change in the popular taste for fantasy media. And again the DNA of Warhammer is in the mix, given how Dark Souls aims to capture the feeling of early western fantasy games like Dungeons and Dragons from the perspective of a Japanese teenager who only half understood what was going on at any moment. Of course, with the history of DnD and Games Workshop being so intimately connected, things are coming full circle once again.

    That's the nice thing about cultural exchange, all kinds of art pieces keep being created and constantly influence and enrich each other.

    • Like 11
  12. 53 minutes ago, Big Kim Woof-Woof said:

    People keep telling me that I'll grow to loathe the Citadel pots once I spill one. Hah! 

    It's only really a problem with their washes and stuff, but those are their most expensive paints, as well.

    It's not like the pots are a deal breaker if you are used to them, but dropper bottles are just so much more hassle free.

  13. 1 minute ago, Thugmullet said:

    Iv been putting the artifact on the lance actually.

    It's 3+ 3+ - 3 rend and 4 damage on the charge. With the order for an extra attack it's 5 attacks. All goes to plan he's also following strait on from the strike first dragon on same unit. It's a lot of fire-power. Drops off if he's not on the charge but I just gotta trust I can get the charge off first and they should kill whatever they touch. There best buddies my griffon and dragon.

    If I was using the hammer, would go with the lance/hammer combo, as well, for what it's worth. I think it makes sense to kit out the Griffon for a really scary charge/alpha strike. It has really good mobility and with counter-charge/engage the foe, it seems very scary. -4 rend on the charge with counter-charge is no joke, and getting counter charges had been really easy in my experience.

    • Like 1
  14. Currently mostly Vallejo since that was the general recommendation when I came back to painting about 5 years ago. No real complaints about their paints, either. Both model color and game color work well. A notabe exception to this is that I the classic Army Painter washes (Strong Tone and Dark Tone).

    I have a few contrast paints. They are good, but the Citadel paint pots are such a downgrade over dropper bottles. I spilled both the white and black at some point, which given the cost is pretty annoying. These two things, cost (citadel is about 1.5 times the price of other good model paints at no increase in quality) and the paint pots, make me avoid Citadel overall. I kind of feel like I have progressed past the Citadel system in my painting, anyway. For beginners, it's nice to have the structure, but once you get comfortable mixing paints and using the color wheel, you don't really need it.

    Currently, I am looking to maybe get a speed paint set. I already use inks a lot, and speed paints are kind of just purpose-made model painting inks. I am hearing good things about the new Army Painter and Vallejo ranges. Might go with army painter, since their washes are already my go-to.

  15. 8 hours ago, Thugmullet said:

    Iv got the hammer for the griffin for the damage and rend.

    It's probably the best character to put it on. I am still a bit split on the Warhammer. It's cool, but it adds, like, 2 damage per activation. I don't know if it's even worth it, really.

     

    8 hours ago, Thugmullet said:

    I take it out for friendly games but. Hurricanum is great. It's one of my big loves with COS. My issue is to take it I'll be dropping the Steamtank or one of the monsters. And I want both. Im basically running the griffin and dragon as one monster so don't want to split them up.

    I get that, honestly. I am planning a monster-heavy list with the Griffon and Tahlia Vedra at some point, and I think I won't be putting the Hurricanum in that, either. It does not pair that well with fast stuff that wants to move around a lot and charge, since its buff range is pretty small (9" wholly within). Great with Steam Tanks, though, and probably in some other situations.

     

    8 hours ago, Thugmullet said:

    Iv only played 1 game with lethis. Iv been using mysthavn.. The hero move on monsters etc is top shelf. Might go back if lethis doesn't help much.. Prob with lethis is it's strong, but only if your rolling 4+ on the day. We'll see how it plays out.

    I am definitely interested in hearing about your experiences with Lethis. The prayers look like they should be fun and impactful. Make sure to get those games in before 4th drops and we move to battle formations.

  16. 15 minutes ago, Dragon-knight77 said:

    You can call them Sigmarines of you like

    that a name most of us SE fans sort embrace (it has a nice ring to them)

    I think it's actually way funnier to call the guys from the other game Spacecast Eternal. 

    • Like 3
    • Haha 3
  17. I will add my impressions real quick. I have had three games so far post-scroll. So far, I am still winning (or at least competeing).

    8 hours ago, Thugmullet said:

    Iv moved away from the fusiliers now. Iv decided I don't like the points sink and I personally don't play castle lists very well anyway, which is what the fusiliers were leading me towards.

    I have run Fusilisers twice since the nerf. I find that they still do OK damage against low-armour targets. But how valuable is that, really? Their Unleash Hell is really bad now. It was a big threat with the added mortals, now it barely matters. A block of 20 is unwieldy and needs to be protected, necessitating screens. That, coupled with the higher points, makes me agree that they are not really worth it right now. With current rules, I'd like to see them at 140 or so points.

    I am thinking of switching to Cavaliers for a bit. I had a test game using Misthavn, and getting that juicy first turn charge is pretty easy.

    8 hours ago, Thugmullet said:

    1) I'm finding COS very command point heavy. I'm always running short of what I need.

    I have not had that problem because my list runs a Hurricanum and Alchemite. They save a lot of points on All-Out Defense and Attack. I think more human  lists should look into the Hurricanum. It pays for itself every game for me.

    8 hours ago, Thugmullet said:

    2) limited healing for heroes

    Yeah, same for me. I have tried running heal and the Blackwater artefact on a priest Steam Tank, but didn't need it in the one game I brought them. I will keep testing. For the Tanks, save stacking still helps keep them alive pretty well, but not being able to heal them 3d3 is certainly a noticable downgrade. 

    8 hours ago, Thugmullet said:

    3) limited mortal wound output for use against warded targets.

    Again, the Hurricanum helps a lot with this. Can't recommend it enough. Between Chain Lightning and Storm of Shemtek, it contributes a lot.

    I am also not at all shy about charging Zenestra into combat for an extra 2d3.

    8 hours ago, Thugmullet said:

    4)theres so much offensive output in the game now, combined with high movement, lots of mortal wounds and lots of recursion any big blocks of infantry I'm taking are either dying before they can get in or are trading against units that come back.

    I currently run 10 and 20 infantry blocks, but they just die if a hammer gets into them. So, accurate. They occasionally live if they are on a 3+ save, 5+ ward, at least. But you really cannot count on the Zenestra ward being up all the time. 

    8 hours ago, Thugmullet said:

    5) hard to get battletactics.

    Feeling this one pretty strongly in my human only list. I have never got the two shooty tactics to work. Mount the Charge and Raise the Banner are managable, though.

    8 hours ago, Thugmullet said:

    6 elf units to help with the book BT for charging 3 elf units in a turn.

    I like your list and I like this idea. I have personally not movef out of humans because the opportunity cost is so high, though. The Tanks and Hurricanum are very good for me, and they all benefit a lot from the Alchemite, Zenestra and Command Corps. Every human unit I add also benefits from them, so I am personally hesitant to dip into elves or dwarves.

    8 hours ago, Thugmullet said:

    Battlemage has spell for making Stank 2+ unrendable save.

    Consider just save stacking with AoD, Finest Hour and Mystic Shield. Most of the time, just two buffs are effectively unrendable. Sometimes even just one.

    Plus, I think you don't get Blizzard and a lore spell. Or are you spending an enhancement on it?

    8 hours ago, Thugmullet said:

    Lethis picked as it offers

    an additional heal the steam tank wants,

    Removal of wards to counter our lack of MWs

    And an additional command point on a 5+ which if it goes off is very needed.

    Mortal wounds on 6 for the army.

    Let me know how that works out for you! I ran the number on Lethis once and came to the conclusion that, for my list, it was not quite worth it. The removing ward prayer in particular has a high chance not to add any value, although it is certainly a magic bullet against those high ward characters (if you can roll a 4+).

    I want to run Lethis because it's just the coolest city, but so far I am still sticking with Hallowheart and Misthavn. Not sure which on I prefer yet. Well, realistically it won't matter in 3 months, anyway.

  18. 2 minutes ago, Tonhel said:

    Lol indeed 🙂

    But does the removal of sub-factions also mean that I lost my free cities in CoS and my damned legions in StD? Are these replaced by formations? I hope I am wrong, as that would be a real shame. 

    If Cities are treated like Stormcast it will certainly be a signigicant shift in their design. They currently have one allegiance ability and 12 subfactions. Reworking that into 4 abilities and 4 subfactions would be a challenge.

    • Like 1
  19. 35 minutes ago, Sception said:

    I kind of wish 'all out defense' had been -1 to be hit instead of +1 to save.  It would have had pleasing symmetry with all out attack, & more importantly imo save stacking is a bit excessive in 3e and I would have preferred to see some of the save buffs removed.  Oh, well.

    Some might have been removed. There were three easy save buffs available in 3rd: All-Out Defense, Mystic Shield and Finest Hour.

    Did we get confirmation that Heroic Actions are still part of the game? With new Rally replacing Heroic Recovery, it seems possible that they might have been cut, which would remove Finest Hour.

    But more importantly, save stacking might have been removed. The overhaul so far certainly looks like they might have closed the "stacked saves negate rend" loophole. If that is gone, I don't even mind if save buffs proliferate again. Especially now that they have unlocked unit roles and anti-unit role tech (e.g. ANTI-INFANTRY(+1 rend) from the Stormstrike Chariot warscroll).

×
×
  • Create New...