Jump to content

Kaizennus

Members
  • Posts

    71
  • Joined

  • Last visited

Posts posted by Kaizennus

  1. 4 hours ago, Kitsumy said:

    "We’ve also decided to round off points values to the nearest 10, to make list building a bit easier. "

    idoneth eidolon of sea: 325........

    great work like always gw!! i hope it get fixed in a future faq of a faq like always lol

    and some bases changed?? im not sure but kroak having same base as kroxxis and pterodactils semms weird or some foot heros like astrolith and eternity having 40 instead 32

    For some reason blood knights are listed as being a smaller base size as well (same as black knights now). Almost certainly a typo, especially since they wouldn’t even properly fit on those bases.

  2. I had my first game using the leaked rules for the new season.

    I ran this list since I wanted to play around with the new champions mechanic. Originally I had something even fluffier that used 6 champions, but decided to run a list that at least had some semblance of a normal army.

    Spoiler

    Allegiance: Soulblight Gravelords
    - Lineage: Legion of the Night
    - Grand Strategy: The Day Is Ours!
    - Triumphs: N/A

    Leaders
    Wight King (90)*
    - General
    - Command Trait: Unbending Will
    - Aspect of the Champion: Tunnel Master
    - Artefact: Morbheg’s Claw

    Necromancer (130)*
    - Wizard
    - Lore of the Deathmages: Overwhelming Dread
    - Artefact:Arcane Tome

    Vampire Lord (140)**
    - Wizard
    - Lore of the Vampires: Amaranthine Orb

    Vampire Lord (140)
    - Wizard
    - Lore of the Vampires: Amaranthine Orb

    Mannfred von Carstein, Mortarch of Night (400)*
    - Wizard
    - Lore of the Vampires: Fading Vigour
    - Conditional General in Legion of the Night


    Battleline
    40 x Deadwalker Zombies (240)
    - Reinforced x 1
    - Battleline

    30 x Deathrattle Skeletons (240)*
    - Reinforced x 2
    - Battleline

    20 x Grave Guard (280)**
    - Great Wight Blades
    - Reinforced x 1
    - Conditional Battleline with Wight King general

    10 x Grave Guard (140)
    - Great Wight Blades
    - Conditional Battleline with Wight King general

    Units
    5 x Blood Knights (200)

    Core Battalions
    * Warlord
    ** Galletian Command

    Total: 2000 / 2000
    Reinforced Units: 4 / 4
    Allies: 0 / 400
    Wounds: 149
    Drops: 10

    Overall, I thought that new season rules are much better than last season's. Not just for SBG, but for the game in general.

    As for Soulblight specifically, I felt there were some good and bad things for us in the new rules.

    New Battle Tactics:

    A Matter of Honor
     Pick 1 enemy GALLETIAN CHAMPION or SWORN BODYGUARD unit on the battlefield. You complete this battle tactic if that unit is destroyed during this turn by an attack made by a friendly GALLETIAN CHAMPION or SWORN BODYGUARD unit

    - I think this is possible if you run Grave Guard as a bodyguard unit (thought that means taking the special battalion). Our heroes however, have little hope of pulling this off. Unfortunately, GG are slow and difficult to setup, so it might not be easy to get them the opportunity to pull this off.

    Lead The Assault
     You complete this battle tactic if at least 2 of the objectives you control are in enemy territory and are each contested by any friendly GALLETIAN CHAMPIONS.

    - This tactic is already very situational because not many battleplans have 2 objectives in enemy territories. In addition, controlling two "homebase" objectives and having two champions on them seems very difficult for us. The Wight King and Necromancer are slow, and generally want to be babysitting other slow moving units. The V.Lord can move kind of fast in some situations but again, they are so easy to kill that you don't really want to have them running off on their own and they aren't likely to solo claim an objective unless nothing is there.

    United Offense
     Pick 1 objective controlled by your opponent. You complete this battle tactic if you control that objective and 2 or more friendly GALLETIAN CHAMPIONS are contesting that objective at the end of this turn.

    - Definitely doable, and encourages you to have at least two champions. This is fine since there are a lot of lists that want to run V.Lord and Necromancer anyway. It takes some planning to get off though since the Necromancer (or WK) is so slow, and you need to have a good target for it. Probably good for those games where there's a center objective that can be flipped several times in a game.

    Cunning Maneuver
     Pick 1 friendly GALLETIAN CHAMPION on the battlefield that is more than 3” from all enemy units. You complete this battle tactic if at the end of the turn that GALLETIAN CHAMPION is more than 3” from all enemy units and is contesting an objective you control that is wholly outside your territory.

    - Basically a freebie, and a good option for a turn 1.

    The new battle tactics aren't super great for us, a few situational ones and one freebie (which is nice). Unfortunately, when you combine this with the other returning tactics Gaining Momentum, An Eye for an Eye, Desecrate their Lands, This One’s Mine! means that we might struggle to consistently score tactics. I think this will be another seasons where faction specific tactics will really help some armies reach that full score potential and I don't think we fall into that group.

    No Retreat, No Surrender (Realm Command)

    - Most of our stuff wants to pile-in, but this works for Blood Knights so it maybe has some play. Probably better for some of the more elite factions.
    Grinding Teeth of Gallet (Realmsphere Magic)

    - This one can be really punishing against us since we want to be camping objectives with lots of bodies, but on the flipside we are a relatively magic-heavy faction and pretty much always have a caster (whereas some armies need to actively decide if they want a wizard or not) so there are bound to be times when we can use this to punish some opponents as well.

    Strike at the Opening (Heroic Action) / Lead by Example (Heroic Action)

    - The first action isn't that great for us since none of our champions are particularly amazing fighters, but it does give us the opportunity to maybe get a hero phase attack in with Grave Guard. However, I think this might sound better than it really is. Do you really want to have your champions actively in melee? We are also super hungry for CP so giving up that one potential point a turn can hurt.

    Desperate Action (Season Rule)

    - Pretty cool, basically a straight up buff for everyone. Even if you don't use the combo action above, this might allow us to do something like get off a heroic recovery or something while still rolling for the CP.

    The Key To Victory (Season Rule)

    - Very nice rule for us since our little buff heroes were so vulnerable to shooting in the past. We also don't have any real shooting of our own so this is just a straight up buff for us.

    Galletian Command: United in Purpose (Battalion)

    - We already have this baked into our rules with the White Dwarf update and honestly ours is better since we can trigger it with our bigger named heroes. This might be useful for our opponent's though, and we might be on the receiving end of some pretty painful double-whammy's.

    Thoughts For List Building

    - I don't think it's worth it for us to play heavily into the champion builds and go hard for the new tactics or special rules. Our little heroes just aren't durable or combat worth enough to justify it. 

    - The bodyguard battalion might be useful, or it might be better to aim for 1-drops so you can control that opening turn a bit more. Interested in trying this out a bit more, but it seems like GG are the only really worthy targets for this.

    - This season's tactics look to be a little difficult for us. They still favor aggressive, hard-hitting gameplay and that isn't really our forte. 

    - So, while it seems like a lot of the new stuff isn't particularly amazing, I think we actually end up in a better spot overall with the removal of bounty hunters and inherent 2 rank fighting. I think our "normal" lists from the original GHB season are stronger now. It's now much safer to bring support heroes without worrying as much about them getting sniped, and he removal of bounty hunters and elite units fighting in two ranks means our typical battleline stuff is viable once again.

    For my next game I'm probably going back to my "normal" casual Vyrkos list since it actually had a lot of points nerfs and now maybe I can move a few pieces around to put another strong piece in there. That list runs a V.Lord and Necromancer which can attempt some of the tactic stuff and isn't as vulnerable now to shooting.

    • Like 2
    • Thanks 2
  3. I’m not sure where this falls on the “popular opinion spectrum” but I’d love to see our style shift back towards the hero-centric style of Vampire Counts.

    There would be several design challenges to overcome in an AoS setting. Mainly somehow designing them a way to avoid being sniped while not making them too powerful. I think bringing back some kind of crumbling mechanic, but made to fit AoS rules, would be both thematic and balancing.

    I want my army to be loaded up with 6 strong heroes who are supported by the chaff and maybe augmented with an elite unit or monster.

    That being said, I don’t really think we need any dedicated ranges units and kind of hope we don’t get any. I’d also be worried that if they did give us one it would be a one-off unit with no support that wouldn’t really fit in a general list anyway.

  4. 22 hours ago, Overread said:

    So Wayland Games have a discount on Cursed City going on and I'm half wondering about getting a second copy and using the resulting two sets of soulblight models as the start of a force. 

    I know the zombies are pretty much going to translate over to a regular force pretty well, as will the Vargskyr, Vyrkos and Kosargi Nightguard. Since whilst the latter 3 are single pose, there's no other models for them out there and might never be (or the wait might be a long time). Plus they are more elite anyway rather than rank and file so having copies isn't as much of a problem. 

    The Ulfenwatch are tricky though, do they mesh well with the regular skeleton kit? Styles look the same, I'm just curious if they "rank up" well. 

    Spare bats can likely stand in easily as fell bats. 

     

    So is it worth going that pathway? Is it a sensible viable start? Accepting that I'd likely have to convert/offload the spare parts from the second set. 

    I’m going to go against the grain here and suggest not to go this way unless you were really comfortable with selling off the extra stuff and really wanted to double down on some of the exclusive units.

    I think if you’re looking to get into Soulblight as an actual playable army your money would be better spent on “real” units to bolster a cursed city flavored army. That probably means picking up stuff like Belladamma, wolves, a box of zombies (you can use the CS ones for the extra zombie models you might need, and whatever else fits your fancy.

    The only time is really encourage double CS boxes would be out of necessity, like limited access to other kits or if you maybe got the second box for free/ significant discount.

  5. 5 hours ago, Vasshpit said:

    Id imagine kruleboyz "big yellers" sub faction would work well. 

    Gives you crossbow battleline in the Boltboyz

    Gives you a small "peasant mob" in the hobgrots. Can even say they're throwing "torches" instead of bombs. 

    Their magic could be portrayed as alchemical with potions, fog, etc. Foot "alchemists" even get a "animal companion" or "familiar" in the pot grot and stab grot. 

    They have a big ballista option. 

    Could proxy the killboss on gnashtoof as a "chariot" as its quite big for human scale. All other mounts give plenty of proxy options. The mirebrute could be some fantasy witch hunting automaton or alchemical golem. 

     

     

    🤔 Yep, definitely Kruleboyz. heh. 

     

    I think this is a fantastic idea. Going through the traits it seems like it all pretty much fits thematically with an inquisition/Witch Hunter style:

    Venom-Encrusted Weapons -> poisoned weapons

    Kruelboyz Waagh! —> could work as a coordinated attack/hunt ability

    Noisy Racket re-themed as the enemy tired from being hunted down

    Lethal Surprise is basically traps in the wilderness

    Disappearing Act could be interpreted as distracting/misleading the enemy before the battle starts, or decoys or something like that

    Covered In Mud is basically camouflage 

    I think your ideas about models is good too. And overall the playstyle of a sneaky, primarily ranged army (but with some melee) could really fit the theme.

     

     

    • Like 1
  6. So I recently wrapped up my fourth Warhammer army (3 AoS and 1 40K). I’ve built all my armies for play purposes and have learned a fair bit about the hobby side, but have yet to really delve into the kitbash/mod/3D printing side.

    I’ve seen so many cool “conversion” armies, such as Seraphon Tau or Goblin KO.

    I would like to take a shot at making one of these conversion armies of my own, and I’d really love a “Witch Hunter” themed army. I realize it’s a bit hard to pad out a whole army on the theme, but I’m thinking something a bit more elite with things like peasant mobs or ranger/hunter types.

    Any thoughts on where to begin with something like this? Which army do you think would work well as the “rule set”?

    Any suggestions on models to use or convert, or 3D files to look for? This is going to more of a passion project as opposed to a tournament build, so I’m open to 3rd party options for this army.

    Any insight would be appreciated!

    • Like 2
  7. On 6/12/2022 at 12:37 AM, Ravinsild said:

    If the Blood Knights took down a hero in Kastelai with 3 damage on the charge would they be a proper hammer? I’m surprised to find that the horde mentality is gone. Used to be like minimum 60 skeletons or you lose. 
     

    i thought you had to embrace the horde to do well

    So the problem with hordes in 3rd edition was that the GHB2021 really encouraged killing things. Lots of battle tactics were based around killing targets and the meta shifted to high damage output armies that could cut through typical hordes (there was still some horde play though). Garagants were also really big last season and hordes didn’t play well into them either.

    Hard to say how the new season will go. I think the rules support elite infantry much more than mass units but we will have to wait and see how people build their lists.

    Maybe mass zombies will be really good, maybe it will be worse than ever. I’m leaning a bit towards the later because I think our horde pieces are going to get shredded by bounty hunters, but there may be ways around that too (I’ve been toying with the idea of lots of minimum sized units to just endlessly screen and overwhelm objectives with numbers).

    • Like 1
  8. I'm curious to see what the new "campaign" book is. Is this purely a narrative thing? Personally, I'm stoked to have more lore, especially if it is delivered in a nice hardcover book with lots of great illustrations.

    But it almost seemed like this includes the rules for next season too. Is this replacing the GHB? Is it in addition to the GHB? If it does have seasonal rules will they also be included in the GHB, or will you need both?

    I will end up buying both anyway, because I'm a sucker and I enjoy the books, but I'm worried about the other players in my group. Buying multiple books is a big investment, especially for more casual players and I could see many players in our group not wanting to pick them up, and unfortunately I find that sometimes helps kill the interest or leads to rules misunderstandings. Pirated versions will likely make do, even if it's just distributed between members of the local group, but I'm curious to see how it works out.

    • Like 1
  9. 7 minutes ago, Noserenda said:

    I dont think complexity attracts many players (though some, definitely) but it certainly repels them when implemented badly. No the biggest draws are always models and imagery, essentially marketing :D

    Thats just looking at GW sales over the years, typically the most complicated games are less popular but overall 40k has always been stronger, largely due to the setting.

    For sure, badly implemented complexity is a total turn off for most people, especially the casual crowd.

    I do think there needs to be a good balance between casual and hardcore interest however, since they do feed off each other. It’s the more active player base that generates a lot of online content and discussions (and hype), whether it’s on YouTube, Twitter, podcast, etc.

    Another important distinction, I think, is that complex rules are not necessary for a competitive, strategic game. Some of, if not most, really successful games really have a beautiful simplicity to them. The “easy to learn, difficult to master” mantra holds a lot of weight IMO, and should be the goal of GW’s design philosophy.

    • Like 1
  10. 29 minutes ago, Kadeton said:

    This is true to some extent, but I think what's more important to people is that the complexity is in the right places to suit their taste. Wargamers tend to have a very high tolerance for complexity overall, but some rules feel like they're just wasting your time, while others add genuine value.

    For instance, I enjoy the extra stuff - heroic actions, monstrous rampages, etc - that 3rd edition layered on top of the core. I'd like those systems to be more complex, even, because I find them fun but there's often only one obvious choice. But rules like a unit always being able to re-roll misses, or changing a weapon's Rend value based on the hit roll, or even just a unit having three or four weapon profiles - that's the complexity that I feel wastes my time, and it can get in the bin.

    Some people have the opposite preferences, obviously, and it's impossible to please everyone. But I think it's worth noting that whether people are saying "The game is too complex" or "The game is too simple", what they tend to actually mean when you get into the detail is "More of the complexity I like, and less of the complexity I don't like, please."

    I agree with everything you said~
     

    Another issue/difficulty is game length and how complexity affects it. Personally, I dislike the 3(+) hours it takes for a “good game” (ie: not a game where someone just crushes the other person in two turns). Like you said, rules like multi-weapon profiles, conditional re-rolls and buffs, etc all slow down the game and aren’t really fun. So even for someone like me who enjoys a deep rule set there’s also the counter-issue of game length.

    Wargame rules are not an easy thing, though I guess we’d all agree that GW could do better.

    • Like 3
  11. I agree for the most part. I think that overall this is a pretty useless balance update that doesn't accomplish much and does seem a little lazy.

    However, I am open to more of this "lateral" style balancing. The idea of making balance changes that aren't focused on points and warscrolls is an area that isn't explored enough. There are lots of ways this can be approached: army restrictions, terrain rules, battle plan design, etc.

    I think the idea of "kill points" is in itself kind of a neat idea, but I would rather it be something applied to every unit in the game. I think it could be an interesting additional stat line that could help balance the way games are scored. From my experience, many players actually really enjoy... killing things.. and I've played more than a few players who didn't really feel that engaged by chasing victory points on objectives or tactics (for what it's worth, I don't include myself in this group) and for these players a kill point system could be fun for them.

    However, something like that would need to be a full fledged change, like in a new edition or at the very least a new GHB. The half-measure we got instead is kind of silly.

  12. After following this topic for the week I think one thing that has become increasingly clear is that it is really hard to balance the enjoyment of the game for the different play groups/styles.

    For example, I've seen a lot of comments about how some players don't like the extra complexity of the game, and these players usually play less regularly (this is not an attack on that, just an observation. I imagine most players only play once every month or two).

    On the other hand, there are players like myself who feel the game is actually not complex "enough", and would like to see more sophisticated terrain rules, battle plans, etc.

    It's a tough balance. Players who want to pick up and play every now and then are going to prefer a simpler rule set, while those who play weekly will probably find more enjoyment in a more complex game.

    It makes me wonder if that is part of the reason why 40K has such a stronger online presence. Certainly part of it has to do with 40k being "older" and having more players, but I also think the more complicated rule set attracts players who play more regularly (and therefore are more likely to participate in online discussions). This is purely speculation though, I'd be curious to see if that matches other people's experiences.

    • Like 3
  13. So this thread was brought up by a member in our gaming group and I think it's an interesting topic.

    For context, I've been playing AoS for almost exactly one year (though I played Warhammer Fantasy "back in the day"). I've played roughly 60 games of AoS this year, most of them being 3.0 matched play games in a club setting (unfortunately the country I live in doesn't really have a tournament scene, especially since COVID). I'm probably in the upper levels of "engagement" of the game, playing more regularly than "average" players and also doing quite a lot of hobbying as well (I painted up three armies this year and am working on my first 40k one).

    The reason I mention this is because I imagine that my interest and level of engagement is pretty average amongst players on this forum. I think it's important to remember that those of us who engage in the game beyond game time are probably in the vast minority of players. I would imagine that the largest group of players (leaving out hobby-only people) play once every 4-6 weeks, probably with mostly unpainted armies, sometimes using proxies, and likely not even playing fully "by the rules". This isn't an attack on those people, they probably have a ton of fun and enjoy the hobby, but at the end of the game session these people are likely just tossing everything into a box and sticking it into a closet until their next game day and not really giving much thought to the game until then.

    The number of people actually participating on forums, listening to podcasts, watching batreps, following players on twitter, checking out tournament results, etc is pretty small. I wouldn't be surprised if we make up the 1% or so of actual players worldwide.

    And from seeing the comments in this thread and thinking about my own feelings I think that is maybe the biggest issue. Right now the game isn't very engaging to interact with on the daily. I'm sure many of check out warhammer stuff almost every day: we check this forum or other discords, we check warhammer community, etc and right now without any big releases or teases and with the meta pretty stable, there isn't a whole lot to talk about it seems.

    As for 3.0 itself, I think I do agree with most of what I've seen in this thread as well and I'll share my thoughts on that too.

    As an aside, I disagree with some of the comments saying that it's only a few loud people on this forum complaining, from what I've seen in my local community, online discords, reddit threads, twitter feeds, etc the game does seem to be in a bit of a lull at the moment (not claiming it's dead or doomed however, just a quiet time).

    So without further ado, here are my "complaints" or concerns about 3.0

    - Army Lists and List Building seems pretty boring these days. The game has a lot of internal balance issues and it often becomes quite easy to pick out the "strongest" unit. The current books/rules encourage unit stacking or spamming and often discourage "wide" builds. I can't think of any rules off the top of my head that rewards a list for bringing a variety of units. Most bonuses rewards bringing one unit over and over, such as how almost every book has that one "monster" subfaction that just lets you bring a bunch of dragons or spam an elite unit by making it battleline.

    - There aren't enough unit "roles" in the game IMO. I guess because of the simplified rules and warscrolls there's not a lot of "jobs" beyond hammer/anvil/screen. Even then the current meta strongly encourages powerful hard hitting units over pretty much anything else. I'm having a hard time describing this the way I want to but I think it fits into some of my other points later.

    - They've taken out too many "wargame" rules. I think AoS has kind of gone too bare bones in terms of classic wargaming rules. I know we don't want to devolve back into the Warhammer Fantasy days where you needed to know so many different things, but classic stuff like.. flanking, or LoS shooting (how some units can shoot volleys over friendly units while others can't), formation rules of any kind (I actually really like the LRL's shining company rules as an outlier), and bonuses for different "types" of weapons or troop types. It all sort of feels too.... video gamey? and not the complex kind. Like a lot of people I've been playing TW:WHIII and it's so fun to have things like units with spears getting bonuses for being charged or being stronger vs monsters, while stuff that dual wields are good at cutting through infantry, etc. AoS shouldn't be as complex as Total War, but I think it's too far gone the other way.

    - Terrain rules are boring and have little impact. I play at a club with hundreds of pieces of beautiful terrain. I like to arrive 20-30 mins early so I can set up thematic (but balanced) boards that fit the armies. If I'm Soulblight vs Stormcast I want to maybe set up a graveyard on my side of the board and a little fishing village on my opponent's with a river running through the center of the board and some forests scattered about. Then we pull out the terrain dice, roll them, see that there isn't any arcane or deadly and then basically shrug and say "well I guess we can just ignore the terrain now". I'm dipping my toes into 40k and their terrain rules look so much more fleshed out and exciting.

    At the end of the day I enjoy being able to hang out with friends, roll dice, and push my little toy men across the table. I love those clutch rolls that get people jumping around or yelling out, or those tricky plays where you snag an objective with a very carefully calculated pilein, or whatever. Then going out afterwards for some drinks and food and talking about the games, the meta, the lore, and other non WH stuff. I don't think that will ever change, no matter how "bad" the rules get, but I would like to see some complexity or changes introduced to the game.

    • Like 16
    • Thanks 1
    • LOVE IT! 1
  14. 27 minutes ago, KingBrodd said:

    What are we hedging our bets on for today? Another quick video with snippets of models? Any full model reveals?

    What are your wish lists for today?

    Personally I don’t care what specifically is coming out this year but what I’d like is a clear roadmap of what’s to come.

    • Like 3
  15. On 12/30/2021 at 4:08 AM, Liquidsteel said:

    I had a mini break from Nagash today with 2 games against my friends Slaanesh, obviously in my favour but was fun taking Vhordrai and Bella out for a spin.

     

    On topic, I next plan to test new Nagash with a slightly different build to before, running a brick of 10 blood knights with the lifeswarm in support. Between rally and lifeswarm you're looking at potentially 3 knights returned "for free". 

     

    Vamp Lord slots back in to unlock the additional endless spell. Certainly not as efficient offensively but the aim is to play with two main threats, bats for unleash hell, one unit of knights flanking if needed.

     

    It could end up just a gimmick but I'm excited to try it.

     

    Allegiance: Soulblight Gravelords
    - Lineage: Kastelai Dynasty
    - Grand Strategy: Hold the Line
    - Triumphs:

    Leaders
    Nagash, Supreme Lord of the Undead (955)
    Vampire Lord (140)
    - General
    - Command Trait: Rousing Commander
    - Artefact: Grave-sand Shard
    - Universal Spell Lore: Levitate

    Battleline
    10 x Blood Knights (390)
    - Reinforced x 1
    5 x Blood Knights (195)
    20 x Deadwalker Zombies (115)

    Units
    3 x Fell Bats (75)

    Endless Spells & Invocations
    Emerald Lifeswarm (60)
    Umbral Spellportal (70)

    Core Battalions
    *Battle Regiment

    Total: 2000 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 95
    Drops: 1
     

    I think with this list you’d at least want pinions on the v.lord. He’s going to have a tough time keeping up with blood knights and his artefact and CT both have limited ranges.

  16. Just now, Ravenborn said:

    Here’s another question; I understand Black Knights lost their freedom of movement, which has reduced their effectiveness. Do they still have any role to play in a current army? 
     

    I have five from my purchase, debating if I should bother painting them. 

    From a competitive point of view… no.

    if we’re lucky they might get some love in the winter update but I wouldn’t say it’s very likely.

    • Like 1
  17. 14 minutes ago, Ravenborn said:

    I’m also starting a new army, and currently building models. Do I need to build more than my list includes? 

    By this I mean; are there spells or abilities that can increase the size of a unit beyond its starting size? 

    Thanks!

    Zombies are the only unit that can grow beyond starting size.

    You might also need dire wolves for summoning. Belladamma's spell can summon multiple, Radukar the Beast can summon 10 once per game, and theres a Vyrkos Command Trait that lets you summon 5 (though it's not used very often).

    IMO a good option for extra zombies are ghouls from from the FEC Start Collecting Kit if you picked that up for the Zombie Dragon.

    • Like 1
  18. I feel like any sort of aggressive, or even gentle, point changes are going to push people towards more spam lists. For example, I could see them increasing BK's points because people are spamming them and doing well. This would re-balance those lists so that maybe they can take one less unit of BK's, but on the flip side if they become more expensive then you're much less likely to see them put in other lists as a spice unit.

    This would be my biggest worry. My favorite way of playing SBG, even if it's less competitive, is playing with a variety of units. My interest in the army will drop significantly if I feel like I have to commit to a single unit type. Though, honestly I don't expect too many changes for us.

    From a broader game perspective I would love to see some changes made to support heroes. Right now they are way too much a a viability unless they have a good bodyguard ability (like necromancers for example). Taking something like a Vampire Lord on foot is so risky these days because shooting lists are just going to blow them off the board in a turn. I'd like to see maybe a better version of look out sir, or (more extreme) something like the mirror shield offered as a generic artefact (though it would then suffer the same fate as the amulet and probably be an auto include, unless they made it so you can only take one or the other).

    Finally, as far as SBG rules goes I'd actually like to see endless legions changed. I kind of hate the RNG part of it. I've actually gone 6+ (full 5 round) games without rolling it, and then I've also gone several matches in a row where I rolled it every single time. When you never get it off, you are often just kind of screwed. If you get it off multiple times a game then sometimes it just becomes kind of ridiculous for your opponent. Neither scenario is very fun IMO. I'd like to see it changed to something like a once per game ability, or perhaps give it an increasing chance of happening every time it fails instead of using the kill units bonus. Or maybe even change it into something closer to an actual summoning mechanic.

  19. I have a couple I guess I could share. I play at a club, so there's lots of terrain pieces available. If I get there early enough for my game I try to set up something a little bit thematic, but sometimes you just have to grab eight pieces and get going.

    Spoiler

    image.png.d849133100e6e0a6aab6a4e0f77cfd66.png

    Spoiler

    image.png.4b8b7678523e011a56edd94cb7815322.png

    Spoiler

    image.png.ec76eea5abd3bcb6ac43d68d0a8c8ab8.png

    Spoiler

    image.png.cf8df98fa8b911d87e18c5384a371047.png

     

    • Thanks 1
  20. On 10/16/2021 at 5:13 PM, JackStreicher said:

    @Gery81 don’t Play with her. The Prophet is such a bad game design (for some reason GW loves to give such unfun nonsense to Orks) and she‘s abusing it by fielding 2.

    Simply tell her that the Prophet is unfun to such a degree that you won’t play against a list with 2. Orks Are Good enough without The nuclear prophet. (The designer of This Warscroll should be punished by 105 hits with a pool noodle - this model would be fine if it had no ward save)

    This game is supposed to be fun to both of you. Don’t let the abuse of abviously botched rules ruin it. 
    You could also just play Nagash, ally in a Mortek Crawler and nuke her Prophets - such fun! 🙄

    Just as a small aside, I don't believe we can ally in any OBR units as Soulblight, unless I'm missing some special rule from Nagash.

    • Like 1
  21. 8 hours ago, Mbookey20 said:

    Hey guys!  This feels like it may be a stupid question and I'm just missing something, but I've been working on a few different Soulblight lists and wasn't sure if we have to take at least one artefact from the dynasty we choose.  The part in the core rules about subfactions that I read made it feel like we do, but I've seen a bunch of lists with just a universal or two universal artefacts and no artefacts from the subfaction.  Can anyone help me understand this and how it works?  Thanks!!

    Most of the 2.0 books had an artefact and command trait "tax" where your first artefact and your general's CA were requirements for subfactions.

    Soulblight does not have this restriction.

    You can take whatever CA or artefacts that you like. You don't need to take one from a subfaction if you don't want.

    • Thanks 1
  22. Hey everyone, it's been awhile since I've posted anything here and though I'd throw in my own two cents and share how my own games have been going. For transparency purposes I've only played 24 games as SBG this season, so while I'm not a seasoned tournament player I am a regular club player. I've played a decent variety of armies, but not many of the really "big bads" like Tzeentch-Arachaon or Morathi Bow-Snakes. Armies I've played against include: Lumineth, Cities of Sigmar (a couple different kinds), Sons of Behemoth, Nurgle, Skaven, Seraphon (some Kroak lists, some dino heavy carnosaur lists), Ogre gutbusters, Ogre Beastclaws, Soulblight (but for this game I played FEC), and maybe one or two others I can't remember.

    I've mostly been running variations of two types of lists. I've made little tweaks here and there but here are two examples of the type of lists I'm running:

    Vyrkos Dynsasty

    Spoiler

    Allegiance: Soulblight Gravelords

    - Lineage: Vyrkos Dynasty

    - Grand Strategy: Prized Sorcery

    - Triumphs: 

     

    Leaders

    Mannfred von Carstein, Mortarch of Night (380)**

    - Lore of the Vampires: Vile Transference

    Belladamma Volga, First of the Vyrkos (200)*

    - Lore of the Vampires: Amethystine Pinions

    Radukar the Beast (315)*

    Necromancer (125)**

    - Artefact: Arcane Tome (Universal Artefact)

    - Lore of the Deathmages: Overwhelming Dread

    Vampire Lord (140)**

    - General

    - Command Trait: Pack Alpha 

    - Artefact: Amulet of Destiny (Universal Artefact)

    - Lore of the Vampires: Amaranthine Orb

     

    Battleline

    20 x Deadwalker Zombies (115)*

    30 x Deathrattle Skeletons (255)*

    - Reinforced x 2

    20 x Deadwalker Zombies (115)*

     

    Units

    20 x Grave Guard (280)*

    - Great Wight Blades

    - Reinforced x 1

    3 x Fell Bats (75)**

     

    Core Battalions

    *Battle Regiment

    **Warlord

     

    Additional Enhancements

    Artefact

     

    Total: 2000 / 2000

    Reinforced Units: 3 / 4

    Allies: 0 / 400

    Wounds: 142

    Drops: 5

    Legion of Night

    Spoiler

    Allegiance: Soulblight Gravelords

    - Lineage: Legion of Night

    - Grand Strategy: Hold the Line

    - Triumphs:

     

    Leaders

    Mannfred von Carstein, Mortarch of Night (380)*

    - Lore of the Vampires: Vile Transference

    Vampire Lord (140)*

    - Artefact: Morbheg's Claw

    - Lore of the Vampires: Amaranthine Orb

    Wight King on Skeletal Steed (130)*

    - General

    - Command Trait: Unbending Will

    Necromancer (125)

    - Artefact: Arcane Tome (Universal Artefact)

    - Lore of the Deathmages: Overwhelming Dread

     

    Battleline

    30 x Grave Guard (420)**

    - Great Wight Blades

    - Reinforced x 2

    30 x Deathrattle Skeletons (255)**

    - Reinforced x 2

    20 x Deadwalker Zombies (115)

    20 x Deadwalker Zombies (115)

     

    Units

    1 x Corpse Cart with Unholy Lodestone(80)*

    5 x Blood Knights (195)**

     

    Endless Spells & Invocations

    Chronomantic Cogs (45)

     

    Core Battalions

    *Warlord

    **Hunters of the Heartlands

     

    Additional Enhancements

    Artefact

     

    Total: 2000 / 2000

    Reinforced Units: 4 / 4

    Allies: 0 / 400

    Wounds: 150

    Drops: 10

    These lists have done very well against most of the armies I've played against, which as you can see, are largely melee focused armies with little magic and not a lot of aggressive shooting. When these lists get to "play the way they want" they are very powerful.

    Lots of synergistic buffs like Vanhel's, Crimson Feast, Killing Moon, Radukar's CA, and of course Mannfred's Vigour CA. These buffs can be passed around pretty easily so you can shift your threats around quite well. One turn your grave guard can be a crazy blender capable of destroying anything, the next your zombies are pumping out 40 attacks instead.

    These armies have enough bodies that they can reliably "hold two" and usually pressure one more. You have a good number of heroes and some fast units so completing battle tactics is pretty easy. Generally speaking, when this army goes off, it goes off hard, and it can do so very reliably against these melee type armies.

    On the other hand, armies with strong targeted mortal wounds (via spells or ranged attacks) and strong anti-magic absolutely deconstruct and destroy these lists. I actually have a 0% win rate against Lumineth with these lists and they are one of the armies I play against the most. Seraphon with thunder lizards and Kroak also did a decent job of shutting down these lists, though to a lesser extent.

    Strong ranged attacks with mortal wounds just tear through these list's support heroes with ease, and can reliably take down 1-2 a turn. Your larger heroes also aren't very safe from dedicated Sentinel barrages and similar type attacks. Strong unbinding armies, like Lumineth as well, also shut off a lot of your buffs. One of the reasons why I shifted towards the LoN build was because the potential +3 to casting was much more valuable for getting casts off than the re-rolling from Vyrkos. Control spells such as Total Eclipse, Shackles, and any spell that reduces movement or pile-in can also grind this army to a stop.

    Understandably, without your magic or support heroes this kind of list falls apart pretty quickly. I haven't played against them personally, but I would assume that these lists would also crumble against DoK and Tzeentch lists as well, possibly the new SCE and Kruelboyz too. Of course, no list is perfect and needs its weaknesses. As I said before, if these lists get to play to their strengths they are very strong.

    Moving forward however, I'm not sure what to do. I'm not really enjoying the swingy power level of these lists. Some lists I play against can't seem to do anything against it and I run them over, some lists with strong shooting do the same back to me, and there are really only a few lists that seem to play on a fairly even level.

    I'd like to play something that does work better against shooting, especially as I'm starting to see more and more shooting armies enter our local meta. I've been following the tournament results pretty closely and while it's nice that SBG have been doing really well, I'm not particularly liking the style of lists I see winning or 4-1'ing events. I don't really want to take 80-120 zombies or 30 blood knights. I specifically took up SBG to play an army that uses a variety of units and use support heroes.

    So I'm at a bit of a crossroads. I'll be continuing to tech my lists in a way that can hold up in a shooting meta, and would love to see any advice on the matter, if not I might take a short break from SBG to try out some different stuff. These lists are tons of fun to play though, especially if you have lots of melee armies in your meta, and I would encourage this kind of play style if you think it looks fun too.

    • Like 1
  23. First off, I apologize to the mods if this is in the wrong place. I looked around and I can't seem to find another subforum that this would fit into. A few months ago I sent a message to the mod team requesting an "Asian" section to international communities subforum but never got a response.

    I am part of a small, but very active group of AoS players in Seoul, South Korea. We would like to reach out an invitation to other players who might be lurking about and unaware that there are weekly games of English AoS available. Now some people might think this is just "shooting into the wind" but surprisingly it was actually here on these forums that I originally found the group (one of the other players noticed I mentioned Korea in a post and then PM'd me). It's my hope that there may still be a few others out there that we can find and meet up with!

    Where Do We Play?

    We play at a wargaming club called Old Dice. It is located near Yeongdeungpo station. It's a very active club and interestingly, Age of Sigmar seems to be one of, if not the most popular game there. They have eight tables available that we can book in advance. Each table has a terrain mat and there's a huge selection of terrain pieces to choose from and use in your games. Cost of entry is insanely low, 5,000 won to play, and that includes a free drink.

    When Do We Play?

    We try to play every weekend. I'm personally able to make it almost every weekend, and I'm usually able to find someone to play with every single week. We meet at 11:00 on either Saturday or Sunday and these days we typically get two full games in (2k points).

    How Big Is Our Group?

    We currently have three foreigners in our group and so far there are seven Korean players comfortable playing in English that set up games with us every other week or so. The Korean AoS community is surprisingly active, the open Kakao group has over 140 members and is very busy all day long, every day of the week. Most weekends it is usual to see at least 3 tables at the club playing AoS.

    How To Get In Contact

    If you're in the area and want to play with us, or perhaps live here and have thought about joining the hobby but haven't committed yet, you can message me through these forums or reply in this thread. Afterwards I can invite you to one of the Kakao groups to set up some games.

    Again, apologies to the 99% of the players who don't play in Korea for taking up some space on the general discussion board but we would love to expand our group!

    Pictures!

    image.png.5c81129226a1e54fcedb1653e1ee28d2.png

    image.png.cd2f6964e561b16622f1d570355be0fd.png

    image.png.970cba9afc919a0adc05e7659ae60b55.png

    image.png.0e6cdfb24725d278f173e9eb40fb3870.png

     

    • Like 4
×
×
  • Create New...