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Abstract_duck

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  1. My views would be pretty close to this. That said, I'd say that magic should be the source of damage that does mortal wounds from the perspective that magic should circumvent ordinary armor - even if d3 mortal wounds is a bit boring
  2. Well, I guess dryads make a decent proxy for the boltboyz. That price is just crazy - and that's coming from a guy who has the vulture
  3. I'd love to hear why! And, more in general: Enjoying the thread, by the way!
  4. What's your (seemingly) unpopular Age of Sigmar Opinion? I'll start: I actually like armies with a small roster, including armies that have few battleline options. Not all armies need light-medium-heavy infantry with 3 weapon options. I think it gives armies a niche and specific playstyle.
  5. Hey guys, I'd love to have some feedback on a list, if you have any. I am considering changing the Beast-skewer for 3 more boltboyz. I'd like for the list to have some power and options, without it being way to strong. Let's say that I'm aiming for a power level of 7 out of 10 Allegiance: Kruleboyz - Warclan: Big Yellers LEADERS Snatchaboss on Sludgeraker Beast (315)** - General - Command Trait: Supa Sneaky - Artefact: Amulet of Destiny Gobsprakk, The Mouth of Mork (300)* - Mount Trait: Mean 'Un Swampcalla Shaman with Pot-grot (105)* Killaboss with Stab-grot (110)* - Artefact: Mork's Eye Pebble UNITS 20 x Gutrippaz (360)** 20 x Gutrippaz (360)** 6 x Man-skewer Boltboyz (240)* 10 x Hobgrot Slittaz (80)** ARTILLERY Beast-skewer Killbow (130)** CORE BATTALIONS *Warlord **Battle Regiment ADDITIONAL ENHANCEMENTS Artefact TOTAL: 2000/2000 WOUNDS: 147
  6. It's been silent here since the revert to 1-3 woods rules, while, during Be'lakor, people seemed quite optimistic about these rules for the woods. What's the experience with sylvaneth & the current rules? what has been the influence on list building compared to the 3x woods per cast? No more Durthu? TLA still worth it for the command?
  7. I disagree with the general sentiment from the last few posts. On the one hand, I don't think competing with current S tier armies should be the goal. That's just rooting for power creep. On the other hand, I don't think viability of units within a battletome ought to be equal across the board. Stormcast, like other armies, should fill a certain niche. Part of stormcasts niche might be flexibility. Yet still, I believe the functions of some units isn't to be viable under all circumstances. Instead, the role of a unit might be to (1) give some possibilities in a department of a faction, even if the power level is limited, or (2) prevent certain meta's from forming because they might hardcounter such meta's. In the sense of the last statement, a unit doesn't have to be played to be part of the meta.
  8. Thanks! Also noticed a goonhammer article is up about the battletome
  9. The scroll doesn't state 'tips must touch' anymore. Don't get me wrong, I wouldn't use 4-6.. But I'd say it depends on your definition of a circle. We can at least assume that a perfect circle is not implied, since even 3 is not a perfect circle. Especially 6 is an interpretation of a circle. In that sense, I'd say an argument can be made. Especially if you take in consideration that the 'tips must touch' have been there, but also have been removed. That said, I'd follow RAI, which seems quite clear.
  10. Is it legal to have models standing like in this picture? So, if it is wedged because it is only partly standing on a building/terrain piece? Any rule to read/refer to here?
  11. I would somewhat understand GW being unhappy about the mobility ability of the sylvaneth. It's hard to balance as it is because of the uncertainty of the amount of forests you'll have in 1 game. Furthermore, I still feel like it doesn't completely fit. In a sense, it fit's a growth theme, but it doesn't really fit with the notion of ancient forests and the like. I'd love if woods were stronger, and you, for instance, would place 1 or 2 woods at the start of the game, perhaps even on objectives if you want to (displacing other scenery pieces if necessary). Id imagine a playstyle of having a decently strong and protectable 'home-base/territory' + hit and run style attacking outside our territory would fit the sylvaneth a lot. Here, for instance, it'd be cool if some units like treelord could return to the forests from where-ever they are... or even transport dryads and the like with them as an ability. That'd really push an ability to hit at one side of the field & quickly return to protect the forests. It seems more fitting then a map wide teleport contingent on whether you get your spells of or not. Of course, warscrolls would need to be rebalanced quite a bit.
  12. Besides the current situation, the idea of only placing trees In your own territory opens up interesting design ideas, I think. For instance if you could teleport to trees from everywhere on the map with less restrictions like setting up 9 inches from enemy models, it would open up an interesting hit & run style in combination with a defensive ability to protect your own territory. I think this would fit more with the flavour of defending your own ancient forests.
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