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Neil Arthur Hotep

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Posts posted by Neil Arthur Hotep

  1. 26 minutes ago, Beliman said:

    There is a theory (at least in my head) that Abilities will not ban persé the use of other Abilities. So, the Ability that let your units run, will not say anything that you can't use abilities that let you shoot or charge.

    Instead, the Keywords are going to be the ones that will ban other abilities.

    If you want to use any Ability with the SHOOT keyword, you can only use it if your unit didn't use any ability with the RUN keyword previously in the same turn.

    If that's the case, I think it's fine because it will be easier to follow, just look in to the keywords to see if you can do it or not.

    Your units are going to (Redeploy - RUN) and follow up with a (Counter-Charge-No keyword), but not (Redeploy - RUN) and (Covering-Fire - SHOOT).

    Which is honestly great because it removes the need to spell out all the edge cases all the time. Also, by default, that kind of system errs on the side of being permissive: If your unit has "run and shoot", it can by default also use Redeploy with Covering Fire. The last few editions were a bit too "no fun allowed" at time, because the rules made it harder to separate intended and unintended combos. This should be much easier to do now.

    • Thanks 1
  2. 1 minute ago, Tonhel said:

    If TOW keeps doing well Vampires will come, but I expect it will be more when AoS enters 5th edition. They have still 5 arcane journals to release and probably 1-2 campaign books that's focussed on the core factions. But imo everything from halflings, kislev and legacy factions is on the table. "If" TOW sells well ofcourse. Remember that they said the "the scope of the project has changed". 😃

    Yeah, that seems realistic to me. I think we need to recognize that the TOW factions are set for the time being. For Vampires Counts or any other Legends faction to be made Core, new planning decisions would need to be made. I would not expect that to happen before TOW 2nd, more likely 3rd edition.

    • Like 3
  3. 3 hours ago, Beliman said:
    • 10 Commands in total. 6 are resolved at the end of their phase (after the current player ends all Abilities) and the other 4 are Reactions:
      • Reactions: All-out Attack (buff ATTACKS), All-out Defense (buff the target of an ATTACK), At the Doubles (buffs a RUN), Forward to Victory (buffs a CHARGE)
      • Others: Rally, Redeploy, Covering Fire, Counter-charge, Magical Intervention, Power through.

     

    I really like this bit, where all the generic commands are either in reaction to something very pertinent or just end of phase. I missed the windows of opportunity for Rally and Redeploy so frequently last edition, because they were so awkward.

    Now the player who has control can just go "I do all my stuff. I'm done now. Move to end of phase." and you know immediately that it's time to Redeploy or Magical Intervention or whatever. Seems like a huge reduction of mental load.

    • Like 4
  4. 10 minutes ago, RetconnedLegion said:

    Nor is dropping a range of plastics after only six years. The fact my Catachan army is still based around a kit released in the late nineties is an example of how the opposite has been the norm, that plastic kits linger.

    I found the point Tom Lyons made on the most recent Warhammer Weekly pretty interesting. His idea was that the removal of the Stormcast Sacrosanct models is explained by a shift in product management of the Stormcast line. Sacrosanct would have been sculpted and put into production during a time when the overall plan for Stormcast potentially still was for them to be fantasy Space Marines, with all that would entail. Specifically, with separate kits and books for different Stormhosts or Chambers.

    The realities of how the AoS player base interacts with Stormcast turned out to be so that this plan had to be changed. Looking at the current wave of Stormcast, with its focus on refreshed models and a new unified aesthetic, So the shift would be from Stormcast as a huge faction with potentially books and model lines for its individual subfactions to a more regular faction that works like everyone else.

    • Like 4
  5. 16 hours ago, Kronos said:

    This is the second post I’ve seen in a week about Vampire Counts returning because of the Success of Old World. Anyone heard similar. I don’t know the reliability of this but it’s not too far fetched ? Consume with salt. 

    IMG_7508.jpeg

    I find it plausible that Vampire Counts could be the first army to graduate from Legends to Core, but this particular rumour post has zero credence from me. It is just too obviously fake.

    But Vampire Counts have a lot of potential for old models to be brought back (a bunch of characters, the old Black Coach, old Skeletons and Zombies...). I think if Gravelords get another update in 4th, we might be at a point three years from now where Vampire Counts could make their return.

    • Thanks 1
  6. 27 minutes ago, Gaz Taylor said:

    Yup, especially as it can be used to move units to contest objectives or get into your opponents part of the board (depending on how you win games in new edition). Also seem very powerful when used with some unit abilities with how they've sneaked this into the preview! 

    AoS Commands Apr10 Warscroll1

    That Anti-Infantry keyword has me unreasonably hyped.

    • Like 1
  7. 6 minutes ago, Ganigumo said:

    Bonus CP to player with less VP seems like its better than the player going second, but it creates an incentive to sandbag the VP line to get those CP. This is already a problem in that one Battleplan where the losing player removes objectives.

    I have seen designers say that they like to build games where being close to winning and losing look very similar, because it keeps the finale exciting. It's nice in theory, but I suspect different players respond to it differently. 

  8. 3 minutes ago, The Red King said:

    I don't think charging shouldn't cost 2 only that it should be the same as shooting.

    Having recently played a Cities army with counter shooting and counter charging abilities, if I have to choose I'll take the counter charge. Especially if I am shooting at -1 to hit.

    If you like, swing over to the Cities discussion thread where I frequently post about counter-charge based shennenigans.

  9. 1 minute ago, The Red King said:

    Why does charging cost twice as much as shooting when you already have a much shorter range and unreliable result?

    Counter charging is really strong, can totally swing combats and triggers relevant "on the charge" abilities like impact hits. Flying units can even charge over screens on reaction. 2 CP seems justified, IMO. At least relative to All Out Attack and the like.

    As for shooting, if they forgot to remove mortals on hit again, I think that ability will eventually move to 2 CP, too. But maybe they actually cut that out of the game in their warscroll overhaul. Let's wait and see.

    • Like 1
  10. 5 minutes ago, Sception said:

    A unit can still only use one command per phase

    Not 100% sure if that means they did away with giving and receiving commands. I think they might have, and it's just "a unit uses a command" now.

  11. 16 minutes ago, Clan's Cynic said:

    Another 4.0 rules preview, this time covering Command Abilities and Reactions. 

    There's a lot of pictures, so I won't post 'em all. As usual the article is worth a read.

    MhLAqoHAcYWBwqeh.jpg

    UoY2L3BkiFvhnHQX.jpg

    Z6IzZlgj2WZUGGn1.jpg

    BpCpCsfQ4RcMQJyD.jpg

    I really like the ability to shoot and cast in a limited form on the opponent's turn. Those are fun innovations.

    Variable command point costs increase complexity a bit, but I think they might be a good change overall because it allows for more impactful commands to have an appropriate cost. Like the counter charge ability, which I was initially worried about. But also potentially unique commands for special characters.

    • Like 1
  12. 2 minutes ago, Flippy said:

    Very nice! I firmly believe that the model is not done until the base is done as well.

    That's how I usually see it, too. I only posted this guy WIP before because I expected the base I ordered for him to take a few weeks and I wanted to contribute to this month's thread. But it arrived quicker than I thought, luckily :)

    But a nice base really changes the framing of the model. For this one, I find that the warm reds and browns on the base make the cool blues of the model stand out a lot more (compared to the primer white of the temporary base I had him on).

  13. 7 minutes ago, Snorri Nelriksson said:

    Fimirs in 40k KT does'nt make senses though...maybe he misheard the rumor(Fimir for warcry?for aos?).

    Fimir for Old World if anything. AoS players don't care about Fimir (by and large) and 40k players double don't care. TOW is the nostalgia-driven "remember this?" game.

    • Like 1
  14. 4 minutes ago, Swamp Trogg said:

    A challenge to logic? Hum... Gotta try something... 

    Here me out, guys. 

    @Whitefang

    Fimirs? Pretty please...

    If Beasts of Chaos are squatted from AoS only to be replaced by Fimir, I'll have some choice words for GW.

    • Haha 1
  15. 1 minute ago, Someravella said:

    I would keep only "Silent" (insectoids?), "Change" (Tzeentch? Morghur?), and "Hungry" (Ogors?).

    If "lore" and "realms" are important, my first idea would be Lumineth Realmlords and their Loreseekers.

  16. Just now, Ejecutor said:

    Wow. It looks fancy!

    He is a fancyman :)

    I wanted a model that looked a little less haggard than the normal Cavalier Marshal, because my army is from a city that is proud of their wealth and artisan skill. But I still wanted him to look like a soldier rather than a knight.

    I think I got there in the end, and I think the added AoS bits actually make the model read as Cities of Sigmar instead of Imperial Guard at a glance. I swapped out his gun for one from the old Pistolier kit, as well. You can see it a little in this picture.

    20240407_192622.jpg.a2f30c74f1cebcd34204d1654a3b436a.jpg

  17. I got my kitbashed Cavalier-Marshall painted, finally.

    20240410_091401.jpg.7c0997598576c8cbe1fa094fffabdada.jpg

    I think the Lord Solar kit is a pretty cool option if you want an alternative Marshal (although the regular one is pretty great). The robot horse is pretty great if your army is based in Chamon.

    I used foot Marshal and Freeguild Cavalier bits on this guy. You will need to source a base if you are interest in doing this conversion, because the base size of the Lord Solar is quite significantly different from the Cavalier Marshal.

    • Like 2
  18. 50 minutes ago, Still-young said:

    Synergy across games seems to be almost the opposite of how GW work, especially with like the Old World/AoS divide…

    It's a business choice, IMO. If you want to grow the player base, you make your games easy to get into (sharing models). This is the purpose of Kill Team and Warcry. They are games in their own right, but also entry poinzs for 40k and AoS.

    If you want maximum monetization, however, you make people buy separate armies for each game, like AoS and TOW. GW is already the market leader in tabletop games. They don't need to spend extra resources to grow their player base. So they frequently don't.

  19. 8 hours ago, PiotrW said:

    On the other hand, they said they will be moving these models to Legends next year. So, here's something I'm wondering: does the stuff in Legends really receive updates? I haven't checked the app, but the last PDF warscrolls for Legends models available on WHC are from 2021. Have there been further updates for these models in the app?

    They updated a few Legends warscrolls at the start of 3rd ed, if I recall correctly.

  20. 2 minutes ago, Tonhel said:

    The new skaven are phenomenal, but for the average painter / hobbyist these are really close to the IoB skaven, just more detailed and the very gritty paintjob helps😀.

    Personally, I think the big advancement is the variation in poses. I think that will make these guys look a lot cooler compared to the IoB sculpts, even painted to the same standard.

  21. 3 minutes ago, The Lost Sigmarite said:

    Think these come in units of 20 or 10 ? I hope 20 just like the zombies/skeletons/hobgrots...

    Are Clanrats the worst infantry unit in Skaven? If so, 20s, considering the changed reinforcement system. Since double unit size is the max now, I think any faction that can be characterized as a horde (Zombies, Skaven, Gitz) needs a 20 base size unit to make that workable.

    • Like 1
  22. 7 hours ago, Luperci said:

    I also do not buy that the TOW/specialist games studio team strongarmed the main studio into giving up all this minis for exclusive use in TOW. 

    My best guess would be that BoC were slated for a big remaster eventually but due to some change of priorities within GW(maybe a new chaos faction like chaos duardin being focused on) caused them to completely axe any future plans, and the TOW release is just fortunate timing for them

    I think this is more or less the most plausible explanation right here.

    GW plans their releases pretty far in advance, but not decades in advance. The decision to remove Beasts from AoS was probably made before the announcement of the TOW core factions in May last year, but probably not long before that. This is conjecture, but I think Beasts were in the same boat as every other old WHFB faction for most of the lifespan of AoS: The plan was probably to update them eventually, but there was no clear time line beyond the current and next edition at any time.

    TOW getting greenlit made it a necessity to divide factions/model lines between the two games, due to the GW-internal separate profit sheets. I imagine it was at the meeting where this was discussed that the AoS/Citadel team decided that they'd rather give away the BoC line and focus on building another original faction in the future, or something like that. I don't think there is a long running conspiracy and re-distribution of BoC models to other factions or anything like that.

    • Like 5
  23. 13 minutes ago, Tonhel said:

    I don't think a legacy faction is set in stone for eternity.

    Again, if GW will continue with support for TOW and that the sentence "the scope of the project has changed" has some substance, than it is perfectly possible that Vampire Counts, Daemons and Dark Elves will become a core faction sooner than later.

    They can't keep Vampires away from TOW, just because the Vampires are already in AoS. I don't believe that for a second. To much cool campaign stuff they can do with it.

    image.png.3adbe5380fcc9028c056157c0a75b690.png

    I agree, factions that are legacy in TOW don't have to worry about being removed from AoS.

    The path for legacy factions to graduate to core faction status is by having their old kits re-released instead, which I think is very possible for Vampire Counts. They have a bunch of old models that some people might want.

  24. 10 hours ago, The Red King said:

    What a fun conversation to have to have a DECADE into the life of the game.

    Yeah, I was also thinking that it sucks that we have to consider which model lines are safe or in danger at all.

    It's one thing to note "models that are originally from WHFB are going to very likely get reimagined at some point", but the whole Sacrosanct thing really is a big detriment to the community trust GW has been building the last few editions.

    • Like 3
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