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Mayple

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Everything posted by Mayple

  1. So what exacty happened to the cannons? They went from what, to what?
  2. Freeguild Free city scenery. "Yeah. Our terrain feature is a city, covers the whole map, and you're currently in it. What are you going to do about it?"
  3. Sure! If it wasn't for the fact that their save after save gets worse as their unit size decreases (in the case of vulkite berserkers at least) - which means it is a straight up improvement. Nevermind not having to deal with "bad dice" to have them
  4. That's not an allegiance ability, so that limitation does not apply. I wouldn't be surprised if it is specified in their "Prayers" section that it will only affect Fyreslayers though. If not it is an intended effect. Makes sense, as these mighty dwarves with their ancient runic prowess would be able to bolster their allies in battle. Especially the save value. "Pfft, you call that golden piece of junk armour? Let me take a look at that.."
  5. With Skaven doing so well nowadays, I find myself hovering other factions Is that weird? Anyone else having similar effects? (when you're taking a break from cherishing the ascendance of the great horned rat of course ) Granted, I was already dipping into Gloomspite for the sake of diversity, but you hopefully see the point.
  6. They may surprise us yet! No idea what that would look like though. I suspect they'd refresh one of their old chaos gods if they went that direction, or maybe messed around with (great) Old Ones as a non-chaos Age of Sigmar//40k alternative.
  7. I'll definitely be looking to get in on the Slaanesh fun with this release I wonder if they've shown us everything, or if there's more to come along the lines of mortal followers. Time will tell!
  8. Sits comfortably between "just enough" and "could bring 40 plague monks more"
  9. I'm pretty sure the fellow explained above how that was not what they meant. So we're all in agreement It depends, but for me things like rend, damage, base size, unit size/wounds/save, movement, access to buffs, hit/woundrate (prioritized in that order) all come together to give a somewhat overall impression of role. If in doubt, look at base sizes in relation to weapon range and volume of attacks, and you should get an idea of how that unit would operate. Taking chaos warriors as an example, they're on 32mm bases with 1 inch reach on their weapons, meaning they will never fight in two ranks, while also covering a much larger area. They lack the buffs to drastically improve their (burst) combat ability, and are instead looking to grind their enemies down through their superior tanky state (due to 4+ save ontop of a big chunk of wounds) --- they're comparable to Ardboyz, in that their stats are mostly the same, but Ardboyz are capable of bursting under the right circumstances (stacking waagh), but can't do much beyond tanking and fighting, while chaos warriors are more flexible in how they go about it due to their chaos marks. Neither of the two are inherently strong in combat (because they can't fight in two ranks, and don't compensate for it on the damage output per individual warrior, as opposed to say.. Brutes or Ogors) but can stick around for a long time without losing any of their combat strength. Under similarly grindy conditions, most units would slowly decline due to buffs per x models, or the actual application of multiple ranks, but not for chaos warriors who are already bringing their full strength to bear, regardless of how many models they remove from their own backline. Over-analyzing it, but maybe it helps as an example of how to determine the role of a unit. Also mind that a lot of units are able to deviate entirely from their expected role, such as Squig Bounderz, who read as Shock Cavalry/Hero hunters/Counter chargers, but can morph into hit&run objective grabbing skirmishers on the game table. Hope that helps
  10. Gutter runners are not a killy unit, and should never be treated as such unless buffed by a Deceiver. They're an extraordinarily cheap 5-rat sabotage unit that can't be ignored because they can threaten poorly guarded backfield objectives. Their job is to sneak into tiny holes in the opponent's deepstriking blockade and pull enemy units or shooting away from your frontline, or simply steal objectives if ignored. Never take more than 5, unless you take 20, and even then. 2x5 will outperform 1x10 every day of the week. For strategic purposes, pretend they do -no damage- Those 60 points alone will win you games 
  11. I can only speak for Gloomspite and Skaven, to which I agree with your statement. They have a different feel to them entirely, and are more consistent with what I imagine AOS3 to be. There will be changes, for sure, but the overall focus on the "wholly within" type of stuff, and intended keyword interactions is pretty on point right now. Also the way artifacts, command traits and spells are handled in Skaventide and Gloomspite. Don't know if FEC does it similarly.
  12. Riiight. Got them mixed up 😛 thanks for correcting it.
  13. @RaritanAnon if you put some of that third 18x squig herd unit into the other two to max them, you save a bunch of points.
  14. You might want to look into getting your Troggboss the flying cape from aqshy for that +4 movement with flying, at least if you intend to use him offensively. You'll find him falling behind without it. If not then I'd reccommend a Loonskin/Glowy Howzit build. Have him be a solid CP generating midfield presence, chilling with your troops and only getting his mighty club dirty when his enemies have politely marched themselves in range. Worked wonders for me.
  15. Come on now. "Even a god may regret what he has done" Clearly, it is Slaanesh feeling bad about eating all the aelves. Can we find it in our hearts to forgive?
  16. For sure! Super hyped about Kill team: Elite There are so many units I've been wanting to use - I really hope they expand the rosters a whole bunch through that. Hoping Age of Sigmar gets something tasty as well, but I'd be surprised if anything groundbreaking beyond Warcry is revealed. Time will tell!
  17. Yeah. Saying that age of sigmar is without tactics is completely missing the mark, although I would say that it favours strategy over tactic, if it came down to the wire. As for lack of tactic articles and such, there was an attempt a while back to get the article section of the forum back up and running, but I don't know if anything came of it. It would inevitably have featured tactics and such, but the usefullness of it really depends on the person writing it. I suggest checking out some of the blogs @Nico made if you're feeling starved for content. I'll highlight his skaven and goblin strategies as particularly clever. Mind, it is outdated, but the principles are pure gold, and served as a massive inspiration to my own competitive achievements. Go check it out!
  18. Full units of acolytes are crazy good. Been preaching that for a long time and they're much better now! They're crippled by the neccessity of large scale conversion though. That'll be the main reason you don't see them used as much as they would have been.
  19. Tends to be a bit of a joyous thing. People who regularly cheat (there aren't a large amount of them, in my personal experience, but environments may vary) hate losing. So I pay extra attention to everything they do, question anything that sounds way off, accept smaller things that ultimately has no effect on my own gameplan (i.e: If you say you're doing a bazzilion mortal wounds on a unit of five clanrats, that's fine by me :p) -- and then do my utmost to absolutely crush their dreams in game. If I lose, that's fine. If I win, knowing they had a stacked deck, oh sweet glorious day. Super rare, anyhow, maybe one in twenty do it in an overtly delibarate manner. A lot of people simply forget, or don't know how certain things work. Myself included
  20. Tends to be a bit of a joyous thing. People who regularly cheat (there aren't a large amount of them, in my personal experience, but environments may vary) hate losing. So I pay extra attention to everything they do, question anything that sounds way off, accept smaller things that ultimately has no effect on my own gameplan (i.e: If you say you're doing a bazzilion mortal wounds on a unit of five clanrats, that's fine by me :p) -- and then do my utmost to absolutely crush their dreams in game. If I lose, that's fine. If I win, knowing they had a stacked deck, oh sweet glorious day. Super rare, anyhow, maybe one in twenty do it in an overtly delibarate manner. A lot of people simply forget, or don't know how certain things work. Myself included
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