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CJPT

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318 Celestant-Prime

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About CJPT

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  1. Hi Chris, just sent you an email with the details but unfortunately due to a last minute work trip I'm having to cancel. Very sorry about this, hope you can fill the spot.
  2. I agree with this assessment of Underworlds! Also, I would add that I had total tactical decision paralysis in my first game of Warcry in a way that happens a bunch in Underlords and doesn't happen as often in AoS.
  3. What you're describing is precisely a 'curbing' of the campaign snowball problem, not an outright solution to it. A 30% points advantage (ish) is a vastly more even proposition than the power differentials that can arise in Kill Team, Necromunda, or even Blood Bowl. It's probably going to be tough to win if you're behind, but: If you're describing a situation where one player has 1300 points and the other has 1000, then we're probably talking about a campaign veteran vs. a campaign newcomer, which is only one situation out of many possible ones. The twists and other special rules throw up a lot of weird situations. If you have loads of extra models to activate, you might end up giving me the opportunity to activate loads more neutral chaos beasts. This won't come up in every match, but it'll come up eventually. Underworlds doesn't have wildcard factors like this. Is it still uneven? Yes. But the potential for uneven matches is part of the appeal of a campaign format, rather than a tournament format. People like playing as the underdog sometimes, which is why Blood Bowl has halflings in it. Perfect balance is a quality that a game designer has the option to shoot for, but doesn't *have* to - it's not an absolute good. In fact, having a bit of measured imbalance is precisely how you avoid games becoming boring/repetitive.
  4. I think this is mostly right, but there are a few things that aren't being factored in here: Characters act twice, and can perform actions in any order (i.e, everyone can effectively retreat and move/charge.) The initiative roll activates special abilities and lots of them are useful for opening up situations like this. Some situational examples: You tie up my Golems with chaff. One of them is the chain whip person. I've been saving up my wild dice in case you tried to do this, give myself a quad 6, and do flat 6 damage to every enemy around the chain whip, wiping out the screen and getting ahead. You might see this coming, however, and try to force me to use my dice in other ways, refuse to engage the whip, etc. You tie up my Untamed Beasts heavy-hitters with chaff. I disengage with the big cat and then use its leap ability to circumvent the blockers. Then the beastmaster character then gives it a bonus action, letting it do whatever it wants. The counterplay here would be to kill the beastmaster, but that means you're splitting your focus, etc, etc.
  5. I came away with a good impression from the demo game I played in store this weekend. Figured it might be helpful to lay out some thoughts. The core game has a lot of Jervis Johnson to it. It's very much about movement and dice maths, with most of the complexity/skill coming from being able to recognise and capitalise on opportunities within a limited number of activations. Other than that, it's relatively rules-light compared to Necromunda or even Kill Team. It actually reminds me of Blood Bowl more than Mordheim in some ways. Warbands have particular tricks and strengths, but they all fit on a single card and they're fairly easy for both you and your opponent to wrap your head around. Very few 'actually, I've got this special rule'-type surprises. The really important thing is understanding how to create an opening, exploit it, and defend your advantage - that might feel a little abstract, but fighting to claim and hold an objective in three turns of Warcry felt a lot like breaking open a defense and making a run to the endzone in BB. The initiative dice system and the wild dice are the standout bits of design, for me. They introduce lots of mindgames and make rolling for initiative a really interactive moment where neither player really 'wins', just tries to build an advantage across a few different axes. You can cede the initiative but stock up on doubles/triples/quads for big ability combos. You can do the opposite and play for the first activation. Neither is abstractly better - it's all situational and a judgement call, which is great. Way better than 'going first is always best'. A few other subtle rules are really important too - the 'disengage' action, for example, limits you to a 3" move ending more than 1" from any enemy models. This is a really big deal because it introduces the idea that all characters are equal when disengaging. It doesn't matter quite so much how speedy your Untamed Beasts are after I've tagged you with an Iron Legionnaire - I'm going to slow you down, at least for your first action in that activation. This encourages you to create traps and chokepoints, rather than just stand on the objective and wait for opponents to come piling in - again, similar to Blood Bowl. The 'wait' action is also cool. You effectively give up an action, but being able to shunt a fighter to the end of the activation queue while leaving your other options open denies your opponent information and can lead to some tense moments. One thing I'd add is that the various scenario generation cards and extra features seem absolutely essential. I suspect a lot of players will be tempted to ignore the terrain layout suggestions, weird deployment positions/timings, and Chaos Beasts - don't. The game seems to be at its best when there's a bunch of factors in play that neither player has total control over. My game involved deployment from every board edge, hidden objectives, including characters coming in later in the game, and a massive Raptoryx with 30 health rampaging around in the backfield. Extra mechanics like this are how you avoid the 'run into the middle and fight' issue. I suspect that some players will bore themselves by deciding to avoid what feel like 'optional' rules, but are actually essential. I can't feed back on the campaign side, obviously, save to say that I kinda appreciate that they're not going too deep on gear or character progression. I definitely miss some of the sense of customisation that you get from Necromunda or Mordheim, but I suspect that Warcry has a stronger cure rules that work because listbuilding is less of a factor in who wins. Likewise, this is probably how you get a lot of people interested in playing skirmish games - it's way more accessible, the penalties for losing or falling behind are less severe, and you're not constantly having to add to or replace models as loadouts shift. Sorry for the essay! Overall, a very positive first impression.
  6. I'd strongly recommend looking into movement trays. The new Apocalypse ones are very good, albeit pricey.
  7. This used to be the case but was changed in Beasts of Chaos. Tzaangor now get +1 attack as long as the unit has 9 models or more, not +1 attack for every 9. They no longer scale quite as high in terms of possible attacks (though they still have plenty) but the buff is harder to remove. Also, yeah, as others have pointed out, they're 2 wound models with a 5+ save and 6+ ignore as long as the unit still has a model with a shield. Buffed-up Skullreapers are a pretty good counter, that being said, and their bravery isn't great so Khorgoraths could also be a decent option. Ideally both!
  8. Elixia shows up in the early Realmgate Wars novels, I believe, and there's a silver banshee who aids the Stormcast. I think the important part is 'breathtaking and lifelike silver statuary' which is (a) new and (b) fits with rumours of a construct-based new Death faction. The next big thing is clearly coming from Chamon, one way or another. Everything revolved around Shyish in the long run-up to AoS 2.0, and something similar has been happening with the Realm of Metal all year - Carrion Empire and Looncurse are both set there, and it's constantly coming up in White Dwarf. Happy I've spent a year and a half building a 6'x4' Chamon board!
  9. It's more likely that there was an issue with the specific shipment that the Sylvaneth stuff was in - something similar happened to Fantasy Flight Games back in 2016 or 2017 I believe. When these disputes flare up it doesn't necessary mean that every single container gets stopped, but it does increase the likelihood that goods get caught in customs limbo.
  10. I suspect they probably wouldn't be allowed to release the book early even if they wanted to. If they put the digital version out months ahead of time, they would be actively undercutting independent stores that don't have the option to distribute it in that way. Aren't GW bound to release new products day-and-date with independent stores? I believe that's why they tend not to release new books/models early at events.
  11. Hey Chris, just wanted to check - I sent money via PayPal on June 2nd, not worried but if you could confirm if I've got a spot either way that'd be ace!
  12. According to the letter of the law, no - they're not listed in the Pitched Battle profiles booklet. However, they're still in the app - hence my confusion.
  13. This also applies to the Gaunt Summoner with Chaos Familiars, who is not listed in the GHB 19 booklet but is still present under Matched Play in the app.
  14. Might be worth pointing out that the stock issue isn't absolute - the big bundle is no longer available because certain colours (Black, White, Talassar Blue, Darkoath Flesh, Warp Lightning Green at the time of writing) have sold out their preorder allocation. Individual stores will still be getting all of these in next Saturday, and the rest of the range is available in the meantime.
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