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Gecktron

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Everything posted by Gecktron

  1. Yes, we are getting our own lore. They have previewed that one spell that gives a unit "fly", and the spell of the Arch-Regent will make sure that the magic phase will become important for the FEC.
  2. you have to roll above the wound value. So a 2+ for basic units.
  3. Looks good. The chalice and the fence are more utility than offensive power. I also like how the throne works. Bravery buffs/debuffs make sense considering its a throne made of bones. The free summoning is nice to have but shouldnt be too strong as the Abhorrent has to be close to the throne to use it.
  4. Atleast one Carrion Empire box is neccesary for the Arch-Regent. CE also gives you double the amount of Horrors and Ghouls. Getting both should be the best option.
  5. Did I get this right? We either get one of the new Grand Courts or (if no Grand Court is taken) get to choose between new Delusions? I thought at first the Courts repleace the Delusions but getting both as an option is great!
  6. Oh man, deep striking for the warlord and Zombie Dragon/Terrorgheists as battlelines sounds great!
  7. What is this? Feeding frenzy being useful? I like it. This forces the player to decide between using CP to summon new units or to give a extra fight phase to existing units.
  8. If you look at the Gloomspite Gitz, Battleline only depend on your Warlord. So Battleline Stormfiends with non-battleline Stormfiends would most likely be possible. Even more so as there is only the Skaventide Allegiance and the clan specific abilities are active all the time, no matter your army composition.
  9. Thats not how that works. Both the corpse cart and the graveyard are too old to be recycled. They are similar (since a corpse is a corpse and a gothic fence is a gothic fence) but they are not the same. The horse are also different since the Nighthaunt once are more ethereal, this spell is more fleshy. The chalice is completely new. You don't have to like them but thats a pretty lame excuse.
  10. I think the throne has a great design. It combines the core aspects of the FEC. I really like the coat of arms made out of skulls and bones. I think it would look even better with a less bright color scheme. The horses and the chalice are good, only the broken fence is a bit boring.
  11. Exactly. I think LVO is next week? So they could show more miniatures at the preview seminar.
  12. Zombie Dragons as Battleline units sound… interesting, to say at least. I had hoped for new units but nonetheless im hyped about this! The cover art fits perfectly.
  13. Again, enjoying this update! The different allegiance abilities sound good. I like the flair of the Grendad Coalition. The only problem I see is the "halve the number of models lost", I think you should clarify if one should round up or down to prevent having to add fractions. The aspirant households ability sounds fitting. Maybe I have missed something but what is the background of House Morgash? In regards to the Artificer Cogwork, I think most of them are balanced but the first one seems kinda weak. Plus 1 for charge rolls is balanced but I think its not much for general movement. Maybe you could change it to a +2"? Shouldn't upset the balance too much. In regards to Organ Gun/Helblaster, consolidating war scrolls sounds good. Keeping both as modeling options is the most pragmatic option.
  14. The different background stories are very good and help imagine how the Ironweld works. I especially like the bits about the Iron Council and the Labourer coalition. The different house rules are also good. Only one thing, I think you forgot to add the effect of the Heraldry of Esoteris rule.
  15. I think mixed units would be the best way forward. Black Library stories often describe the Ironweld society as a symbiosis between humans and duardin (to the dismay of more traditionell duardin who despise seeing humans use their runes and tongue; see "War Claw" by Josh Reynolds). Not differentiating between the two races in the rules would represent the background best, in my opinion. In regards to House Rok, I like the ruthlessness of the current lord. I think he would found kinship with some Kharadrons with his calculated actions and aggressive negotiations.
  16. Thank you for posting all these bits. I dont believe them completely but isn't that the best part of it? Seeing which rumors turn out to be true? Im also curious what "new build options like FEC" could mean. Most Seraphon kits only make one kind of unit so im not sure how they will kit-bash new units but this could be good. (Maybe changing up the riders from the Carnosaurus kit?)
  17. Saw it on Facebook! Congratulations! Did you send them pictures or did they contact you first?
  18. I like the Ironduke Coghauler. Its a upgrade for the ordinary coghauler without derivation too much from them and the extra movement is a nice buff for nearby units. Looks good, the unstoppable progress rule is especially cool. Having the Fort move outside of the normal turn order makes if feel more aloof. "The Machine doesnt care for the tides of battle, if the cog keeps turning, the fort will walk. " The Night of weeping makes for a very intriguing plot hook. Do you know who is responsible for this butchery or is it intentionally left open for the reader?
  19. Disciples of Tzeentch came out in January 2017 while Kharadron Overlords were released in March/April that year. So yeah, DoT is a bit older. But I think its fair to qualify both as "old" as they where the last Battletomes to come out before the great drought between spring 2017 and January 2018.
  20. The allies table is at the end of the points section for each Grand Alliance.
  21. I haven't looked into this thread in a while so I had a lot to catch up on. First of all, great work from everyone involved! All the new pieces of fluff and rules fit seamlessly into the mortal realms. Now a few things, first, the anti-magic cog-hauler. I thought about something like Anchor class cog-hauler? I don't know if you are familiar with the SCP-foundation stories but there exists a thing called Scranton-Reality Anchor. A Reality Anchor works in such a way that it reduces the amount of "abnormality" in a certain area, grounding reality so to say. The cog-hauler could work in a similar way. A number of machinery and apparatus take in excessive amounts of magic and bringing the battlefield down to a lower magic level (similar to the center of the realms). For example large scale use of these machines could bring down floating islands at the edge of ghyran or solidify a river of liquid gold in Chamon. This would fit into the Ironweld in so far as they like to work with hard numbers and physical laws, all the randomness of wild magic is a major nuisance. In rule terms I could see the cog-hauler making it harder to getting of spells trough subtracting more and more from casting rolls the closer one gets to the cog-hauler (for example -1 for casting rolls within 24", -2 at 18, etc...). Second, after reading about sub-factions and the more god-less nature of the Weld. How about a "soviet-style" subfaction. The lore pieces about the laborer units made their live look rather bleak. Poverty coupled with large scale industrialization is a good foundation for massiv strikes and worker uprisings. Maybe there is a Weld city where Laborers took over and chased away their nobles. This would also allow for a subfaction that puts greater emphasis on laborer units and less on the more fantastical constructs. (Similar to the Idoneth who have subfactions that promote Namarti instead of Ahkelians)
  22. I think GW decided to go with more tropical sea creatures (sharks, eels, a tortoise) instead of deep sea horrors.
  23. It could also be that GWs expectations were just very high. I got the idea during release that GW thought of the Idoneth as a huge hit on a similar scale to other big sellers like Tzeentch or Khorne or the Kharadrons.
  24. The person notes that new factions sell very well its just that Idoneth sold below expectations. This doesnt mean they dont sell at all, just that GW hoped for a bigger success. For all intents and purposes, new factions are very good for AoS and Games Workshop.
  25. Its not that they are ignored because they sell. The person explained that kits that still sell reasonable well dont need immediate action. They can leave it as it is while they work on a new release because they still make money. But if the kits start costing more than they make they have to do something quick (repacking, boxsets, etc) to reduce costs and raise profits.
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