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BURF1

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Posts posted by BURF1

  1. 2 hours ago, bsharitt said:

    With the variety in these boxes, I'm actually really surprised there's not a Wanders set in there too. Maybe it's a sign that GW [has bigger things coming/has completely forgotten about] elves.

    I'm just sad the Daughters box is more expensive than an SC. Witch elves aren't worth half of what they cost as a kit.

    • Like 1
  2. On 8/2/2017 at 0:54 PM, Captain Marius said:

    Hammerstrike!?

    Also those teeth could be a nurgle dude's belly, a new squig... or maybe a Lord Commander's Ur-Stardrake cos its been more than five minites since stormies got reinforced!

    Hammerstrike is just a terrible version of warrior brotherhood.

  3. 7 hours ago, Nico said:

    You don't have to use Scions at all (although it has its place vs KO etc.). 

    I'm talking about the ridiculously good rent-a-cover Trait plus Prayers plus Mirrorshield plus Lanterns.

    Eh, the only stormcast battalion worth using competitively is aetherstrike so it's not like having more than 1 good relic matters.

  4. 2 hours ago, swarmofseals said:

    I'd be stunned if Destruction and Death didn't get changed. If they stay the same, they lose so much design space as it's quite improbably that they would make the sub-allegiance abilities powerful enough to justify taking them. 

    Pretty much, how do you beat destruction move+battlebrew or 5+deathless minions without breaking the game?

  5. 39 minutes ago, swarmofseals said:

    Yeah, this is exactly why I said "I'm going to withhold judgment until I see everything." That said, I think there is legitimate cause for concern. Death currently has the most broadly powerful allegiance ability, and it's also by far the least competitive Grand Alliance. The new alliance system also stands to give the most benefit to allegiances that have strong allegiance packs but limited rosters. I don't think it's a stretch to say that Death doesn't really stand to benefit much from this at all given that there is basically no (competitive) reason to take a narrower allegiance than Death itself, so the ally system is pretty moot. Meanwhile, other factions stand to benefit. Similarly, because the GA Death allegiance pack is so strong now, the new allegiance packs will need to be just as strong in order to not be a de-facto nerf. 

    It's certainly possible that nerfs to other factions, reductions in points costs for death, release of new units etc. will balance things out (hence why I'm withholding judgment). I'd also say that these new allegiance packs and the alliance system are a solid hit flavorwise. But from a competitive standpoint I really do think there is cause for concern. It's why I'm not really excited by what I saw today. What I saw today makes me nervous about Death falling further behind. Is it a guarantee that will happen? Absolutely not! But as far as building hype, for me it fell very flat. I'm still super stoked for GHB2, but that was tempered a bit today.

    See ya said that first sentence and then immediately went on judging things.

    • Like 1
  6. 1 hour ago, swarmofseals said:

    I'm going to withhold judgment until I see everything, but so far I'm not impressed. The mortarchs are still very inefficient at that points cost, and morghasts are slightly better but still not good. The allegiance abilities and artefacts are exciting, but keep in mind that taking one of those ability packs means not taking the generic death one. Death are already not very competitive right now with likely the best allegiance ability. Shaving a few points off mediocre warscrolls is just not going to make up for the loss of a 5+ or 6+ ward save army wide. While it's possible that Deathless Minions and Ruler of the Night will stay, I think it's very unlikely as it's very hard for any of the new packs to compete with that. 

    Basically, if they get rid of Deathless Minions/Ruler of the Night, the entire GA needs something like a 20% cost decrease just to tread water. 

    this is a really bad line of thinking that came out a lot with the run up to 8th. These changes are still almost totally in a vacuum, without seeing what the REST of the rules/points changes are making judgement calls is quite a bit silly. Even more so if they add new units in the near future(possibly even in this book as was the case with Sylvaneth). 

     

    Like most things in warhammer we won't know for sure what's good/bad for 3-6 months after release and speculation and theorycrafting have to wait until we see the full breadth of what changes. The allies system alone totally turns the meta on it's head. Just think about Kharadron or Sylvaneth with Hurricanum's AND their allegiance abilities.

    • Like 1
  7. 2 minutes ago, bottle said:

    Good catch. I overlooked that!

     

    Although the example given for Deathlords lists every single subfaction in Death bar 'Beasts of the Grave', and then specifically mentions Terrogiests (suggesting they will get realigned to another sub-faction).

    So for Deathlords at least it is Grand Alliance wide. You're probably right that this won't be the case for all.

    Terrorgeists aren't beasts from the grave anymore anyway as of the LAST GHB which I only realized thanks to adepticon. Although you can still use those scrolls for open play.

    • Like 1
  8. Just now, mrstimpson38 said:

     


    There are plenty of things that make Stormcast unique, but if you need me to call it something else then that works for me.

    Rule That Allows Daemons to Burst into Realspace Without the Need of a Wizard Much Like How the Khorne Daemonkin Handle the Situation.

    And there we go. Whatever it's called, Khorne units need some fluffy summoning options.

    Sent from my Z958 using Tapatalk
     

     

    The difference between summoning and deepstrike is not semantics. Summoning requires a summoner, deepstrike just happens. The range of summoning is based on the location of the summoner the range of deepstrike is only limited by the position of the enemy. Only the units specifically included in a list can deepstrike, anything can be summoned.

    Being deliberately obtuse is generally not enough to push 'make my faction OP' request through.

  9. On 2/10/2017 at 9:34 PM, mrstimpson38 said:

    I'd like to see a reserves roll system for reserves much like in 40k. And a deep strike ability for units like Khorne Daemons to allow fluffy mono-Khorne lists to deep strike in some daemons without a wizard. It's a simple enough to system in 40k, and feels like it would fit nicely into AoS.

    Sent from my Z958 using Tapatalk
     

    No, this is literally the only thing stormcasts have to make them unique, there's no reason Khorne should be deepstriking. Khorne should get some non-wizard summoning options but leave deepstriking to the stormcasts, especially since they nerfed it.

  10. 4 hours ago, Dez said:

    I've always said I'd sell all my other 40K armies to fund the return of Squats.

    If squats come out before plastic sisters I'd be a level of furious that would result in people combing through my internet forum presence for ominously threatening quotes to go with the news coverage...

  11. 20 minutes ago, Mossback said:

    How are you coming up with those numbers for the Kurnoth Hunters? A unit is only three Hunters, and with the maximum possible hits and damage, they could only possibly do 18 wounds with the bows. Even if they were shooting point blank into a unit, with the bows, Quiverlings and Trample underfoot all added together, that is only 24 wounds. The Vanguard Raptors you mentioned can possibly put out with every shot hitting and doing maximum damage 18 damage. Add in their Aetherwing companions you get an additional maximum six wounds. That is on par with the Kurnoth Hunters. Also, three Kurnoth Hunters have a maximum of 15 wounds per unit. The Vanguard Raptors have a maximum of 6 per unit. Where are you getting this 60 effective wounds number? Kurnoth Hunters have been part of Sylvaneth armies at tournaments and have hardly broken the game.

    He's giving worst case, you're giving Vacuum, both are misleading, worst case is closer to reality. Kurnoth hunters haven't broken the game, they're just really reall cheap for what they do. If a morghast Archai is 240 then hunters should start right around there.

  12. So quad relictor with 2 lightning chariots and 2 bless weapons on a unit of 12 hurricane crossbows and 9 longstrike crossbows? Or trips relictors with 2 bless weapons and 1 lightning chariot with a azyros and 12 longstrikes and 9 hurricanes? Lightning chariot prevents you from moving after, it doesn't count as moving.

  13. 2 hours ago, wayniac said:

    Also, whether or not they will be available for Matched Play doesn't mean they won't be around for Open/Narrative Play.  I think we should differentiate if we are talking about "X battalion is no longer valid" (as in, removed from the game) or "X battalion no longer has points" (as in, not usable in Matched Play which is a similar, but completely different, thing, since there is more than just Matched Play to consider.

    Whenever you talk about validity you are pretty much always talking about matched play. You could use tuna cans and bottlecaps for models and 4th edition 40k rules in open play if you want, validity doesn't really apply.

    • Like 1
  14. 6 minutes ago, wayniac said:

    Do we even know if Warrior Brotherhood is no longer viable?  Again, the rules for it was in Grand Alliance: Order, not Battletome: Stormcast Eternals (v1.0).  Logically that would mean it is still valid for use.

    We'll know saturday. If it disappears of the app, it'll likely be unusable. If it stays then it's probably fine. Even if it does stay though, the change to the knight azyros made it significantly worse. 

    • Like 1
  15. 25 minutes ago, Sleboda said:

    Maybe this is the new Squatting.

    Sucks.

    I'm not really a huge fan of this book so far(they made a battalion that is perfectly in line with how I like to build my army and then made it too expensive to use in matched play smh), but this is pretty far-fetched. The new units should make up for a bit of the loss of the warrior brotherhood and while I doubt we'll see stormcasts on a top table again in the very near future, it's not like we're suddenly trash tier. Someone will find a combo with either shooting or cav that will wreck face in the middle of the pack and then refine it over the next few gts until it can compete. The book is a small set-back not a squatting.

  16. 20 minutes ago, ronin_cse said:

     

    I'm not seeing them. I'm talking about the bonuses you get if the chamber contains the maximum number of battalions thing. For example the Tempest Lords gain the Lightning Strike and Celestial Nimbus abilities listed on page 116.

     

    Maybe I'm just blind and I keep missing them

    If you use points, don't worry about what those abilities do, you'll never get to use them, I think only 1 or 2 of them are even attainable in 2000 points and you'll be crippling your army to do it. At least a handful of the battalions have the same problem. There's a battalion with dracoth and chocobos that's 1880 points minimum and doesn't cover your battleline.

  17. Very unimpressed so far, most of these are horrifically expensive with their special additional bonuses being impossible to get in 2000 point games for several of them. Most of the bonuses are underwhelming considering how bad the battalions you have to take are. The celestial vindicators are the best of the bunch because of the hammerstrike force but the other ones still have the problem of 'land 9 inches away, fail your charge, lose 200-400 points of paladins to shooting/counter charge.

  18. 4 minutes ago, Turragor said:

    I think they have to be a 'reward' for staying all in an allegiance with no wizards.

    Alternatives to spells don't need to exist when an allegiance has access to spells. Unless I misunderstand you slightly.

    I think this is a little short sighted. In general I see mostly upsides to sticking to pure Stormcast Eternal now.

    The issue isn't entirely that the new artefact items are bad(although some REALLY are) it's that compared to how insanely good reckless and quicksilver potion both are these relics seem, on paper, to fall flat. Most people will still take stormcast allegience for the deepstrike and the new command abilities, which are quite good if a bit situational compared to reckless. I just think that you'd have to be 2-3 battalions deep to see anything but quicksilver potion and the -1 to hit relic being picked up. 

    Breaking up the army into something more interesting than 'warrior brotherhood with TWO knight Azyros' this time!' is a good direction to go in, I just worry it ends up being an(admittedly slight) downgrade based on how conservative the rules so far have been.

     

    That said, we can't know for sure until the battalions get leaked too.

  19. 9 hours ago, Allornone said:

     

    Most of it are just artefacts.

    In the end the stormcast have:

    A prayer for every priest (basically the equivalent of a spell lore)

    1 Artefacts +1 for each battalion, that can be chosen from the following lists:

    weapons
    armour
    talismans
    Banners  (for TOTEM)
    lights (for Castellant, Azyros and Veritant)


    And the trait for the steeds, which is a true addiction.






     

    So...across 5 new tables Quicksilver potion is still easily the best option. The banners are trash, the lights hit bad, underwhelming and 'don't we have a relic that gives+1 attack already? But like guarantees the model that needs it has it?' The armors are all okay-ish or copy pasted except the -1 to hit one which is good, though not exceptional, the artifacts and weapons are just copy pasted or worse versions of the order ones.

    The prayers and Steed abilities are awesome and some of the command traits are pretty good, even a few of the relics are worth trying out but ultimately I think if you're not teleporting anything in or doing anything triksy with command abilties then reckless, QSP, reroll battleshock are still going to be your best bet.

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