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daedalus81

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Posts posted by daedalus81

  1. 2 hours ago, Thomas Lyons said:

    Dwarves must be axe-y?  Is this true in AOS?  If only we had a prior AOS specific release to compare to...

    Oh wait, we do.  Sorry man, Duardin in AOS are quite fond of war-picks, which are essentially pointy metal sticks with hooks on them.  And that is basically what this leak is.  Is it different?  Yes, but because this is likely our Steamhead release, not more Fyreslayers.  They parallel similar weapons types across these ranges to help create the racial connection but they are different because of a different subfaction.

    We're dealing with a new Duardin release folks.

    Surely, but his idea would be hilariously awesome. :)

    • Like 2
  2. 2 hours ago, Double Misfire said:

    You know the name nigmos came from fake background someone had written that did the rumour rounds just after AoS was first named on the flyers that started appearing in stores and had nothing to do with GW, right? o.O

      Hide contents

    Which is a real shame because I liked that background far more than any of the AoS background at launch. Props to the troll(s?) who put the time into crafting it on the very slim chance they're reading this.

     

    We'll thats even better!  I never got any of the big books around launch.

  3. 2 hours ago, Malin said:

    Any picture to follow the text? Will pick my issue tomorrow, but now I am totally impatient when it comes to this release

    Don't have mine handy.  The new rumor mill looks like a high elf halberd.  Or maybe some techno dwarf weapon.

    3-320x320.jpg

    • Like 1
  4. Lord of Change is still possible.
     

    Quote

    Five things we love in... January 

    [5]Clearly the Changer of Ways is in the ascendancy, for he has managed to sneak some of his twisted minions into a second issue of White Dwarf, including some that won't be out for another couple of weeks. But can you spot Tzeentch's latest minions, and will the Great Conspirator attempt to infiltrate next issue and go for the hat-trick?

     

  5. 33 minutes ago, Bjarni St. said:

    Would it be too much to hope the (possibly maybe) upcoming Dwarf release looks even half as good as those?

    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. 

    • Like 1
  6. 9 minutes ago, Malin said:

    So in January we get:

    Book

    Silver tower heroes repackaged

    Kairic acolytes

    Nothing more?! When will the Tzaangor goodness be released then?

    Twitch feed said 'several weeks' of releases.  40K gets a splash to start then we'll be through Feb, I think.

    • Like 1
  7. 10 minutes ago, Sombremine said:

    A new Tzeentch Beast like Cat like... Since Tzeentch has an egyptian theme (Thousand sons marines, Bird like Acolytes...) might be a new stuff ... Or a new Aelf Griffon

    Only 40K has been really Egyptian.  The bird-men aspect is a more casual link as well.

    11 minutes ago, Barimbino said:

    The gryph hounds usually have two to three tips to their tails. Plus it looks a little too stiff to be a tail. Maybe some hair in a wrap, sort of like egyptian-esque?

    Tomb Kings confirmed!

  8. 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
     

     

  9. 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.

     

  10. 2 hours ago, buffalozap said:

    compared side to side with everything I have ever analyzed (most units) kurnoth hunters are literally an order of magnitude more efficient point for point than anything else in the game. Prove it to yourself by determining the (damage out)*(effective wounds)/(point squared) coefficient for any unit you like.  The numbers don't lie.

     

    if you don't like math and don't believe in probability because you think dice are always random so there is no point in doing math then move along and ignore this post.

    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).  

    • Like 1
  11. 4 hours ago, TerrorPenguin said:

     Morghasts need to come down dramatically, they are slightly better than melee Kurnoth Hunters with no option for range.

    Kurnoth Hunters are 60 points per model, morghasts are 120 points per mode

    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.

  12. 6 hours ago, Aelven said:

    My mind just had a ding ding moment.

     

    Hints of regular Dwarfs (Steampunk) and as you say hints of Chaos Dwarfs.. And there is also mention of Fire slayers teaming up with Chaos if the price is right soooo... A Duardin Battletome consisting of Steampunk Duardin, Fyreslayers and Chaos Duardin. You can only field steampunk as order and CD as chaos however Fyreslayers will be a cross GA faction? Add in the dispossessed and you have a pretty meaty battletome that caters for the GAs

    Oh you tease!

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