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TheMuphinMan

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  1. At least its not as bad as the old plague monk stick and blade profiles when they got any of the various +1 attack buff and charged. IIRC it was something like 40 rats with 4 attacks on 1" 4+/4+ and 3 attacks on 2" 4+/5+ and if they got 6+ to hit the attacks did 2 damage and 6+ to wound gave them -1 rend. So many dice piles
  2. so the archwarlock and bombadier lost the engineer keyword. I'm guessing this is a typo but if not that would mean they can't overclock warp lightning cannons
  3. looking at skittershank and his clawpack's warscrolls might give us some hints. I'm scared that night/gutter runners are going to be like chaos marauders when StD got their first tome and the best warscroll is going to be for the worst looking unit with the eshin toxin rule doing d3 mortals 6s on all their weapons.
  4. I kinda don't like how they put the new deathmaster perched on ruins. Its probably almost twice as tall now so I feel like running an old one or the silver tower deathrunner (seeing as it is more or less ruleless beyond as an alternative deathmaster sculpt) could be considered invalid because the height difference although I doubt anyone I'd play with would care.
  5. As for the book, I hope it is like orruk warclans where you have rules for the individual clans (with weapons teams/masterclan/HPA/clanrats/etc as coalition) then a combined allegiance so players have the choice of flavor For hero units I'd want each clan to have a hero option between the foot heroes and verminlords. Bring back the clawlord on broodhorror as a dual kit for clawlord/master moulder on brood horror, the priest on furnace works for pestilens, an archwarlock on some doomwheel tank for skyre, then a deathmaster on some agile rat-snake or rat-gecko monster as another dualkit with master moulder since moulder would be making these beasts For non-heroes, return of wolfrats, calvary upgrade for those wolfrats and last, as said many times in this thread, updated sculpts for resin/metal monkeyrats
  6. I'm starting to wonder if the "flute" is not actually a flute and the holes are just teeth marks from something gnawing on it
  7. I feel like a lot of the decisions made early to fix problems in multiple ways, created new problems. for example Before 2.0 there was a problem of keeping a wizard back then having a daisychain of models so the wizard could cast a buff spell that just reached the tail of the blob of models to buff the whole unit. So in 2.0 they raised the unbind range from 18" to 30" which now covers most of the field to add more "interaction". While this helped deal with the buff spells, it didn't fix the daisy chain problem with non-spell buffs so they added the "wholly within" term to most buffs. A side effect of the first change (which I feel is no longer really needed with the "wholly within" change) is that magic is now basically only remotely reliable if you had a caster with a large casting bonus since Nagash, LoC, Kroak, Teclis, etc could just unbind almost everything if they stood near the center of the field with their massive unbind bonuses. I feel like there is a lot of leftovers bandaids like this where they treated symptoms gradually and it resulted in some loss of flavor, like the reinforcement rules kneecapping skaven's horde identity or some StD coalition units being strong in god armies so they changed the keywords so the coalition units are now more or less the same as allies or that cavalry needs to have a horizontal unit in the back for the new coherency rules that was added to limit units from forming stretched out walls Edit: I feel like units should have coherency ranges on their warscrolls in the unit description Description: "A unit of (whatever) is armed with (weapon options). 1 out of X can take (upgrade) instead While the unit has X or more models, the unit is coherent if all models are within X" of at least X other models in the unit If the unit has less than X models remaining, the unit is coherent if all models are within X" of another model A unit consisting of a single model is always coherent"
  8. The rotation thing for 40k reminds me of AoS in 1.5/2.0 (or whenever they did it) when they took all the named character variants of vampire lords, skaven warlords, big bosses, etc and just moved them to "legends" then changed how some of the keywords worked so the legends models would only really work in legends armies basically soft-squatting them until they hard squatted them later. Look you can run queek headtaker but he only has the "skaven" keyword not the "skaventide" keyword so you'd have to play GA:Chaos rules for artifacts or this character has the "night goblin" keyword not the "moonclan grot" keyword so he can't receive/give and buffs to your moonclan units
  9. personally my ideal battletome would be kinda like a soup tome but for non-soup armies. You have the main allegiance (like "big waagh" where you can use everything in the book but have less powerful abilities as a trade-off) or you can specialize to limit your roster a little but get more flavorful abilities. So like for Nurgle, you'd have the Nurgle allegiance (with abilities coalition units could use), the maggotkin allegiance, a daemon allegiance, a mortal allegiance, a rotbringer allegiance, etc. not all the allegiances need to be top tier but should at least give some boon for building a thematic over a goodstuff list while still allowing people to uses all the toys they bought if they go the most broad allegiance
  10. aren't idoneth technically high elves so why would they get souped with dark aelves?
  11. i think he is saying that chaos knights are going to be playable in aos as chaos dwarf constructs.
  12. If you went up to 1250 you could go glottkin bloab 2 beast and just see if how many times you can get bloabs spell to trigger
  13. or you got glottkin, 2 beasts in the subfaction that makes beasts battleline and I want to say plaguepriest but its now 85 points so I guess either gors, ungors, chaos spawn or some endless spell
  14. sub-factions should work more like the different orcs factions vs great waagh, where you lose access to units for completely different abilities rather than "pick this to get a bonus but you must get this artifact and command trait"
  15. i thought you could take any endless spell in any allegiance but you could only cast them if you had a wizard from that faction but in the stormforge its not letting you take Skaven/StD/BoC endless spells in a nurgle army for example. Is this intentional and I just interpretted the rules wrong or an oversight?
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