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PJetski

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PJetski last won the day on July 31 2019

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About PJetski

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  1. I would try to categorize them like this: Great - Good internal balance, many top tier builds, lots of variety in list building Hedonites of Slaanesh, Skaven, Slaves to Darkness, Ossiarch Bonereapers, Orruk Warclans Good - Good internal balance, at least one one competitive tournament list, and lots of variety in list building even if some of them aren't the strongest options Fyreslayers, Cities of Sigmar, Legions of Nagash, Flesh-eater Courts Okay - Poor internal balance, little variety in list building, but they can get at least 1 viable build for competitive play Daughters of Khaine, Idoneth Deepkin, Sylvaneth, Stormcast Eternals, Maggotkin of Nurgle, Blades of Khorne, Ogor Mawtribes Bad - Poor internal balance, no powerful meta tournament builds, low variety Nighthaunt, Beasts of Chaos, Gloomspite Gitz I don't think I can accurately rate the new KO and DOT books but my first impression is that KO would be in "Okay" and DOT would be in "Good".
  2. More of a fun list You cant be competitive with Fyreslayers without at least 20 Hearthguard in Lords of the Lodge
  3. My top choices are the Geminids for a long range -1 hit/-1 attack debuff, the Realmscourge Rupture to halve enemy movement with no chance of backfire, and the Aethervoid Pendulum for a shotgun blast of D6 mortal wounds across the enemy army. Being able to drop these at the bottom of a round is great insurance for when you don't get a double turn. Wildfire Taurus could be really good if you use a lot of Skywardens, but it doesn't do much if you focus on shooting units. WLV seems good because it activates in every movement phase, but I think the Comet is too many points for a stationary spell.
  4. My top choices are the Geminids for a long range -1 hit/-1 attack debuff, the Realmscourge Rupture to halve enemy movement with no chance of backfire, and the Aethervoid Pendulum for a shotgun blast of D6 mortal wounds across the enemy army. Being able to drop these at the bottom of a round is great insurance for when you don't get a double turn. Wildfire Taurus could be really good if you use a lot of Skywardens, but it doesn't do much if you focus on shooting units. WLV seems good because it activates in every movement phase, but I think the Comet is too many points for a stationary spell.
  5. The Mortar can spike higher, and most of the game is 4+ or worse saves, so that puts the mortar ahead of the rifles for me. Also worth noting that a Mortar is the optimal choice for a squad of 5, and I reckon most people will just combine multiple 5man squads together rather than building their models with 20man efficiency in mind. Another question is whether or not Fumigators are worth running. It's only enemy models within 3" of the Fumigator, not enemy units, so you're not guaranteed to catch everything in that small aura. It keeps peak efficiency even while garrisoned, but the 9" shooting range on the Fumigator means you can't use it after Flying High, so is the loss of shots in those scenarios worth it? I think this one will definitely be answered only through playtesting. I think when you stack the Fumigator with other hit debuffs (like Geminids from Spell in a Bottle) then it definitely starts to really become worthwhile.
  6. It seems like Mortars and Sweepers tend to do more damage than the Rifles on average, so if you can reliably deal with the shorter range you should use the special weapons instead.
  7. Gunhaulers seem pretty good now. I'm not sure I would ever take an Ironclad over 2 Frigates, unless it was to protect 20 Thunderers... but I think it would make more sense to split them into 2 Frigates instead.
  8. There could still be a vague trailer teasing what is to come next for AOS. They like doing that sort of thing.
  9. I'm not saying it will be overpowered, it could very well be total rubbish, but it's stupid to make it that easy to summon a 400 point mega wizard monster. Sometimes you just know something is going to be stupid even if it's not the best strategy in the game, like the Harvesters stacking in Bonereapers before the errata, or buying unlimited command points.
  10. 9 spells between two armies in one round (when one of them is Tzeentch) isn't hard to do right now, and I don't think it is going to be any more difficult once they allow Acolytes to cast spells and bring Tzeentch up to date with the casting of other armies. I'm not sure why you think units added to your army can't learn spells from a lore, the FAQ is pretty clear that they do get to learn a spell. The summoning restriction isnt that big of a deal since there are other ways to summon those units - the Gaunt Summoner from the Slaves to Darkness battletome comes to mind.
  11. Adding two Lord of Change so easily to your army is guaranteed to be stupid in matched play
  12. GW tried to nerf Hearthguard but now we bring more of them to a matched play game than before v😅v
  13. FAQ is not an errata; it is a clarification of how a rule should be interpreted. The Tzeentch battletome does specify which dice rolls you can replace with Fate Dice: Destiny Dice can be expended to fix the result of any of the following nine types of dice rolls: Casting roll Unbinding roll Run roll Charge roll Hit roll Wound roll Save roll Damage roll Battleshock test The FAQ clarifies that damage is specifically for the damage characteristic of a weapon attack, and does apply to a spell or ability.
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