Jump to content

Melcavuk

Members
  • Posts

    1,475
  • Joined

  • Last visited

  • Days Won

    44

Posts posted by Melcavuk

  1. Since its the Sons of Behemat release day, and given the size and immensity of the kit I thought it'd be nice to have a collective thread for all Mega Gargants made to share hints, tips, ideas and feedback.

     

    So to get the ball rolling here is my Thieves Bazaar themed Gatebreaker General!
     

    IMG_2632.JPG

    IMG_2633.JPG

    IMG_2634.JPG

     

     

    • Like 13
    • LOVE IT! 2
  2. 14 minutes ago, Reuben Parker said:

     Breaker Tribe breakdown. 
     

    I thought I would do a little write up on the breaker tribe as I see on this forum and other sources them being rated often as the worst tribe. 
     

    I have them second behind stomper but with being more consistent as stomper may have lists where no units of 10+ models exist. 
     

    +1 damage vs units in cover. People will rightly say that this will never kick in and that’s correct as your opponent won’t let it. In essence the rule reads opponents don’t get the benefit of cover to their save and that’s pretty strong as a passive buff. A number of heroes and also re roll save units love to sit in cover. 
     

    The smaller giants destroying terrain is meh as the gatebreaker does it so much easier anyway and it’s not going to be super common. 
     

    +1 to hit should be taken vs either heroes and wizards or command models as this will cover the most units. 
     

    heroes is Normally a smaller % of your opponents army but a lot of lists fall apart without buff heroes. It also works well with gatebreaker very powerful ranged attacks. 2 gatebreaker with a blob of 3 giants throwing rocks will kill a support hero a turn on average. 
     

    general upgrades my go to will be +2 attacks trait and 6+++ shrug. Although I could see going shrug and +5 wounds as then it takes on average 48 wounds to kill him. 
     

    Running breakers you get to run the mega with the most native damage output and is the only sub faction that buffs the damage of its mega. Going from 4+ to 3+ on the flail will be a 33% damage increase. 
     

    I would run a double gatebreaker 3x1 1x3 setup and I think it will be a strong build for SoB. Giving strong character sniping a tough to kill general and very high -3 rend output. 

    This is the list I’m intending to run, there has been some debate as to whether the Aqshy artefact for exploding 6s could be of use but it’s something I’ll work out in testing 

    • Like 1
  3. Starting on a new, more vibrant and colourful army having had to sell off the Midnight City, this time focusing on Clan Carrion skaven running a neutral bazaar selling stolen antiquities, secrets, mercenaries and thieves from within the ruins of the Lumineth citadel destroyed in their civil war. This will be another conversion centric project.

    IMG_2497.JPG

    IMG_2498.JPG

    IMG_2500.JPG

    IMG_2505.JPG

    IMG_2521.JPG

    IMG_2545 2.JPG

    IMG_2601.JPG

    IMG_2602.JPG

    IMG_2603.JPG

    IMG_2604.JPG

    IMG_2609.jpeg

    • Like 5
    • LOVE IT! 4
  4. AoS doesnt need the Core Mechanic, mostly because most of the specifically AoS armies are either niche to the point where core is irrelevant (a dozen or less warscrolls) or the command abilities in those armies are targetted. Core works in 40k because all their hero buffs are always on auras, Command abilities in AOS are by and large costed and targetted so dont need further limitation.

     

    The only armies it would really impact would be Stormcast (remember the last time they were considered good?) Cities (whose command abilities are so specific already it'd make no difference) and Mortal Chaos (who just run marauders anyway) so it would punish armies that dont need punishing, and see no use in the competitive armies.

  5. 11 hours ago, Nuno M said:

    Designing custom Free Cities is all the rage now! 😃 Will love to see this in a nice PDF with a bit of background lore at some point.

    I think your Battle Traits could afford to be a bit stronger... Especially your +1 to cast when compared to things like Hallowheart. But keeping that feel of Ulgu-Shyish will be important 👍

    Actually I think the "Whispered Word" trait could even work well as a main Battle trait, as it would define the army...

    Conversely The Whispered Word is the only part that gives me cause for concern, mostly I'm thinking area of effect command abilities such as a Nomad Prince essentially giving board wide buffs with a +1 to hit due to the low LOS blocking terrain density of the setting.  I would add the specific caveat that this ability only benefits command abilities that specify a unit to buff, rather than risk area of effect abilities becoming too potent.

    • Like 1
  6. 18 minutes ago, MaatithoftheBrand said:

    Would definitely be interested to see what you come up with!

     

    Yes - will add the once per turn caveat on the command ability and the other text. Thanks for catching that!

    Huh, so it is... it isn't cutting off in my files... that's so weird... I will have a go at reuploading that. The weapon choice was to match what the "official" model has, but I suppose that it could be buffed.

    Yeah, for now at the very least the infantry lacks oomph - I am generally of the opinion that fan stuff should err on the side of caution if you want other people to adopt/accept/use it, and that it is easier to start basic and come up with a cool idea later to add to them to try and take away cool but too powerful ideas that you have made a core part of their character. 
    One idea I did have, inspired a little by both the "command abilities" of the Ossiarch, and also the fey magic of the Eladrin in 5e D&D, giving them a once-per-battle ability that gives them a little boost - something hunt or feywilds themed to reinforce their otherness?

    The Balance for custom is always a dicey one, and I've always fallen on the side that says the strive for balance is what matters when writing something custom, to deliberately write something underpowered to make your opponent more tolerant of it essentially sets a precedent "I'm ok with custom aslong as its weak". With custom rules I always try and write to be balanced, and hope an opponent tries the same within their own army.

  7. Just a few quick thoughts:

    The First Spear – Command ability needs to caveat a unit may not benefit from this ability more than once per phase, and the limitor of that the command ability lasts until the end of that phase.

    Huntcaller: Spell cuts off midway through the ability
    Could he benefit from the usual “wizard” weapon profile (4+ 3+ D3 damage) instead?? Just an idea

    Infantry – its odd to say this with custom rules but I cant help but feel they lack a degree of bite to them, their stats seems fine its just that little either oomph or trick that most have. Cant think of any immediate ideas but something.

    Noamhar – Reskinned kurnoths so work well and look good.


    The suggestion above to simplify unit leaders makes sense too.

    Otherwise looks good, will be good to see

×
×
  • Create New...