Jump to content

daedalus81

Members
  • Posts

    1,453
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by daedalus81

  1. Surely, but his idea would be hilariously awesome.
  2. We'll thats even better! I never got any of the big books around launch.
  3. Yea, I think they quietly brushed nigmos under the rug.
  4. Don't have mine handy. The new rumor mill looks like a high elf halberd. Or maybe some techno dwarf weapon.
  5. Also the narrative game is nearly done if you want to catch the new models on twitch.
  6. It seems to be on the same base size as a 'normal' dwarf so it should be ok with a bit of squeezing given the larger pitch.
  7. Bet on it. While there are legitimate concerns about scale creep - I can say that after getting my hands on the Thousand Sons kits, it is a good thing. The stuff that they can do with the upsized models is incredible.
  8. That is the most awesomely amazing thing I've ever seen...(until the next amazing thing)
  9. Twitch feed said 'several weeks' of releases. 40K gets a splash to start then we'll be through Feb, I think.
  10. Only 40K has been really Egyptian. The bird-men aspect is a more casual link as well. Tomb Kings confirmed!
  11. Someone mentioned gryph hound, which seems plausible.
  12. His is dog-like. Could be a variant though, I suppose.
  13. My gut was a xenos. That tail is too cat-like. It does not fit the design elements even if it's the right scheme.
  14. Some people do have it apparently. Not sure if they are reviewers, but they're not leaking much else yet.
  15. So, when people say you can't analyze things in a vacuum this is what they mean. Fyreslayers are a hero-centric army. Witch Aelves can get powered up quite considerably. Executioners slightly less so. A charging Fulminator does 1.3 shooting, 1.8 rider, and 1 from the mount (4 total) against rerolls for 120. A Kurnoth does 2 for 60. Admittedly, the Fulminator will have a problem once the charge buff is off. If you want to kill Kurnoth then don't fight rock with rock. Shoot them when the rerolls are off or swamp them. Retributors would do nicely as well. Otherwise this is obfuscation with numbers. To make an example - if I analyze the effectiveness of a single model I can come up with some figure. Now let's say I want to factor in support. Saurus Guard are perfect for this. Typically they are 20 points per model. Simply adding just a reroll or just mystic shield makes them effectively worse, but when you add both it spikes up massively. Yet this is a singular analysis and ignores the benefit that the priest can give to ALL units within 8". Additionally, it doesn't account for these force multipliers across a bigger group. Look when happens when we have 20 SG getting the same benefit. Of course now you've created an exploitable weak point that you need to protect and such is the balance of Age of Sigmar. The same rule applies to Bonesplitta Arrowboyz. Kurnoth Hunters have no similar degree of force multipliers. Ignore this at your own peril. Damage per point Durability per point Kurnoth (rerolls) 0.0395 0.90 Kurnoth 0.0395 0.52 Saurus Guard (3+) 0.0345 0.50 Saurus Guard (3+ reroll) 0.0172 0.36 Saurus Guard (2+) 0.0172 0.47 Saurus Guard (2+ reroll) 0.0115 1.63 Saurus Guard (20 2+ reroll) 0.0229 3.26 BS Arrowboy 0.0264 0.96 BS Arrowboy (all buffs) 0.0189 0.96 BS Arrowboy (40 all buffs) 0.0445 0.96
  16. I'm not confident in that range. If Kurnoth declared their reroll I would either not charge them or charge them in such a way that they get far fewer models fighting than I do. Let's have them fight each other. 3 Kurnoth Hunters w/ Greatswords - 180 points - 15 wounds in total. Regulars - 8 attacks, 5.3 hits, 3.5 hits, 4.8 total Leader - 4 attacks, 3.3 hits, 2.2 wounds, 3 total Orruk Brutes, 1 Gore Choppa, 3 Gore Hacka, Boss with Choppa & Smasha- 180 points - 15 wounds in total Gore choppa - 3 attacks, 2.7 hits, 1.8 wounds, 2.4 total Two brute choppas - 12 attacks, 10.6 hits, 7.1 wounds, 4.7 total Boss choppa - 3 attacks, 2.7 hits, 1.8 wounds, 2.4 total 9.5 to brutes and 7.8 to Kurnoth without rerolls. Brutes come to 6.34 if Kurnoth have rerolls. I can't see even with rerolls how you would conclude they are better by a factor of four. 25% better - only when rerolls are in effect. There are many other complexities not represented like when each side might lose a model and who would fight first, but no one should ever expect to be wiped by them unless they've given up every advantage.
  17. Challenge accepted. An order of magnitude would mean they are literally ten times better point for point. A Kurnoth archer averages 0.89 wounds in shooting and 0.38 in melee for a total of 1.27. That comes to 47.2 points per wound caused. A Kurnoth with greatsword is 25.3. Under the same conditions - Orruk Brutes, 1 Gore Choppa, 3 Gore Hacka, Boss with Choppa & Smasha: 23.1 points per wound caused. Brutes win. Full stop. *Numbers are averages of 3 round of attacks in ranged (if applicable) and melee against targets wearing 3+,4+, and 5+ armor (most common in the game).
  18. Harbingers - +1 Wound, +4 Move, +3 Bravery, +1 Attack, Fly, 3 dice charge and 18" threat, can be summoned. Archai - everything above except no extra attack (against scythe kurnoth), but their damage is D3 instead of 3 and the charge is replace with a mortal wound save. Melee Kurnoth won't benefit from armor rerolls very often and otherwise just bounce command abilities. Morghasts need to come down, but not dramatically.
×
×
  • Create New...