Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Sagittarii Orientalis

Members
  • Content Count

    58
  • Joined

  • Last visited

Community Reputation

51 Celestant-Prime

About Sagittarii Orientalis

  • Rank
    Prosecutor

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Were there leaks other than spearmen and lancers model for lumineth realm-lords? As a player who once collected WHFB High Elves and is delighted to see "traditional but refined" (a)elven models, I would be happy to hear news of archers and/or winged monsters.
  2. A bit out of topic, but how much is GW's decision making affected by reactions from facebook and reddit? I know one case from 40K where they quickly nerfed an OP faction after complaints flooded from reddit. Granted, some of the nerfs touched on trivial issues rather than the key element of the faction. I suppose it is because many complaints were crying OP without carefully analysing exactly which faction rules made that faction truly OP. Whatever the truth is, I hope GW rules designers do not spend too much time looking through facebook or reddit. Most of these medias provide plenty of impromptu and "knee jerking" responses, with little depth.
  3. Really? Because I have seen players taking double turn ruthlessly wiping out the entire opposing army in AoS as much as I have seen Iron Hands or flyer-heavy aeldari list do in 40K. I am not sure what kind of mission you use when playing 40K, but maelstrom missions and latest chapter approved missions are quite far from winning by tabling an army. Scoring at the end of battle round or the start of the turn makes players to think ahead, and maelstrom cards reward taking objectives over destroying enemy units in many cases. ITC is often criticised for emphasising kill points over objectives, but ITC is not the only way of playing 40K. Chapter approved missions exist, and ETC adopts maelstrom cards. Even then, it does not mean ITC awards no points for taking objectives. Granted, I do admit there are instances where one side quickly wipes out the opposing army even in missions I just mentioned. For example, Iron Hands will have little problem decimating Grey Knights or Chaos Space Marines in many cases. But I can also argue exactly same things happen in AoS. Take Hedonites of Slaanesh, Skaven or Flesh Eater Courts against, say, Slaves to Darkness or Nighthaunt. Double turn does very little to prevent stronger armies wiping the floor with weaker armies. At best, the double turn allows weaker army to do a bit more damage compared to when not having double turn. At worst, the double turn allows stronger army to decimate the opposing forces even more efficiently. Hedonites of Slaanesh showing tournament win rate of over 60 percent and being foremost outlier in the meta for half a year cemented my belief. P.S. What you want to point out about 40K would be the alpha strike issue, rather than simply tabling an army. And yes, it has been an enduring problem in 40K since 8th edition launched. But the sensible solutions would be placing more terrains that block line of sight, and using missions where players score victory points at the end of battle round or at the start of turn. The latter gives more control over objectives to players going second, as they can react to the manouevres of players going first and can actually deny their victory points. Double turn does not solve alpha strike issue. It simply shifts the disadvantages to players going first as there is literally no downside for those going second. Beta Strike, If I can address it this way. If you do not get the double turn, it is typical IGOUGO and unexpected or abrupt problem rarely occurs. If you do get the double turn, congratulations. Go wipe them out.
  4. I must first confess that I have been exclusively playing Stormcast Eternals since the match play was launched in 2016.I view the missions in the general's handbook rather positively, as many of them seem to emphasise manouevres and board controls to a fair degree.The missions themselves seem to be improving for better gameplay. For example, the change to the movement route of objective in Relocation Orb. There is however, one mission I am struggling to find worth in terms of gameplay - Total Commitment. Now, many of you might instantly point out I am not feeling pleasant with this mission because I play Stormcast, and all that is needed is for me to "get good". However I always expect to play this specific mission, and hence prepare my list and tactic to adapt to it. So far playing Total Commitment and actually winning was far from impossible, at least in my local club where the meta is rather "casual". This however does not stop the mission from leaving sour taste in my mouth, regardless of the outcome. The mission invalidates nearly half the allegiance ability of the Stormcast, which already suffer from general lack of mobility even with the Scions of the Storm. Meanwhile, the mission gives almost no disadvantage to the opposing player unless the game is a mirror match between stormcasts. And stormcasts are not the only faction that is seriously penalised in the mission. Nighthaunt is another faction which allegiance ability imbues army-wide reserve deployment. Thus in my view, Total Commitment heavily punishes very few specific factions without actually providing tactical challenge to the other opposing factions. The fact that most of the large-scale tournaments almost always include Total Commitment in the rulepack exacerbates my frustration, which stems from feeling that my faction is being unfairly penalised. I cannot stop thinking that this mission is devised under the notion that army-wide reserve rule is extremely lethal to the gaming environment, thus requiring an extreme form of limitation via mission rules. If this is true at all, then I believe it is an oversight. Most of the reserve rules have "more-than-9 inches" restrictions, and in many cases units in reserve must be set up on the board by battle round 3. With relatively cheap "screening" units and careful deployment, denying enemy reserves from being set up on ideal position is far from difficult. Crucial charges from big unit of evocators can be denied with a fodder unit of grots, or prevent ballista batteries from shooting 4 shots per model at my important unit. However if army-wide reserve rule is still deemed terrifyingly strong so that a special mission is required to rein it back, I believe forcing reserve units to be set up until the end of battle round 2 would have sufficed. I believe an outright prohibition of core allegiance ability is a limitation too extreme. Imagine a mission where summoning is strictly forbidden, or where units with fly can no longer do so. I see Total Commitment no less harsh and unfair than these examples. Initially, I attempted to send the feedback to the games workshop via AoS facebook. However, I thought it would be better to listen to how other players with different factions view the mission before sending the feedback. Perhaps there might be more to the mission than I am aware of. So if you still believe this is only a tantrum thrown by an immature stormcast player, then please feel free to enlighten me on the value of the mission I might have missed. Thank you.
  5. Below is one of the queries from the new AoS designers' commentaries Page 3 Q: Some abilities allow you to remove a unit from the battlefield and set it up again, and say that this ‘counts as their move for the movement phase’ (or words to that effect). Do these units count as having made a move for the purposes of any other rules or abilities? A: No, it simply restricts them from making a move later on. My question is, do vanguard-raptors set up via Scions of the Storm count as having moved or not. The Scions of the Storm does say that units set up in this way "counts as their move for the movement phase". However, the caveat of the designers' commentaries query is that such abilities should "allow you to remove a unit from the battlefield and set it up again". But Scions of the Storm does not allow the players to do so, since players deploy units using Scions of the Storm rule instead of setting them up on the battlefield. Thus it is technically impossible to remove a unit on the battlefield and then set it up using Scions of the Storm rule. Does this mean units, including vanguard-raptors, set up via Scions of the Storm count as having moved in their movement phase?
  6. It's strange that with all those SCE points leaks from the handbook, points for Evocators on Dracolines are still unknown. Or maybe I haven't gotten hold of it. Photos from last month's warhammer fest seem to suggest that Evocators on Draoclines are available in units of three, but I am not sure.
  7. Which is why I hope Consummate Commander remains as it is now in the new SCE battletome. If it remains unchanged, I think it can become a good alternative for Staunch Defender.
  8. Just watched the battle report from guerilla miniature gaming channel, with points from new handbook applied. The players said that the celestar ballista costs 100pts, which is 20pts cheaper than that of starter set profile. The report also claimed that sequitors cost 20pts more than liberators. I suppose that means basic squad of sequitors(taken in five) is 120pts, although they did not elaborate any further. Castigators were taken in a squad of three. Apart from that, BoLS also uploaded a short video on the new handbook. From what I saw, most of the battalions became cheaper. There were at least two new battalions, presumably using Sacrosanct models. There were three unique endless spells for SCE, ranging from 40 to 100pts. Palladors, vanguard hunters, hurricane crossbow vanguard raptor became 20pts cheaper. Aetherwings became 10pts cheaper.
  9. Warhammer Live channel is now broadcasting a game between Idoneth Deepkin and the Maggotkin. It seems to be a 2,000 points game, and below is the Idoneth Deepkin roster. - Heroes Akhelian King(General) Tidecaster Soul Scryer Aspect of the Sea - Battleline 20 Namarti Thralls 3 Ishlaen Guard 3 Ishlaen Guard - Others 10 Namarti Reavers Leviadon The Idoneth Deepkin also brought two gloomtide shipwrecks, although I am not sure if these costs points as well. Meanwhile, the Maggotkin roster has an Unclean One, Lord of Afflictions on Rot Fly, Festus, 70 plaguebearers, and 6 plague drones. The Idoneth Deepkin are more "elite" than I expected.
  10. Just finished jotting down what Les Martine revealed on Warhammer Live. Please feel free to correct any errors. - One of the unique command traits is Unstoppable Fury. The general adds 2 to its Attack characteristic during 3rd battle round. - Akhelian Hero on the mount(the guy on the battletome cover I suppose) has a harpoon as melee weapon. It has 4 Attacks, D3 damage per attack. - The said Akhelian Hero on the mount has a command ability which gives an Idoneth Deepkin unit within 12" a bonus to the number of attacks. - Aspect of the Sea(Eidolon of Mathlann) has a missile weapon: 15", 3+ to hit, 3+ to wound, Damage 2. I am not sure about its Rend characteristic. - Melee weapons has: 3 Attacks, 3+ to hit, 3+ to wound, rend -2, damage 2 - Special rule called Dormant Energy: Aspect of the Sea heals d3 wounds if he has not cast a spell or unbound one in the turn. - Has two unique spell, one of which is Tsunami of Terror that deals d3 mortal wounds to an enemy unit while healing d3 wounds for the Aspect of the Sea. - Also has a special ability: Pick a point within 18" and roll a d6 for each unit within 3+. If the roll is less than the number of models in the unit, that unit heals d3 wounds if it's an Idoneth Deepkin. If it is not an Idoneth Deepkin unit, then it suffers d3 mortal wounds. - One of the artefacts allows the hero to ignore mortal wounds on 5+. Apparently, the Aspect of the Sea can take an artefact. - Isharan Tidecaster: Knows a spell called Riptide, which gives -1 penalty to hit rolls of an enemy unit. - Soul Scryer has two abilities. 1) Finder of Ways: Soul Scryer and up to two other Idoneth Deepkin units can deep strike(i.e. set up more than 9" away from enemies). 2) Seeker of Souls: Pick an enemy unit within 24". All Idoneth Deepkin units add 3" to their charge rolls against that enemy unit. Les Martin said both abilities can be used on the same turn to make 6" charge after the deep strike. - Namarti Reavers' bow: 18", 4+ to hit, 4+ to wound, 3 Attacks when the target is more than 9" away. Not sure about the rend characteristic. - Namarti Thralls' Melee weapon: +1A against models with 1 wound, +1 to damage against models with 4 or more wounds. - Ishlaen Guard: Equipped with swords and shields. These are the defensive version of Fangmora Eel cavalry. - Riders's melee weapon: 3 Attacks, 3+ to hit, 3+ to wound, Damage 1, No rend - Eel's Jaw: 1 Attack, 3+ to hit, 3+ to wound, Damage D3 / Eel's tail: D3 Attack, 3+ to hit, 3+ to wound, Damage 1. Again, not sure about their rend characteristics. - 14" move, 4 wounds. - Leviadon: 12" move, 3+ save - Idoneth Deepkin units that are wholly within 12" count as being in cover. - Leviadon's Jaw: 1 Attack, 2+ to hit, 2+ to wound, Rend -2, Damage d6. On hit roll of 6, the target suffers 6 mortal wounds. - Other melee weapons of the Leviadon and its crew: 1) 4 Attack, 3+ to hit, 3+ to wound, Rend -1, Damage 3 2) 3+ to hit, 3+ to wound, No Rend, Damage 2 - Ballistas on Leviadon's Howdah: Each has 24", 3 Attack, 3+ to hit, 3+ to wound.
  11. I doubt GW would improve Scions of the Storm as you have described. After Warrior Brotherhood dominated top ranking in tournament at 2016, GW did its best to nerf 100% guaranteed alpha strike. Warrior Brotherhood did make a comeback in 2017 Handbook, but its points cost was nearly doubled and Knight-Azyros no longer allows less-than-9" deep strike. Not to mention that some of the decent SCE units(Stardrake, Dracothian Guard, Vanguard-Raptors with Longstrike Crossbows) cannot be taken as a part of Warrior Brotherhood. Making Scions of the Storm an auto-pass deep strike would only revive the old form of Warrior Brotherhood, which I believe is the exact opposite of what GW intends to do. I would rather like to see Knight-Azyros giving slight bonus to Scions of the Storm, such as allowing only a single unit per turn to re-roll failed Scions of the Storm roll. That doesn't seem too powerful, while at the same time giving a unique value to an unpopular model. It also fits the background in which Knight-Azyros actually helps Sigmar send forth his warriors with more precision.
  12. This reply is not about tactics, but I have found a cover image for the upcoming Age of Sigmar novel. The German title means Soul Wars in English, and the cover illustration shows Stormcast Eternals we have never seen. These might be from the Ruination Chamber. The novel is scheduled to be released on 6th of June.
  13. Unless you have a very specific purpose, I suggest taking single Lord-Aquilor. You only need a single Lord-Aquilor to use Vanguard-Hunters as Battleline units. Furthermore only one Lord-Aquilor can use its command ability, unless the general picks Consummate Commander for its command trait. Even then, I believe two Lord-Aquilor with Consummate Commander is hard to use,. The loss of the general will immediately render the remaining Lord-Aquilor quite useless. This might be pure coincidence, but I also wrote a 2,000pts list with Vanguard Angelos Conclave. It is not the most competitive list, but I think it could be a decent list for casual games. The difference is that I took a large unit of Vanguard-Raptors instead of two additional Lord-Aquilors and a third unit of Vanguard-Palladors. - Leaders Lord-Aquilor(General, Command Trait: Shielded by Faith, Artefact: Mirrorshield) Knight-Azyros Knight-Venator(Artefact: Luckstone) - Battleline 5 Vanguard-Hunters(Shock Handaxes and Boltstorm Pistols, 1xVanguard-Prime: Astral Compass) 5 Vanguard-Hunters(Storm Sabres and Boltstorm Pistols, 1xVanguard-Prime: Astral Compass) 5 Vanguard-Hunters(Storm Sabres and Boltstorm Pistols, 1xVanguard-Prime: Astral Compass) - Others 3 Vanguard Palladors(Starstrike Javelins, Boltstorm Pistols, 1xPallador-Prime: Lunar Blade) 3 Vanguard Palladors(Starstrike Javelins, Boltstorm Pistols, 1xPallador-Prime: Lunar Blade) 9 Vanguard-Raptors with Longstrike Crossbows(1xRaptor-Prime: Aetherwing) - Wascroll Battalion Vanguard Angelos Conclave Total: 2,000pts
  14. While I believe Stormcast Eternals belong to solid upper-mid tier, I agree with others' comments on Scions of the Storm. It is a nice bonus to have, but at the same time too unreliable. When the new Stormcast Eternals battletome was released early this year, I expected a command trait allowing re-rolls for Scions of the Storm roll. But it never happened. Perhaps the writers thought it would be going against the spirit of "nerfing the obvious OP(i.e. 100% guaranteed alpha strike)". As a Battle Trait, I think it is much weaker than other battle traits such as Destiny Dice, Blood Tithe, Fyreslayer Runes, etc. Speaking of which, how are Stormcast Eternals doing in tournaments? I heard they are still showing up on top 10 in many tournaments(the Vanguard Wing list at the Warhammer World Heat for example), but I might be mistaken.
  15. Without any buffs, pick whichever weapon you like. Be it for aesthetic reasons or else. However if you use Lord-Celestant on Foot to enhance your units, than the hammer-wielding liberators benefit slightly more than the sword liberators do.
×
×
  • Create New...