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ledha

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Everything posted by ledha

  1. Khorne judgments actually damage khorne units around. They just don't debuff them. As for Dyrcha, she has now 30 attacks doing MW on a 6+ to hit, and rend -2 (which DRASTICALLY improve her damages). She is fine
  2. I didn't choose to play an army of heroics dudes in superb and massive heavy armor to field a bunch of frail and naked lizardmen using hit and run tactics while attacking with stone age weapons
  3. If you want to cry, compare the screaming bell/plague bell with a lord celestant on dracoth who cost 220 pts
  4. Of course we can nerf him. Forcing him to play subpar if not terrible lists, giving him less playtime or preventing him to sleep in a 2/3 days tournament are a good start. We can also forcing him to play a drinking game (like one shot every time a unit is destroyed, another at the end of each turn...) and see how does he fare in the last game of the day. And i'm sure seeing hom a drunk and sleep-deprived Jack Armonstrong playing would rack more twitch viewers than every warhammer tv finals combined
  5. How ? They kept the same damage output as before while going down 40 pts and doing aoe MW when they die. And no one would have dare before to say they weren't main fighters. They outlive and outdamage pretty much every other unit of their cost (they hit nearly as hard as brutes/paladins/blightkings), while being easy to use (2" range) and having an incredible support role in addition of this (and not in replacement) I mean, for 5 wrathmongers, you can get 10 stormvermin, namaarti thralls or grimghast. None of them have the resilience and damage output of the wrathmongers, and bring nothing to the table for the rest of the army.
  6. Also, the lord celestant on foot was nerfed... ... except in the context of the skyborne slayers. Before, he gave +1 to hit to units within 9". Now, it's +1 to hit to units wolly within 12" if he is in melee. It would be ******...but now he give it in the combat phase, and not in the hero phase. So now, the skyborne slayers (which is cheaper than before, and with all its units being better than before, especially protectors and crossbow judicators) mean that your units have +1 to hit the turn when they charge AND the ennemy have -1 to hit them during this turn as well. It give to the skyborn a MUCH better alpha strike than before. Also, while you don't play the paladins anymore because the evocators are straight-up better... the paladins by themselves aren't worse than before. They are still okay. And a skyborne slayers let you enough pts to fill around 500/600 pts of anything else.
  7. being a demon give him a reroll of hits rolls of 1;. Because of that, i"d give him the axe. 3+ rr1 mean that you'll have a lot of hits anyway, and the rend -2 is VERY precious
  8. For vulkites with shields : axe and shield or pick and shield ?
  9. I play khorne since the beginnings of AOS and it's by far our best battletome. I won most of my matches (around 80%). But the army indeed need some tactical skill, it's not a point and delete army like the FEC gristelgore pain train. The most important part of the army is placement. Placement of your units around objectives, around each other to take profit of buffs, around the opponent to affect them as most as possible with our debuffs and aoe (cf wrathmongers), placement of our slaughterpriests around the altars, of our judgements to block the opponent without injuring our own troops. I play a slaughterborn mortal lhorne list in goretide. My units need to be wholly within 18" of the bloodsecrator, wholly within 8" of the wrathmongers, and wholly within 12" of the objectives. It's not easy, but when everything "click", it's a well-oiled machine that crush mechanically everything. The imprevisibility of the army, with out of phase activations, including in the ennemy turn and "strike after death" mechanic are its saving grace. I play with bloodwarriors, skullreapers and wrathmongers. When i make good save rolls, my opponent take damage. When i die, my opponent take more damages. It's beautiful to see. The army still have lots of problems against shooting lists, but you can't be good against everything. The deal is to catch and kill in melee weaker opponents, and to play and avoid stronger opponents, ganging them up at 2/3/4 units against one.
  10. Anvilstrike also allow a unit to pile-in and attack in melee. It can be devastating on a unit of evocators, even on a 5-man unit.
  11. summoning units are more than 9" of the ennemy and wholly within 12 of your character. They won't screen anything, actually, and after the second turn, in practice, you can more often than not only summon them behind your own tropps. they could actually help your opponent to come faster to you with a move+easy charge if you managed by miracle tu summon them between your ennemy and your troops. It's a waste of points in 95% of the time Best way to screen blobs of berzerkers are khorne judgment. Fyreslayers have 0 way to cross them, they have a VERY big base, and they can't kill the spells.
  12. Easy - Give retreat+shoot to vanguard hunters instead of run+shoot, - Bring the palladors down to 160 and give them +1 attack, - Let the aetherwing have their special rule watchful guardians without needing to be close to the vanguard raptors, but close to a vanguard unit instead. - Put the longstrike to 160 pts, 180 pts for a 6 wound unit doing 3 wounds in average is grotesque, Or let them ignore "watch out sir ! ". They are character snipers after all, they shouldn't need 3 turns to snipe one. Or to be taken in units of 9 in anvilstrike to go from "horsesh***" to "holy hell what the f*** is this broken abomination". - Bring the aquilor down to 160 and transform his CA to a free ability with a global range. Give him a CA allowing him and another unit to strike first in melee, or to shoot in the ennemy shooting phase. - Give +1 flat damage to the zephyros and neave, make them (or at least the zephyros) loose their leader slot. It's a pure fighting hero, she should be up to the level of the grimwrath berserker to be worth it. - Make the riding the aetheric winds ability of the palladors/neave move more than 5" away of the ennemy units instead of 3", but allow a charge after the move Those changes looks crazy, but the vanguard chamber army have a low-model count and don't hit that hard, if you go up to eleven in the mobility option, then only they can be something else than a bad joke. Right now they can't even harass the ennemy at all, they can't escape from melee and attack, and melee armies are faster than them. With all those changes, they could actually put up a fight against armies such as skaven, fec, fyreslayer or LON. And i'm sure you can already picture them being much more interesting to play.
  13. They are angry toward him, but to be honest, Sigmar seems to be the only one willing to get ****** done. The others are just reclusive or passive allies who do nothing, and teclis don't have any lesson to give after what he did to the Idoneth
  14. Kharadrons are very hard to master, and he fought one of the strongest army of the game, an army that ignore rend (which is a hard counter to the biggest kharadron's strenght) and a army that block line of sight and mess with shooting. It would have been impressive to see him winning
  15. Give +1 wound to all paladins and +1 attack to retributors and protectors. Change the decimators in 4 attacks 3+/3+/-1/1 rerolling hits against units of 5 or + (like grimghast or skullreapers) Keep the same point cost. Boom. Now paladins are usable and in line with evocators.
  16. Sequitors and Evocators were insane one year ago. Now, i feel sequitors are just the baseline unit in place of liberators, because every recent army can wreck them without difficulty. Evocators hit hard, but they are slow without investment, very previsible (they aren't a super fast moving flyinf unit with double pile-in striking first) and tend to die fast. Plus, unlike many stormcast units, evocator loose efficiency proportionnaly to their losses.
  17. I think the best way to block them are endless spells or others. I didn't played against the new fyreslayer, but i blocked 10 evocators one time by simply putting my three khorne judgment in front of them and on their side, not letting enough space for them to cross the endless judgments, and blocking them near a unpassable scenery.
  18. They didn't told anything YET, but we have high hopes that the waterboarding session will bring some answers. Stay tuned.
  19. Khorne is not an issue, because 1) its summoning is horseshit and 2) it rely on number of units killed, making it the only summon system that actually scale with the point number Nurgle's summoning is stronger but not really an issue too. Tzeentch is already more annoying (10 pinks horrors will create 20 blue then 20 brimstone) but it force to play demons to really play around it and they aren't THAT strong. But other armies are insane. A seraphon can, with 0 investment, pop 20 skinks per turn, which, combined with the teleport, make fighting them absolutely horrible in 1K pt. FEC summon is basically "bring units for free", such as the archeregent who summon his own cost of ghouls or other units. LON can use 1 CP to bring back a dead unit. Imagine fighting and killing 30 grimghast reapers only for your opponent to snap his fingers and bring them back. Slaneesh summoning is complete ****** too. Fir example, if you one shot two keeper of secrets without them doing anything, the slaneesh player can bring back a third one because of the depravity points.
  20. Rebasing the bloodreavers on 25mm would make them viable and resolve all their problems
  21. How can i be excited about warcry ? I just know it's a skirmish game with chaos dude, we don't have any other information. As for the warbands having warscrolls... well, the shadespire warbands have warscroll too, and no one care about that because they are terrible. I would have preffered a new complete and "true" unit for skaven, fec, fyreslayers and sylvaneth than the warscroll of warbands from a spin-off game.
  22. Well, that was disappionting. Stormvault are still in TEASING after 6 months. Another TEASING of warband of warcry, aka a spin-off game that i don't care about The TEASING of a single mini of a warband of ANOTHER spin-off game And that's all. We are still waiting for the darkoaths. Since the gitz, and with the sole exception of slaneesh, we had nothing except reddition of armies wth 1 terrain, 3 spells and one new model. Last year we had Nurgle, DOK, LON and idoneth back to back + malign portent. We have only a super long teasing of specialist game and nothing properly NEW about AOS. Disappointed. 30k had more new things than AOS/40K combined. 40k having... two tanks (including the copy past of another one), imperial knights WITH SPIKES and about the SoB... the same mini as shown nearly one year ago, but with paint !
  23. For slaneesh, i think the humble bloodwarriors in a slaughterborn battalion will be our best friend. It's not a issue striking after your opponent if being killed let you strike anyway. They have the tendency to bounce against heavy armored units, but slaneesh is quite frail, and they could even put some good damages on a keeper of secrets.
  24. Slaneesh seems to have an insane summoning honestly. Basically summoning one/two units per turn in addition to allegiance abilities
  25. passing over can be done by flying 1" across them, then flying back on your position.. Nothing for you to cross them with your entire base. the balista+ordinator+tauralon is "only" 880 pts. The tauralon aslo give me some welcomed magic power, is very good in some battleplans (a flying wizard ? YES) and make the sequitors battleline. I have also a good frontline with 25 sequitors and 10 evocators + castellant, which is enough to trade blows in melee.
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