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Aelfric

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Posts posted by Aelfric

  1. 40 minutes ago, Kramer said:

    Oh awesome! Only saw a few reverences though and they all implied travel within a realm? Or do I misremember that?

    Well, in the wanderers section (albeit brief) of the Core Rulebook it says that the Ley-lines link the sacred places of each Mortal Realm.  In the Grand Alliance Order book, it says that the light of Sigendal fragments into hundreds of Ley-lines and that these cords spill out across the Realms.  To me that says that the Ley-lines create links between the Realms that are not dependant on Realmgates.  It goes on to say that  Wanderers trace the paths of this light to hidden lands.  In game, Wanderers use hidden paths as their form of teleport, so it is logical that they can also use them to travel between Realms.  In all honesty, I cannot point to a passage that states this explicitly, but I feel that it is a reasonable interpretation of the little lore  that we have.

    Of course, I am quite happy to be proved wrong when the Wanderers Battletome comes out :) 

    • Like 1
  2. 8 minutes ago, Saxon said:

    Bringing up hand gunners, what would happen first in the event of them being charged. Their stand and shoot ability allows them to shoot at the end of the charge move which is the same wording as the Boing! Smash! wording which is at the end of the charge move. In this scenario, would the gunners shoot first or take mortal wounds first?

    Both happen at the same time.  In the Core Rulebook  under Warscrolls (page 238), it says "If both players want to use abilities at the same time, the player whose turn is taking place uses their ability first, followed by their opponent".  So in this instance, the Bounders would go first, then the Handgunners.  But the Bounders would on average kill 5, which would still leave 25 shots coming back and on 2s and 2s with -1 rend should still kill roughly 6 back.  If the gunners are part of a Great Company with supporting missile troops then they should be able finish the rest off in the charge phase before the Bounders get to actually fight.  So with the right tactics you can even up the odds.

  3. 49 minutes ago, Sactownbri said:

    I like the Tectonic Studios movement trays. They have linear, skirmish and pile in movement trays. I use the skirmish regularly and have been eying some 10 unit pile in trays for the stabbas.

    I've just looked them up but can't seem to find out how many trays you get for your money.  For example I put in 5 slot staggered 25mm and it says $4.65, but how many trays do I get for $4.65 - 10, 5, 1? If they're that expensive I may just end up making my own.

  4. 56 minutes ago, HorticulusTGA said:

    But as a GM I'd love to try to world-build a non Euclidian space to explore

    I have to say that one of the things that fascinates me about the Realm of Chaos is that, paradoxically, the more one of the big 4 Chaos Gods controls a particular area of it, the more structured that area seems to become.  I think role-playing in the Realm of Chaos is best left for the individual GM to decide rather than having a game supplement, as that would, again paradoxically, only restrict the imagination.  I would say go for it! (You only have your sanity to lose :))

    • Like 1
  5. 38 minutes ago, Saxon said:

    Further clarification is that we're playing straight up death matches while we all get used to new armies. The other armies we have are night haunt, free guild (no chance), Khorne, stormcast and Flesh Eaters. Objective games could be better. 

    I'm trying to build my death up to compete with it (only played 3 or 4 games with it), currently painting a thousand skeletons is taking a while!

    There are several reasons we're all getting smashed. Those boingrots wreck everything. 10 of them is only 200 points and the mortal wound output is extremely generous. There are also 4 rending attacks after the mortals are dished out and they move fast. I feel he's got the synergy right because we can't focus on the boingrots or the colossal squig and the loon boss on a mangler go nuts. It's an extremely fast, offensive army with a lot of hammers to deal with at once so the tactics are basic. He also has the Skraggott which is a great unit for 220 points. 2 spells and a dangerous shooting attack with latent wounds. The 2k list also has 2 battalions so starts with 3 command points and 3 artefacts. I'll have to get him to send the list to me in full so people here can look at it. 

    It's not so much refusing to play, more the games are not close enough to warrant continuing to play the squig army so not much is learned and it's rather demoralising watching game after game of the same thing. I can't say i've ever come up against an army that is so brutal to figure out. 

    Well, My first suggestion would be to start playing scenarios rather then straight-up death matches.  The Squig army can be very killy  and thus death matches would favour it.  Playing for objective points completely changes the dichotomy of the battle and the tactics required.  You sit on two objectives with 40 skeletons on each, for example, and he's going to find it very hard to shift you, esp if you keep bringing them back ( after all holding an objective usually requires bodies and even 11 skeletons will beat 10 bounders on that front).  Likewise 30 Freeguild Handgunners holding an objective are also hard to shift with their stand and shoot, hitting and wounding on 2s with -1 rend.  I would say as a group pick two or three of the simpler battleplans to start with, such as Battle for the Pass (GHB) or Blood and Glory (Core Rulebook), and play a few games using these.  AOS is an objectives game and you won't really get to understand your armies if you don't play the scenarios.  Then add more scenarios to the list as you go.  You can add scenery rules and realm rules later if you wish; each of these will add to and sift the balance of each game.  One of the good things about AOS is that you don't have to use all these added complexities for the game to work, but using battleplans is pretty essential as both a balancing function between armies and to allow a variety of play experiences.

    I hope this helps.  Let us know how you get on and if you still have problems dealing with certain units or tactics within the scenario framework, I'm pretty sure someone here will have some good suggestions on how to overcome it.

  6. 5 minutes ago, HorticulusTGA said:

    I don't think we will be able to (or should be able to) play in the Realm Of Chaos - one would become instantly insane / mutated / destroyed in it (without the good godlike protections, that is :P)

    Well, that's true enough, but at least one Stormcast Eternal has returned from the Realm of Chaos if memory serves.  Also, one of my most memorable role-playing experiences was playing Call of Cthuhlu which did involve going to another realm for the Grand Finale and did end up with my character going horribly insane and being deliberately left there for all eternity by the rest of the party.  I loved it.

    • Sad 1
  7. 7 hours ago, Saxon said:

    Well in the last few weeks no one has come close to beating the Gitz. To give context this list uses a loon boss in a mangler, a minimum of 20 those nasty biongrotz bounders, a squiggling gooba and colossal squids. Its a great list. I'm cool with losing i lose a lot but this list with its tricks and bonuses is above and beyond. 

    I feel like the weaknesses of the old globing have replay been accounted for with this new release. I would like to beat it tactically but my bank account disagrees haha!

    I agree that changing lists does often mean adding to your existing collection and I'm not denying some of us have a fairly small budget.  I'm not saying it's easy, just that it's a more satisfying answer to work out how to beat an army than it is to refuse to play it.  What other armies have lost to the Squig horde so far in your group?  Doe he tend to use the same tactics most of the time?  Is he weak in an area such as magic?  Perhaps picking certain scenarios would give a more even contest.  Does your group allow proxying in order to try out different units before buying?   I'm not sure what the answer will be, but I'm sure there is an answer that doesn't involve refusing to play.  Of course the answer may just be someone in your group also plays Skaven, or FOC, or BoK, in which case your local meta will change anyway - then all you have to do is find a way to beat them :).

    • Like 1
  8. 1 hour ago, Saxon said:

    I just played using death against gloomspite. There is nothing fun about playing gloomspite. Loon boss teleported and one shotted arkan. Those boingrot bounders wrecked everything. 

    I think our group is going to refuse to play them until they nerf them. 

    You'd better get ready to refuse to play against Skaven and FEC then, and the BoK when their new book comes out.  Isn't it more fun to work out some tactics, or try a different list, for the next time, than just refuse to play after one battle?  Did people refuse to play your Death when their book came out?  Each new Battletome will have it's time in the sun and then people will begin to work out it's strengths and weaknesses, and eventually it will come down to join the others. Nerfing is rarely the answer.

  9. 8 hours ago, Mungrun said:

    Oh, sheet... That's sad. I hope GW reconsider that, Ogor Mercenaries were unique.

    If you want to play an Ogor mercenary, why not ask your GM.  It shouldn't be too difficult to adapt the system to suit.  That's the beauty of role-playing - anything is possible ( especially in 9 almost infinite Realms ).

  10. 15 minutes ago, TailoredTackle said:

    I second this ^. I bought some of those circular wood trays that do 10 and 20 in horizontal rows, but because they are 10 wide its literally impossible to move 60 man unit across the board with terrain. probably better off using like an old fantasy square tray so I can keep them piled in like a ball but still no idea. Also would love a recommendation.

    You could always cut them in half.

  11. There was a time when the All-Points was under nobody's control and was disputed territory.  There is no reason why this new game couldn't be set in this time era allowing all Grand Alliances the chance to contest for it.   Alternatively, the Necroquake could have had an impact on the All-Points (It being connected to every Realm and therefore particularly susceptible to it's influence), leaving it open once again to be contested.

    • Like 3
  12. 2 hours ago, Aryann said:

    Did anybody else had problems with accessing this site today and yesterday?

    Yes, I did - kept saying site not available, but seems ok now.  While not wanting others to suffer, but somehow I feel better knowing I wasn't the only one.

    • Like 1
  13. On 1/26/2019 at 9:03 PM, Aezeal said:

    Thanks for this. Some of it is obvious but the confirmation that SotT aren't worthwile is nice, I won't have t try it. The Wayfinder build is nice. And using wildriders for objective taking seems indeed their only real use, and the best unit we have for that role.... doesn't mean they aren't overcosted sadly but means I'll have to try them again I guess, especially in the batallion they're possibly less a waste of points than the sisters.

    It is quite nice to have SotT for the scenarios that require a wizard to score objectives or when they are worth 20 models for objective scoring.  Also, if I drop them, I'll have to paint another 5 wild riders and my next addition is going to be be another unit of 20 SotW.  ( Once I've finished my Troggoths :) )

  14.                                                                              ODE TO A GREEN SHEEN YEARN

    My Gitmob mob were quite bereft

    To find that they had all been left 

    To fade away into the past 

    And in the role of legend cast

     

    But then a Fungoid Shaman came

    And told them of another game:

    "I'll be frank - it's best for you"

    He mooted to that motley crew

     

    And so that Fungoid Shaman, Frank,

    Led the Gitmob to the Dank.

    And now they're such a happy crew-

    Cos they're all tanked on mushroom brew!

    • Like 6
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  15. Just to say I was listening to "Doom and Darkness" (Youtube) and his rundown of the Order lists for Cancon in Australia - there are two Wanderers lists going and it'l  be interesting to see how they fare.  Both are using the battalion, but interesting unit choices.

  16. On 1/18/2019 at 8:02 AM, Emmetation said:

    You will be taking on the role of heroes who are tasked with maintaining hope in a bleak world. How long can you keep going before it becomes too much?

    Does this mean there'll be something similar to the old Cthulu insanity points system ( always loved that element!).

    Also, a couple of other questions; Will the non-battletome armies be available as characters in the core book or will they be available in later supplements - obviously, given the diversity, you can't be expected to make player characters available from all races from the start.

    Also, will you be making available races mentioned in the lore, but not playable on the tabletop(yet).

    You mentioned using a multiple D6 system.  Is this similar to the old Star Wars RPG system? (which I enjoyed)

    I could ask many questions but will desist (for the moment).  I've been looking forward to this for a long time, but please don't rush - I'm happy to wait for a workable, elegant system.

    PS sorry couple turned into three.

  17. On 1/9/2019 at 1:09 AM, Davros said:

    What are peoples thoughts on the loonking in a mixed destruction list.

    I've just been working on a list using Skragrott, based mainly on models already painted. The list I'm currently considering is:-

    Realm - Hysh

    Skragrott - General

    Warboss on Wyvern - Aetherquartz Brooch

    Gitmob Grot Shaman

    Megaboss

    40 Orruks 2 choppas (BL)

    60 Gitmob Grots with bows (BL)

    20 Gitmob Grots spears and shields (BL)

    10 Ardboyz

    10 Ardboyz

    3 Goregruntas

    3 Fellwater Troggoths

    This is exactly 2000 points.

    Looking to farm CPs mainly for the Waaaghs.  Also taking the Arachnacauldron gives you access to the Moonclan spells.  This allows you to teleport the Troggoths pretty much anywhere (or the Loonking onto an objective).  Itchy nuisance and Call Da Moon are also pretty useful.

    All I need is Skragrott himself and 3 fellwater Troggoths  (I only have 1 metal one from the days when you could take them singly).  I have 2 Warchanters, another Meagaboss and 5Brutes available, but went with the Megaboss rather than Warchanter to have 2 heroes with the Waaagh ability.  I know that Skragrott's CP ability is a bit hit and miss, but that's the Green Tide for you and the Brooch will help.

    What do you think?  Any advice happily received.  Will probably be slowly building up a Gloomspite collection, but in the meantime I can get this on the table relatively quickly.

    • Like 1
  18. 3 hours ago, Joseph Mackay said:

    dwarfs and khorne dont do magic

    Well, a long time ago  in the world that was, way before the End Times (3rd ed fantasy),  Dwarven wizards did exist, skilled in many different branches of magic.  Who knows if a dwarf will be born in the new world, attuned to the ancient arts of the Forefathers and restore the practice of magic and conjuration to his or her people.

    • Like 1
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