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mhsellwood

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Posts posted by mhsellwood

  1. Had my first game with the Cabal last night which resulted in a win. I really liked the Shrike Talon's speed and hitting power, and generally the good damage output. Not too much to take away from it though as I was fortunate enough to have my deployment right where the objective arrived so kept control without too much hassle.

    One question that came up was around the Shrike Talon's Swooping Attack. The bonus move is obvious, but the bonus attack if ending a move 3" or more vertically lower is worded in such a way that it seems to be that you can take the bonus attack when you want.

    To put this in context Rampage says you make a bonus move, then a bonus attack. Swooping Attack says you get a bonus move, and if you meet the lower vertically condition you get a bonus attack, but this is not specifically stated to be immediately after the move. Is there a consensus on this?

  2. 19 hours ago, RaiderX said:

    They're kinda gimmicky right now. From the GMG battle report, the starter set platform is almost 3", not high enough to activate their jump attack. And also you take impact damage while doing that.

    Haven't watched the GMG battle report but people elsewhere are saying that they got a fair number of the rules wrong. In this case, if they said the platform is not 3" high they are wrong - if you have access to the IMGUR scan on the page titled GENERAL RULES you will see a picture of a platform and it described as 3" high, so enough to activate the jump attack.

    Additionally you do not necessarily take impact damage. You take impact damage if you fall. Falling happens when you end a move action not on the battleground, not on a platform, and not climbing, and if climbing at the end of an activation. Climbing is just a fancy term for making a vertical move up or down on an obstacle.

    So, if you have a move of 6" and are on the edge of a platform, activate Death from Above, move 3" vertically down (which is actually the height of the starter box  platforms) and 3" horizontally, you take no impact damage and have ticked the box for a 3" vertical downwards move  so additionally get the +1 strength bonus.

    • Thanks 1
  3. Love the aesthetic, so picking these dudes up as soon as they are available.

    From a stats point of view, obviously we don't have anything yet but I am expecting high move, decent attack and pretty rubbish toughness given the lack of armour. Interestingly a couple of models have spears, and the Unmade preview today would suggest these are range 2 weapons, so could be ideally suited to locking down enemy models, and supporting other models.

    With their abilities they feel more like an army that will overwhelm after a turn or 2 of positioning. The Leader ability is a really strong aura buff (at this point it is actually the only one I have seen) so doing something like holding onto your wild dice, getting your Leader into the right spot, dropping a Shrike Talon with a quad and in range of the buff for effectively a 4 action, +1 strength, +1 attack activation seems sound.

    The ranged attack is double is weaker than the Iron Golem version, but overall they are quite movement focussed.

    Very excited to try them out.

  4. I am finishing up some stuff that has been hanging around for a while - thinks like basing on 10 Dryads, finishing up a couple of Underworlds warbands, minor things like that.

    Also converting up and painting a Flesh Eater Court warband. First 5 models:

    EAhMVrKU0AAAXk-.jpg.6cceafc7436e2ef79d60fa1bb042e46f.jpg

    Getting the core box, couple of card packs, and will pick up at least the Corvus Cabal, maybe the Splintered Fang as well...

    • Like 2
  5. 6 hours ago, Jam Warrior said:

    I'm a bit disappointed that both starter box leaders have the exact same ability, and that the ogor and the goatlion have exactly the same ability.

    But the Golems leader has a second ability!  That is entirely pointless in the base game...  It adds to his strength and his strength is already high enough to be wounding all the Beastie Boys and monsters on  a 3+.  Sure it'll be useful in a mirror match and probably against future warbands but still a little deflating out of the box.

    Also useful if you play just the base game but in a campaign as there is a lesser artefact of power that gives a +1 toughness bonus. So plenty of models that in a campaign could get to toughness 5. Personally  not too fussed that in a straight out of the box battle some of the abilities are more or less useful than others given the scope of what is coming is obvious.

    In terms of the rules, and whether I like them. My first brief read through left me feeling a little flat to be honest. The core mechanics are solid, easy to understand and read well, but my first reaction was basically 'where's the beef?' Having had a while to consider it though I have to say I am really keen to get some models on the table and play some stuff through.

    I guess part of it was moments of revelation, like for example I looked at the single dice roll mechanic for damage and though that it would make it hard to make a unit feel tougher or stronger in subtle ways. But then I thought about how you could make someone tougher, and I came up with non exhaustive approaches: Higher toughness, higher wounds, faction runemark that allows wounds to be restored even while in combat, faction runemark that allows one model to heal another, faction runemark to boost toughness, faction runemark that allows teleporting. This also ignores impact of twist cards that may affect survivability, impacts of being in a campaign, warband choice focused on survivability, and just raw availability to a faction of models with decent toughness.

    I am really looking forwards to getting it on the table and actually playing it. I feel that to get best benefit I will jump in at the deep end - get in a few trial games and then get a campaign running to really layer in the various game aspects.

  6. 15 hours ago, Overread said:

    We've got Apoc before Warcry and based on the number of articles and release pattern its going to be all Apoc next week and perhaps even a good portion into the week after; then we'll hit Warcry running - so anyone with apoc sized 40K armies (or dreams of them) and also Warcry interestse is going to get their wallet hit with a sledge hammer in July!

    Pretty much my situation. Counting up all my pennies, pulling forwards hobby budget, focussed gift suggestions (along the lines of give me gift vouchers ta). Going to be painful but also really good. Only thing that could be worse for me is if the Sylvaneth battletome is up for preorder on the 13th of July...

  7. 15 minutes ago, Charlo said:

    It was a reply, his Warscroll is in the GA:O book, not the GHB.

    I agree, he is strong - but Eldritch Council are hardly a fully supported army in terms of rules currently. That's all!

    Compendium specifically means warscrolls that are only available in the compendium's Games Workshop released at the same time as Age of Sigmar was released. At this point that mainly means Brettonians and Tomb Kings but there are some other models that are compendium only - for example for Dispossessed the old Anvil of Doom model was in the initial set of compendium rules but have never subsequently been reprinted.

    There are plenty of units / warscrolls that are only in the respective Grand Alliance books but are not compendium armies. For example Order Draconis (who are a really good army) is solely models from Grand Alliance: Order and it is certainly not a compendium army.

  8. A fair point Still-young. I would however refer you to the design of the iconography on the Barad-Dur miniatures from Games Workshop. Picture below:

    cceae3a90b8f8387705c29b9d1236768.jpg.41c2da37f0893fa8637b348c5ae1f17d.jpg

    Note the shield design - although clearly an eye, it is the Eye of Sauron, and the stylised flames around it are related to the description of the Eye as a "flame of red" in the Lord of the Rings book. Hence my reference to the stylised flames - they are the iconography around the eye.

  9. I reckon Shyish on the far left - some king of cannibal death cult, maybe an aspect of defying Nagash by taking the dead inside yourself?

    Then Aqshy to the right of that - stylised flames so maybe some kind of flame cult?

  10. 4 hours ago, Gaz Taylor said:

    Don’t forget that second edition came out last year and you got to see the box contents in person (they were very nice). I also think they were saving stuff for the Age of Sigmar Open Day that was happening a few weeks after the expo.

    But I’m hoping for some more stuff about Warcry as I think it looks cool

    Good point re. Soul Wars. Had forgotten they had hands on for that.

  11. Hopefully we will get to see more of Warcry at the Games Expo this weekend.

    Last year was pretty quiet for Age of Sigmar with only a single model previewed, but I would be happy this year if they show another of the Warcry warbands. I would however be ecstatic if they also talked a bit about gameplay.

  12. So Warcry has had a bit more info unveiled at Adepticon (you can go read it at Warhammer Community).

    Main thing that is new information is that on release there will be more than just Chaos - they have shown about 9 different faction symbols.

    Does this up the hype level just a bit?

  13. 4 hours ago, Chikout said:

     

    It all sounds very plausible. In fact so plausible that it is probably just a guess... [...] ... I do expect warcry to be something like this though. Hopefully we will get some actual details at Adepticon. 

    Worth noting that in the real world Age of Myth (i.e. the period after the end times blew up the Old World and Age of Sigmar was released) there was a pretty well detailed rumour that did the rounds and was sourced from the fa/tg/uys.

    This rumour detailed a world named Regalia and the setting was bubbles of reality with new races and new names for many of the old races. It had enough veracity that it caused endless discussion and even some animosity towards GW (one of the rumoured races was supposedly the Nigmos which is not in the least bit a good word to use) but was entirely made up.

    For some of these people they are making things up, doing so deliberately, and gaining great pleasure from lying and misleading people.

    • Like 1
  14. 8 hours ago, MightyMetro said:

    This makes sense.  I had wondered how many AoS factions would get around the lack of wargear options in a single unit box (relative to Kill Team).  The solution could be Necromunda style gang boxes. Is this how Mordheim was released?

    id love a couple of small, mixed faction, G alliance align warbands.  Like the big free city boxes, but cheaper.

    Worst option in my mind would be expensive boxes with easy to build monopose units and compulsory terrain.  Ive bought terrain and units for exclusively kill team, but im not interested in the  kill team units with terrain boxes.  

    Looking forward to this release ^^

    Necromunda came with 2 new unit boxes: a human kit and a skaven kit. Both had lots of weapon options like pistols and swords but also non weapons like lanterns. Similarly the terrain was ruined urban buildings that were very flexible.

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  15. Balance is always tricky and inconstant. Underworld is pretty good at the moment with the recent restricted and banned cards approach. Regular reviews and a lot less randomness than gw traditionally have can give good results.

    Interesting thought experiment re. best bits of kill team and underworlds. My views-

    - with kill team it is the added depth of rules making all models more valuable. The injury roll, specialists, fire teams in campaign play.

    - the alternating model by model activation in both games

    - the unique aspect of each warband in Underworld

    What I hope. Small armies of 5 to 20 models. Basic rules are AoS but with alternating activation and addition of strength and toughness. Warbands are specific to the game but flexible (so for example a warband might allow for model and weapon combinations not possible in game but you have choice around specific numbers of models etc).

     

  16. 2 hours ago, HorticulusTGA said:

    Warcry is probably, at least for me, the best news of today. 

    I'm a Chaos player in WFB, 40k, KT and of course mostly AOS, so I've been really spoiled by the LVO reveal. And if on top of everything else we get Slaanesh and Darkoath this year I'll have to sell body parts...

    Now I have to say... In terms of rules, Kill Team is one if the best games I've played recently, so I have huge expectation for Warcry (kind of Chaos Mordheim in AOS ?)...

    BRING. IT. ON !!! :D

    Agreed on it being from my point of view the best news. I really like Kill Team, and Underworlds so if we get something like that...

    I think the game will be Chaos focussed, but all alliances playable. Chaos as the kind of narrative driving force - champions and heroes trying to get to Varanspire and the favour of Archaon, Order trying to defeat important followers of the Chaos gods, Death trying to enact some dark plan of Nagash, Destruction... destroying.

    And I really hope we get terrain as good as the Kill Team stuff

    • Like 3
  17. Personally I can see both sides. From a definitive this is something you are getting, there was only one reveal - Blades of Khorne (although as somebody said this is actually a big deal from the point of view of getting a new Battletome when there is an existing battletome in the 1.5 mode) but this is pretty well required at this point given the changes in the game. It was nice to see the Sylvaneth warband and I think pretty much a confirmation that we will see a new battletome, hopefully with a few new models.

    On the other hand. Warcry. That is where I am at. Underworlds is great, Kill Team has led to more 40K than any other game being played so I have high hopes for the core game. And then the images that we have seen are redolent of so much potential - new terrain, new models, a new aesthetic like the old Realms Of Chaos books. So much hype from me.

    (also from a purely personal point of view I have a gaming group that love the Age of Sigmar models but still can't get behind the fixed to wound rolls. If this bridges that gap, Age of Sigmar could easily replace 40K as the game I play the most)

  18. 9 hours ago, HorticulusTGA said:

    Yeah, that's either a female Bloodbound or Darkoath, or a variation on the Warqueen theme. 

    That is neither, also : new Freeguild facing those Chaos knights ?

    ASO V2 Normal Humans ?.png

    I really do hope so. I like bare chested barbarians as much as the next guy who has watched Conan The Barbarian endlessly, but I think some properly armoured soldiers would be great.

    Also, what I like about those guys look is that they look high fantasy, entirely in keeping with the foe they face, but also broad enough that with a few changes you could really make them your own. I.e. put on a Skitarii helmet, Khardron backpack and you have a Chamon army; give them mad flagellant heads and fur and you have a Ghur or Ghyran army; stick skulls all over them and you have a Shyish army.

  19. 11 hours ago, Arkiham said:

    its 40k. 

     

    but its still nurgle. 

     

    new nurgle units? the 2 wound variety like Tzaangor

    image (2).jpg

    Looks really cool (puts 40K hat on for a mo) up the front is clearly poxwalkers but... mechanised, same with the nurglings, and the grotesques up the back ring with a combination of both nurgle, slaanesh, khorne and technology. The unusual imperial models, perhaps inquisition... but not clearly as such (hope those lasgun equipped models get a larger release). Is this a 40K expansion like Masque of Death or is this a board game like Silver Tower? Very interesting.

    From an AoS point of view, I can see some very easy conversions - all the Choas stuff basically looks like it could be put straight in with no work necessary bar maybe some conversion work to reduce the mechanical aspect. The imperial stuff will be harder as there are quite a few guns et al, but a few weapon swaps, some shields and voila you have a nice AoS28 collection.

    For Age of Sigmar, I have the following predictions for Warhammer Fest:

    • Decent reveal on a new magic supplement, the next step of the Malign Portents storyline
    • some more concrete reveals on the Soul War box set - maybe just a 30 second or so tiny thing, but enough to start the engines
    • Very small reveal on the next army (I reckon Soul War will be Malignants/Nighthaunts vs Stomcast and Freeguild, so the one after that) - I feel that Slaanesh is the go here
  20. 2 hours ago, Thebiggesthat said:

    So the Nighthaunt is pretty obvious, I can even see that as the June release. There's a new box coming, maybe they'll be involved.

    Moonclan is from a GW employee who is pretty reliable. I said that I wanted a new destruction tome in time for BOBO, he laughed, then I said 'or at least this year' and he said, 'well that's a different story then, I won't laugh at that' 

    Slaneesh is from the same dude that gave me the Nurgle details. 

    3 more armies due this year, and we know 2 (nighthaunt and Slaneesh) so I really hope my friend is right for Moonclan.

    Would expect some more Ironjaws as well to flesh out the range, and to kick-start some destruction love. And the new 40k Ork kits are awesome ?

    Thanks for the rumours.

    I am no rumour monger, but Slaanesh is being heavily rumoured, and given that Fulgrim is being talked about a lot for 40K I can see GW seeing this as a chance to get twice the bang for their buck with an updated range that both expands and builds on 40K and AoS.

    Interesting that you mention Moonclan as well as I saw on Twitter a post from Wayne Kemp (who does a lot of playtesting for GW) about his new project - a Troll Hag converted to be in a Moonclan army...

    In terms of Ironjawz have you got any hints about what fleshing out might mean?

    • Like 2
  21. I have read the new battletome and find it really interesting.

    First, I was assuming that the Legends release would have rules for the specific models made available for order, i.e. the Manflayers, the dreadlords etc. but that was it, so essentially a sop to allow you to actually use the models that you have purchased. Instead GW have completely re-done the compendium rules - and by this I mean every single warscroll has been re-done, and even ones that have been subsequently re-worked (Witch Aelves) have a unique version in the Legends book. In many ways they have released a new edition army book for free.

    Second, the entries are in terms of clarity and layout the next step up from the current scrolls. The weapon options you have for your characters are really clearly laid out, what is an attack from a mount versus the character is explicit (for example look at the Dreadlord entry - you may have one of 3 weapon layouts, and you may have a repeater crossbow. The mount attacks are in a seperate block. Very clear to read and understand), there is a change in how War Machines work (much closer to the old 8th Edition approach of crew as tokens rather than independent units), some flavour loss by making certain weapon options consistent across units - compare the various Dark Elf Spears, Dark Elf Hand Weapons, Dark Elf Great Weapons.

    Third, the army as a whole is a lot harder hitting. Executioners have rend -2 and 2 damage (!!!!), Cold Ones get rend on the charge, chariots all do more impact damage, hydras and Kharibdyss both get much more damaging (also shout out for the improvement in the Kharibdyss's feast of bones - goes from 6+ on wounds caused by one attack, to all wounds inflicted heal a wound). Shooting is hard to call, as the reaper is both better (no crew sniping now) but also worse (less than half the damage output) and repeater crossbowmen have gone from a +1 to hit at 20 models to re-roll 1s at 20, so bit of an up and down.

    Where there is some overlap between Legends and current warscrolls I wonder whether there will be a move to harmonise the two? I doubt it, but an interesting thought.

    • Like 5
  22. 3 hours ago, LLV said:

    Deepkin releases should see us into mid May, then we should get some big AoS news at warhammer fest then the new stuff like new edition etc from what I’ve been told should start in June.

    Deepkin a really wierd release pattern. We get the codex in April but it’s mainly a May release

     

    so, pre-order this weekend (according to the German AoS page it is the codex, the Namarti and the Eidolon), then pre-orders/release into May, or a bit of a gap between this weekend and next pre-order? Enquiring minds want to know!

  23. Very early days, so who know what the outcome will be.

    So, my reaction to the current rumours:

    • I play a fair bit of 8th Edition 40K and do enjoy it, so not fussed about certain cross pollinations
    • I actually prefer the chargers are all resolved first rule - gives a bit more oomph to the speed stat as getting the charge off can allow a line breaking mass attack with quick movers. This makes cavalry a much more different choice compared to infantry. In 40K the problem is often that many armies are able to mechanise to such an extent that if you can't move fast you are not a useful assault unit. In AoS I think in game it will do a lot to differentiate units.
    • I don't have an issue with the roll for priority every turn - as others have said it does introduce a lot more uncertainty to the game, and a bit of uncertainty is a good thing. However from reading various forums it is probably one of the sticking points to a wider acceptance of the game, so it would be nice to see rolling for priority every turn as a core rule, and within Matched Play an advanced rule that basically switches it back to a first turn roll off.
    • Command Points is an interesting idea. I wonder where these would come from? Somebody else mentioned Malign Portents which has a Command Point equivalent and you gain a D6 + fixed amounts from specific key words, so perhaps that? Or perhaps command points come from the army build part where Battleline gives +1 point etc, or a more detailed army building approach?

    Finally I see some people bewailing the fact AoS will turn into 40K, and we will have alpha strikes and first turn charges and games finished by turn 2. I do not see that happening. My reasons are as follows:

    • Tough things in 40K are hugely tough compared to tough things in AoS. You think Nagash is tough? Compare him to Guilliman - you can't even shoot Guilliman, he has a 3+ save that cannot be modified, and he comes back from the dead! Or an AoS monster versus say a Land Raider... What this results in is weapons that can destroy a Land Raider are required, and these weapons then vaporise things like orc buggies so lots of firepower on the board. AoS does not do that as in general there is less of a binary - right weapon is success, wrong weapon is fail (eg. Witch Aelves will do good in your army whether you fight hordes of Skeletons or a small number of Stonehorns, while lascannons in 40K are good if your opponent has good targets for them). In 40K the result is that the game is over very quickly (and potentially before the game really starts), because you either have the tools and you do the job, or you do not and the job is done to you.
    • A basic guy in 40K can mostly shoot you up to 24" away, and is likely to carry weapons that can hit at 36" - 48". So if you are a gun line you can not move and shoot cast firepower from one side of the board to the other. To counter this, close combat units are often able to charge turn 1 (turn 2 at the latest) and wipe out whole units. So you have really extreme units. In AoS most armies struggle to put down really serious firepower at any kind of range, so damage is overwhelmingly done in close combat meaning that games tend to go for more turns. I don't see this changing.
    • Units move faster in 40K, or do not need to move at all. This builds up the tempo of the game, and again encourages a binary of units - units are fast (Death Company in a Blood Angels army can cover 24" + 3d6" on turn one, rhino mounted Berzerkers move 12" + d6" turn 1, charge 9" + 2d6" turn 2, Bloodletters drop in at 9.1" then charge 3d6" + 1" with a re-roll on turn one) or they do not move and shoot the other side of the board (Imperial Guard infantry with Mortars firing from behind cover at 48", devastator squads with quadruple lascannons, Dark Reapers always hitting on 3+ and able to shoot from behind cover, twin assault cannon razorbacks with re-rolls galore). So, on turn 1 you have access to tools that allow you to cripple your opponent. I don't see any real equivalent within AoS.
    • To sum up, the issues that are being identified with 8th Edition 40K (and again, full disclosure I actually enjoy playing it, far more than any previous edition of 40K) are more a result of the whole setting being turned up to 11 rather than inherent issues with the rules
    • Like 6
  24. Is it possible that the Deepkin will  not of one of the four Grand Alliances, or able to ally outside of just Order? Like, we know that they can be allies with Daughters, but would there be any reason they may not also be able to ally with say Destruction?

    • Like 1
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