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Boingrot Bouncer

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Posts posted by Boingrot Bouncer

  1. 1 minute ago, Grunbag said:

    They are repacking some vanguard for spearhead , but not kruleboyz, kharadron , BoK , slaanesh , lumineth ,  slaves to darkness , dok , LrL , tzeentch  nighthaunt and fyreslayer . It still a vanguard for them .

    image.png

    Hey, you wrote Lumineth two times, just like how they get their tomes...

    Might be a webpage thing, all factions in the new edition will get spearhead rules. For kruelboys it of course might mean that Orruks warclan gets one, and that it's none of kruelboys in it.

  2. 1 hour ago, Chikout said:

    This feels like a themed tactic more than a fair one. It's definitely the hardest but we've literally seen half the picture when it comes to battle tactics. Does death have a second harder tactic and Destruction an easier one? On first glance it would seem fairer to move both those tactics to two units, but perhaps time will prove us wrong. 

    Yeah, i know we still have one each to see from every alliance so I am not totally in doooooooom-mode yet, but the marketing team must have known how different the BT:s where in difficult levels and what kind of speculation this would lead too if there was a ln easier one for destruction.

    Its very thematic but extremely hard to do...

  3. The more I think about the alliance BT the more they feel unequal. Especially the destruction feels like an extremely hard one.

    You need to:

    *Have three of your units wholly in your territory (which can be very small)

    *Successfully get them wholly out of your territory and in range if charging.

    *Then succed in all three charges (hello redploy!).

    *And not be killed before you have successfully fight with the three units.

    I mean, even a newbie player can see so much possibilities to counter play this tactic it's ridiculously hard to succeed in it. 

    Compare that to the death one, which unless you have some very special match is kill a five wound hero or a ten wound unit. 

    • Like 5
  4. Another downside of faction specific BT:s that I have realised is that as an opponent it's impossible to memorize all factions different BT:s meaning I can't plan ahead to stop my opponents BT:s (if it's even possible), compared to the eight or so standard BT:s that everyone use.

    So for me I would like perhaps 10 BT:s that you can counter play and maybe at most onebor two faction specific that I can keep in my memory that my opponent can do in the game. 

    • Like 2
  5. As for playtime in AoS there seem to be a problem getting it done in three hours even in tournaments. Most perhaps succeed in finishing the game, but just like a student can finish an exam in 1 hour, the student perhaps don't do a good work in that hour since it's stressed about answering all the questions in time.

    And that's how it feels in AoS, to be sure to finish in three hours you can't allow yourself or your opponent to think too much about your strategy and what decisions to make.

    This is also amplified by how the rules work in 3d edition, like the fact that the different heroic actions and monsterous actions are on different dice roll results so you can't just roll a dice and see if you succeed before you decide what monsterous action you will do. So you spend a couple of minutes thinking about it and it turns out it was wasted.

    I haven't played in a tournament yet but for our games it takes about 30 minutes deploying (my friend usually has prepared the board and rolled the scenario before we arrive, otherwise add another 30 minutes) and then the game takes about 2-4 hours where we are quite good at the rules of our armies. And the two hours games are the one where you have a clear winner in the third round and there is little reason to play on. In a tournament where every point could matter this wouldn't be possible.

    What I have seen of 4d edition it probably will be less time to play, but it feels wrong that the game don't allow you to think a lot about tactics and strategy if you should finish it in 3 hours unless you are really good.

    • Like 5
  6. To be honest I lack having units in the 40-50 points range in most armies, so I would love if they could make some units bad enough to warrant that low point.

    Often you end up at 1950-1960 points and it just feels bad having that gap. Previously you could add a bad endless spell, but that just felt like a bad solution most times. With the apparent change in magic  that seem to be gone as a solution too.

    And I know that there is a risk that some people might spam low points units for board control/screen but it feels like a solvable problem with some kind of army building restrictions.

  7. Yes, Gotrek is an example of how you make a near immortal fighting hero. Having played against him and watched him be played I myself find him to be rather unfun since the tactics is simply to never let him get in a fight with you at any cost.

    I much more prefer all the heroes that can transfer wounds since you get a hero that lives longer bit still have a chance to kill it.

    • Like 3
  8. 15 minutes ago, MitGas said:

    Btw: Why am I the only optimistic one here? I hate goody two-shoes and if magic sucks, my army will get hit the hardest! 😂

    I am really optimistic about the new edition, so far I have almost no objections about the new rules we have seen. 

    • Like 2
  9. You also need to remember that the Wizards get all the spells in the spell-lore, not just one spell. That means that most players have more freedom than before (except for a few armies) when it comes to choose spell.

    And no more thinking which of my fungoid shaman that had which spell and cursing that I wished that it was the other way around...

    • Like 1
  10. Like the new commands overall, but can not say that CP seem to be so much rarer as they claim in some factions in 4th edition compared to 3d.

     

    Sure, if you run kroak or so you're probably getting more than 4 per round in 3d edition,  but if I look at my troll-list I would be getting 3-4 per round (depending if I go second or not) + maybe one from heroic action. Same with my normal SBGL-list. 

    I also like the 2 points for counter charge. It's a big threat to be counter charged in your turn, so will be a good mind game there. If it was 1 CP it would be something you always did if you had any available unit within 12 inches of your opponent.

    I know they have said that extra CP generated by heroes would be very rare, but have they said anything about heroes having built in abilities to use command abilities for free?

  11. You call that a distance? Here in Sweden I got 8,5-9 hours to drive to get to the nearest Warhammer shop, and 8,5-9 hours to get back if I drive without taking any breaks. If I don't hit any reindeers (probably the most stupid animals when it comes to road safety) or moose...not to talk about those pesky marauders.

    Ok, the last bit was a joke but the rest is true. Luckily I have never felt the need for a anniversary model, but if I had I'd be pretty sad. 

  12. Pure speculation but don't feel like they will follow up a big release like the city box with another big like all the new tyranids so I guess that leaves the side games, maybe something for blood bowl. 

    Since I got in to 40k with the tyranidspart of the box I of course hope I am very wrong and all the cool new sculpts are released...

  13. To be honest some rules could be taken away if they change warscrolls. Let's for example take monsterous actions that probably was added because frankly monsters was often useless compared to the same amount of points in regular troops.

    The problem with it is that it interferes just as you are about to fight which is probably the most entertaining part of the game and since different actions demands different role on the dice you can't just role a dice and see if you succeed with an action before deciding what action you take.

    Instead you need to carefully think and then roll and then in 33-50 % of cases nothing happens. 5 minutes wasted and the pace of the game slowed.

    My suggestion would be to instead increase the power of monsters (and not hero monsters that don't need to be boosted as much) with for example better attacks or specific abilities. The downside of abilities is of course to remember them so there need to be some kind of balance between number of abilities and the power off monsters.

    • Like 5
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