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Mayple

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Posts posted by Mayple

  1. Rules look great, but I'm not keen on playing a horde of daemons :)

    At this rate it looks like aelves might get their release before Slaanesh gets their mortals, so I'll probably end up going that direction instead. Which is fine. I've been waiting for that a lot longer than I've been waiting for Slaanesh anyway :D

  2. Perhaps this is all a clever ploy by GW to inflict as much suffering on Slaanesh players in particular to do a properly lore-friendly release? All this suffering must surely be contributing to the inevitable release of the dark prince. 

    On monday, they'll be all "Sorry about that. It was all a ploy by Slaanesh. Here are your mortal followers." 

    I doubt it, but it would have been.. ah, an impressive, if not strange, marketing ploy. 

    • Like 2
    • Haha 1
  3. 6 minutes ago, Chikout said:

    I think gw shot themselves in the foot with this one. If they had simply come out at Adepticon and said this was a daemons only release, people would not be so disappointed now. Using a piece of art with mortals in it as a preview is just rubbing salt into the wounds. 

    For sure. I mean, let's look beyond expectations based on Adepticon and such, because that can happen, and people can overhype. 

    But your point about the art with mortals in the preview is hitting the nail on the head. That switched my expectations from "We may not get new mortals" to, "Oh, wait, what's this? This is new. Is that mortals? Wait, those are mortals! Ayyyy!" 

    • Like 2
  4. 1 minute ago, shinros said:

    Pretty much, IF there are no new mortals GW has told us we are still playing slaves to darkness while the other factions have their own unique dedicated forces.  Hence why if we aren't getting any new mortals the sub-group rules better modify the STD models in a reasonable fashion.  

    I will also state I WISH to be wrong. I WANT to be wrong, I will be the happiest man ever if tomorrow GW slapped us with the new mortals. They aren't being convincing at the moment. 

    I think the most practical joke GW could do there would be to somehow make slaanesh marked marauders -really good-.

    Cue collective community confusion. *

     

    *And then probably a large number of pretty neat conversions.

    • Like 1
  5. Yeah. This is far from the usual doomsaying that tends to pop up around a release. 

    Usually it's "Oh my god, this is so broken." 

    Now it's more "Wait, they want us to use marauders as our mortal followers? Uh. But. N...N-urgle, Khorne and Tzeeentch though.." :D

  6. I agree with @Aryann on this one. While I'm not one for being overtly negative (and we should by no means head down that road) - Slaanesh is one of the gods tied more heavily to mortals than most. The lack of anything new in regards to that makes all the new demonic stuff (again, except the new Keeper of Secrets and the Daemon Prince) a tad bittersweet :) What's a dark prince of excess without anyone to commit said excess? 

    • Like 6
  7. Mm. Shame about the lack of mortals. I'll have to re-evaluate my interest in the Slaanesh release then - Outside of the marvelous Keeper of Secrets and the new Daemon Prince of course. Daemonettes are nice, but they're not "My battle line is built of daemonettes" nice, y'know? :)

    • Like 1
  8. 2 hours ago, TheR00zle said:

    @WarbossKurgan Indeed there are some mortals in that picture(mostnotabley there's a woman behind the guy kneeling at the dead KOS(possible new model?)).

    They seem to share the aesthetic of the revealed Daemon Prince of Slaanesh (the one with the herald on top) -- so it might not be too far fetched to hope that means something for what is to come :) Unless it turns out to be an old artwork. That happens sometimes. 

  9. 1 minute ago, Sleboda said:

    FWIW, in my last game the presence of a predatory endless spell changed who went first, so there are real choices to make.

    For sure. I'm sure that mechanic could be adjusted accordingly though. It's not like it couldn't exist without the inclusion of a doubleturn.

    Also note (for clarity) that my issue with the doubleturn is not lack of choice, but the overwhelming excess of it. Sometimes I just want to walk some dudes up a hill without worrying about whether they're gonna take a coffee break half-way through the march ;) It's difficult to explain how stressfull that mechanic is to me (and by all means, I'm not complaining in the sense that I'm unable to deal with it. I can, and do deal with it) -- And I really noticed how much it impacted my enjoyment of the game when my small dabble into 40k turned into "Ey, how about we play 40k instead today" purely due to the doubleturn stress factor. 

    I don't know if I'm an outlier in that though, so food for thought. 

  10. 17 hours ago, Sleboda said:

    ** Sorry! Quoted wrong person, Mayple, but cannot seem to fix attribution.

     

    I noted that as well, but it worried me.

    If those were changed, I believe it would need more than a GHB points adjustment.  I think it would give them a reason to redo all the Battletomes and Warscroll cards I own. :(

    I wouldn't be too worried ;) Unless you're thinking about battalions, which would probably be affected, at least point-wise. Worst-case scenario they would end up making the battalion ones "better" as far as ability goes, as the one-drop selling point would be disappearing. 

    I've been slowly trying out 40k lately, and one of the things I find greatly enjoyable about it has been the complete absence of double turns. It's hard to describe how much more relaxed those matches are, both mentally and generally mood-wise. Not to say it's not strategically intense, but more that whatever mistakes happens from that would be my own fault, rather than the sudden, and complete random "oh, looks like I'm watching you play for 15 minutes more." **


    **Mind that there are still things people can do in Age of Sigmar to prevent getting double-turned hard (make less risky plays right before a potential doubleturn, position into a place they want to be for more turns, etc) -- but it feels -so good- to not have to stress about it. I think Age of Sigmar would benefit greatly from removing its doubleturn potential. 

    Bit of a ramble, but it seemed, ah.. relevant :)

    • Like 1
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  11. 1 hour ago, Battlefury said:

    LEADERS

    Verminlord Warpseer (260)

    Plague Priest on Plague Furnace (180)

    • General

    Verminlord Corruptor (260)

    • w/ sword of judgement 

    Grey Seer (120)

    Lord of Blights (140)

    UNITS

    20 x Clanrats (120)

    - Rusty Spear

    20 x Clanrats (120)

    - Rusty Spear

    20 x Clanrats (120)

    - Rusty Spear

    40 x Plague Monks (240)

    - Foetid Blades- Icon of Pestilence - Doom Gongs

    40 x Plague Monks (240)

    - Foetid Blades- Icon of Pestilence - Doom Gongs

    BATTALIONS

    Congregation of Filth (160)

    ENDLESS SPELLS

    Vermintide (40)

    Allegiance: Skaventide



    That's stuff to actually face. And that's just the tip of the iceberg.
    And please don't just say "we just can't, maybe we should concider facing other lists", because if that would be the case, we actually pointed out the consistency problem with this army atm.

    I am really looking for tips.

     

    Just gonna chip in here real quick; that's not a very good skaven list. It can do better (but that lord of blights is absolutely the right idea, that combo is brutal) so consider that difficulty bar upped by.. eh, 20, maybe 30% if you're looking for hypotheticals to a sort of "How do we deal with these kind of lists" question. 

    I don't have intimate knowledge with all the Khornate tools in the toolbox, so I'll refrain from advicing what to use to deal with that, but figured I could at least contribute with that much :)

  12. Really liked the survey. Did make a note of the part where they asked what we feel about battalion drops, first turn picks, and double-turns. With some luck that leads to a.. eh, adjustment to the current system - Provided the statistics share my opinions about it, and it doesn't turn out that most people love all three of those ;)

  13. 2 minutes ago, eciu said:

    And how many new pages were written in Dispossesed section just because there were few dwarven bits in Gloomspite releases ?

    While your point would be an excellent retort to the point you maybe think @Furuzzolo made -- the claim was that people are now starting Fyreslayers, where before they weren't. Which, granted, had nothing to do with the page number (outside of a "look, they used to be unpopular), that was the opening statement, so the confusion is somewhat justified :)

    • Like 1
  14. 8 minutes ago, DarkProdigy said:

    No worries! And I left my book at home and am out for the day so maybe someone can verify but it was either +1 to hit rolls when in range of the batallions blood throne or reroll hits, I forgot which but definitely wasn’t exciting since you can get to a rerolling 2+ with a killing frenzy and demon locus anyway. 

    Ouch! Yeah that changes my whole stance. The extra attack from the Wrathmonger was not bonkers at all then 😛

  15. 11 hours ago, DarkProdigy said:

    I think you ought to recheck the gorethunder cohort - it no longer does what you think it does anymore. If it did still let you shoot twice I’d still be buying the extra 2 cannons I had planned.

    Fair enough. That was one of the first questions I asked, and built most of the follow-up points on it, so I have been misinformed. Thanks for pointing it out :) How does it work currently?

  16. 49 minutes ago, xking said:

    Do you have any evidence for this? Or are you just saying what you think?

    Hold on, I'll sort that one out for you.

    There's no evidence that there will be a new Daughters of Khaine battletome for years to come.

    There we go ;)

    • Like 2
  17. 3 minutes ago, Darksteve said:

    Sorry, but in order to get 32 shots with 8 skullcannons pre nerf you needed to be in close combat. 8 skullcannons at 2 shots a piece pre-nerf is 16 shots. 32 comes from shooting again in the combat phase after you killed a model. If you have 32 shots in the shooting phase you needed 16 skullcannons which is 2240 points alone.

    There's the misunderstanding right there :)  I'm talking about using the battalion in coordination with the extra attacks, which I was unsure about how would work, because I don't know how exactly their extra attacks from the pre-nerf effect was worded. Counting the attacks by getting them into close combat is way too much of a wishful thinking, I agree. 

    • Like 1
  18. 28 minutes ago, Darksteve said:

    The key here is context. The cannons alone there are 1120 points, then you need at least a bloodthrone and at least 3 battleline plus whatever the battalion costs. 32 shots predicates that you get 8 skullcannons in combat every turn and suffer 0 losses between combats and then assuming average rolls you wind up with 64ish damage a turn from shooting from your whole army. Not bad, but not game breaking by any means. And thats assuming your opponent makes 0 saves. At 2.2 damage average per shot per cannon you really need to have that 2nd shot to be worth 140 ppm.

    I'm with you, but I'll have to clarify:

    "32 shots predicates that you get 8 skullcannons in combat every turn and suffer 0 losses between combats" -- We're talking about shooting here, not close combat. At 30" range you can shoot whatever the heck you feel like, and assuming your super tanky (for a cannon) cannons (at 7 wounds +4 save) don't get wiped out turn one to enemy shooting, which they really shouldn't, or get slapped into close combat, which you'd have plenty of opportunity to prevent with cheap bubblewrapping -- you'd be earning blood points back in droves. 64 damage a turn is a -lot- of damage to drop on just about any opponent. People get tabled by far less. The -2 rend doesn't hurt either.

    Yes, you'd have to build your whole list around it, but some lists just build like that. Can't always have your cake and eat it too ;) Overwhelming firepower would absolutely make it worth it. The heavy cost doesn't invalidate suddently turning your close-combat focused army, which tends to be much better than other armies at just that, into one of the best gunlines in the game, which we've learned in the past doesn't lend itself well to great gameplay (the overwhelming gunline damage output, that is)

    Not that it matters, since we're now looking at 16 shots at the most instead of 32, and that is a much less overwhelming sum ;) So purely talking hypothetically here. 

  19. Just now, Darksteve said:

    The issue is that when the cannons were able to be buffed they weren't nuts, just playable. Now they get to be bad again which is sad. I would personally like to have more models where fielding them doesn't feel like I'm just taking a worse unit from another army.

    Hm. 

    By using the battalion to it's full effect, you'd then be firing essentially 4 shots per cannon, right? I don't know how the wrathmonger buff worked for them, so there's the element of doubt. If my presumption is correct, then you're looking at 32 shots at 3+, 3+, -2, d6 damage every round, at range. Pretty much what qualifies as bonkers by my definition ;)

    If that is not the case, then it's less so, and I agree, but you'd still be able to spam cannons that were then far superior to any other cannon in the game, while also being able to ignore the normal 4 maximum artillery limitation that normal cannons abide by. 

  20. Just now, Xasz said:

    If you mean the Gorethunder Cohort, yeah but it's not that interesting to begin with.

    The problem with Skull Cannons is the lack of attacks, they already hit and wound pretty decently.

    I'm mildly pissed about this, especially as they said it was intended before (yea yea, I know not a reliable source). In the end it's whatever, there is always someone buying on ebay and I can instead focus on the 3 Thirster they came with. :D

    For sure :) I have a gonna-maybe-do-it-eventually pirate-ship "broadside" army concept that requires that battalion, so I'm happy there's no additional nerfs beyond the removal of an added buff. Won't be competitive, but will look good on the field.  

  21. Just now, Xasz said:

    They cannot be buffed by Wrathmongers anymore as they now specifically target melee weapons.

    Oh. Completely missed the memo that they could do that to begin with. Yeah, that would have been bonkers. I assume they still benefit from their battalion? 

  22. 1 hour ago, prochuvi said:

    Maths sir disagree with you.

    50% save after save is 100% the same than 100% more wounds.

    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 ;)

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