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Melcavuk

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Everything posted by Melcavuk

  1. Some of you may be familiar with my work on designing fanrules for Ironweld Arsenal previously and with the release of Cities of Sigmar I let those rules sit to one side whilst I worked out how to bring something new to the table without sitting on the rules of Cities of Sigmar too much and being more of the same. So the rules have now gone through many iterations and changed to fit as a fan supplement instead, presenting two new cities to the game and fleshing out the concept of industry in the game, its available as PDF here: https://artisansofsigmarhome.files.wordpress.com/2020/02/themidnightcity.pdf The photo files suffer from compression somewhat when uploaded so they'll be harder to read but I'll link them below anyway. What I need now is feedback, constructive and critique to flesh out, change and test what has been compiled.
  2. Cheers, waiting on the new admech releases so I can gear up for my full steam cavalry and Midnight birdmen
  3. As a little bit of a diversionary project and given that Mawtribes will gain warcry rules on Saturday I've been working on converting a Warband from the Ogre Bloodbowl team to give a more dynamic, personalised Ogor team. So here's three so far along with some characterful gnoblars and an objective chest!
  4. I could easily see Cogforts being one of the few Forgeworld lines made for Age of Sigmar, a massive high impact model like the Warlord Titans, thunderhawks etc that is ungodly in cost and size but a real collectors piece.
  5. Build up for RAW, working on my Cogseer who will functional as a Midnight City Knight Azyros in normal games, spotting and marking out foes for the artillery to bombard.
  6. I mean this isnt actually true with me as proven fact. I dont go to buy models based off of what the rules allow I actually go to buy what fits my narrative and theme and then shape the rules around them. You probably meant "Not everyone", absolutes such as "No one" are easy to refute by even one person, myself in this instance, not fitting your world view.
  7. I'd wager a Seraphon vs Bonesplittas box to come, with the reintroduction of Seraphon being storyline pivotal on the build up to the Assault on Excelsis possibly with some Ghur focus for a bit. Would be a nice refresh for them and get a new hero out for the Bonesplittas
  8. This is an interesting point of view, if we use the much talked about Petrifex elite suballegience here as a standpoint. Mortek guard cost 130 Mortek guard with permanent +1 save cost 130 The difference between the two being the fact that as petrifex the command trait and artifact are "set" if we are to assume here that the sub allegiance points cost is baked in to the original unit value it means GW would "point" the ability to choose an artifact or command trait at the exact same value they point +1 to save all game. I genuinely believe the strive is for balance, but I cannot logic the formula that puts the above at equal footing in terms of points costs, it seems more a human error oversight than a concept of things going on behind the scenes. To further compound this, if as you say the allegiance is baked into the cost then by that very virtue allies are overcosted. As they now no longer benefit from the allegiance abilities they have forfeited part of this own cost. Similarly units that can be used in multiple different allegiances must now invoke a different points value by allegiance as the cost of the allegiance must be baked into the unit. Which causes yet more headaches.
  9. I own the tome but dont play the army, however if you only allowed players who own the army rather than who play a variety of armies to balance it then you'd likely end up with the army becoming more broken. Petrifex is claimed to be the only viable legion, because Petrifex exists, it is a fantastic example of truly terrible internal balance. The very fact that as you say, playing the army that players claim only Petrifex is viable highlights an issue with the internal balance, either by claiming the units are all pointed as though Petrifex and running anything else makes them over costed, or that the units are pointed without the Petrifex boost and running it makes them all under costed. Such huge boons introduced as subfactions, an unpointed mechanic, mess with points balance severely when they are lasting, undeniable, uncontestable and rely on no specific unit. As such it is; Free Requires no Synergy Cannot be prevented Cannot be hampered Game long. All of which means it should be pointed, as it invokes serious changes to the statistics of the faction, or come with a downside so that armies not petrifex are on the same level as those that are.
  10. I think balancing the individual subfactions would help more than point costing, for example Petrifex, all the time before they were released we were hearing that they were slow but resilient any yet nothing in them makes them slower than other allegiances. To me Ivory Host is an allegiance done right, it has its bonus to attack, but also has a drawback to save. That essense of give and take provides more flavour and balance than any straight boost can. Petrifex downside should be no running and cant use the relentless discipline + movement ability, but maintain its save. Now we have slow, but resilient. It fits lore and it has a downside.
  11. Adding in the Cult of the Dragon. Beasthunters, merchants, traders and wisemen focused on the great drakes of the realms:
  12. Dont get me wrong I like the idea in theory, its only tripping point is the fact that there has been an inconsistent application of what exactly a subfaction functions as which is more a GW consistency thing than a slight on your concept. If every faction had allegiance and OPTIONAL sub allegiance then this would be a beauty of implementation on how to alter them for balance, it is the fact that for some the allegiance and suballegiance and intertwined that we struggle.
  13. A pitch to make models bought by AoS players worse because you dislike the age or aesthetic of those models does little to prevent your community becoming that which you disliked most about the old one.
  14. Its definately a thing, the risk here would be that Subfactions are optional for some Battletomes and the army can be fully functional and cool without it, in others you MUST select one and in this case would end up down on points compared to the army who gets the option not to (Cities and Slaanesh are the two that come to mind here but I'm sure there are others). This is further compounded by the fact that some subfactions are "locked" to relics and command traits, others can choose, and some have options for command traits at all outside of their subfaction (see the two factions mentioned above). Making a set battalion unlock the sub faction would fit the role of charging for the subfactions but again first you'd need to add in rules for a subfactionless city and host prior to doing so otherwise you're nerfing the factions who have no choice but to be a subfaction. For factional terrain we're now at the point where we have active terrain (Ossiarchs can actively shoot enemies) rather than passive (you need to run into a wyldwood to get hurt), I'm heavily against active terrain roles within the game when it cannot be targetted or blocked by most armies and has a massive range, in this way it has toed its way into becoming a damage immune static unit, rather than a terrain feature.
  15. Your split based on the date a model was sculpted/released is insane, using Cities of Sigmar as an example they feature in far more lore and key events than the Idoneth, and are arguably far more setting relevant than reclusive sea aelves due to well... the reclusive element of the Idoneth. Your pitch here is anyone playing Cities of Sigmar, and Age of Sigmar lore driven faction that happens to have a pre-aos release date should be inately less competitive than your Aelf so you can win more games because in your opinion you are "Playing the game right" and they arent is gatekeeping which only ever harms to hobby. Every released battletome has "Warhammer Age of Sigmar" on it, they are Age of Sigmar armies, and as always the strive should be for balance throughout rather than forced meta changes because one sculpt is 2 years older than another.
  16. Again your targetting pre-aos models as though they are not officially part of the setting. Those that survived the cull are Age of Sigmar models as much as any eel riding elf or walking tree, making them worse to suit some sort of agenda that new should always be better would likely form a toxic attitude within the setting, because one day your idoneth arent going to be "new", say we bump the date forward to the day after idoneth were released for equally arbitrary reasons (Let say we're only playing the siege of 8 points onwards, so now your army is "old") it'd suddenly be a much different suggestion because it would target your own perception of "proper armies"
  17. I started with Age of Sigmar, to that end every model I own is an Age of Sigmar army, what you're essentially proposing is a date cut off of design that should be good and everything before shouldnt. In that case when the new edition of AoS hits then by your current logic all current AoS armies should become bad so only the next iteration of models is "good". GW have selected which models of the older ranges are "Age of Sigmar" and which are legacy, your proposed method is to resign any model produced prior to its launch as legacy and renegate tomes you dislike to the scrap heap. I maintain the strive should always be for a game that is balanced across the board not utilising an arbitrary cut off date as to models pre-cutoff must be bad and post cut off models should be far better because... reasons that have yet to be fleshed out.
  18. No. Cities of Sigmar isnt "an old army" its an Age of Sigmar battletome, with just as much justified place within the game as any other tome. In an ideal world all battletomed armies should be equal, not deliberately unbalanced to favour someones preferred army.
  19. I’d be all over a Steampunk human faction.
  20. AoS at its core is a fantastic, engaging game with a lore able to be explored to create forces we'd never of concieved in Warhammer Fantasy, its loose definition of the map gives so many areas to explore, develop, enrich and combine in our gaming. At the base the rules are also really great and engaging with the warscroll and double turn system being the ones I enjoy most. In terms of negatives. - The communication in the studio seems to be light in terms of balance, we're often seeing two tomes releasing near simultaneously that must of been on the internal cloud together when being worked on with staggering power differences. This is simply a communication issue, we're getting two "trees" of battletomes, with the engaging, fun and narrative ones on one side, and the overly competitive on the other, if each tree plays against a branch of its own then the game is fine, if the two trees play against each other we see shocking imbalance. - Points issues, compounded with allegiance and sub allegiance. If mortek guard at their base are worth X, then mortek guard all getting +1 save cannot by the same formula be worth X. I cannot see how the formula can account for both with radically different resiliences being worth the same amount.
  21. The currently primed ones are 20 Sisters of Silence with Escher heads to be my Daughters of Midnight (Greatsword Infantry)
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