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Tidings

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Posts posted by Tidings

  1. On 7/22/2020 at 3:08 PM, AlmGandix3 said:

    He sadly can't buff the gyro since the gyro doesn't have the dispossessed tag.

    He can buff then with the greywater prayer though

    Wow I missed that somehow, thanks for pointing that out!

  2. On 7/22/2020 at 2:28 PM, Skreech Verminking said:

    What's your reason for taking a runelord into your non Dispossessed list?

    Because he's dirt cheap, can dispel lifeswarm with +2, can unbind enemy magic with +2, and is a 3rd hero with for some scenarios is really important. 2 isn't enough.
    On top of that, he can give the gyro bonus to rend. In TE it's really easy for even a lone Gyro to get a nice shooting phase off on the first turn and be in the way - but that's just something to do in certain situations. 

    EDIT: I was wrong, the Runelord can't use his prayer on a Gyro! Sad days. Still, I think the previous reasons are enough to make a case for him. 

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  3. 12 hours ago, JackStreicher said:

    What do you guys think about an ironclad in a TE army?

    I've been writing Ironclad lists, here's probably my favorite so far that I'll test on Saturday. 
    Phoenix and PG are the main combat body that play in the most dangerous spot. Handgunners and Gyro tag objectives either separately, or as one element with the Hurricanum. Ironclad carries Arka Co and, if possible, stays near the Hurricanum for as many shooting phases as possible. In later turns, Gyro will speed off to tag objectives and Ironclad will dump Arka Co on an objective. Hurricanum casts Lifeswarm for Ironclad/Phoenix/PG as necessary, next turn Runelord dispels it and Hurricanum recasts it. 

    1446923089_TE-Tourney8(ArkanautCo).JPG.307e9710a053279694c8ae6345f2aba5.JPG

    • Like 1
  4. 2 hours ago, kozokus said:

    The ennemy already deploy weirdly just because you have infinite movement. Plus, the range of the vortex is too short and telegraphed and can easily be countered. Some armies barely bat an eye when eating a vortex and enjoy having a wizard at close range.  Plus you create a slow zone for your army where you cannot fly.

     

    • Sure, but it's another thing that they have to deploy and position around until you drop it. The more problems you can add for your opponent, the better. Another Gunhauler doesn't add anything more for them to consider.
    • It's not THAT short. You land 9" away and drop the first part 4" into their army. The other two corners go 7" more, meaning he needs to screen a full 12" to be safe from the immediate effect, then he still has go all the way around it. You don't have to use it right away either, so even just holding it on the first turn can be good since now he has to worry about screening all the way through till turn 2. Now you can drop it on the objective he's decided to prioritize. 
    • How can it be easily countered? It literally can not be stopped when you use it, screening it is a pain, and it needs a 9+ to unbind. That's not EASY except for a couple very specific lists.
    • Yes it affects you too, but as long as you choose where to use it well, it should literally never be an issue for you. Drop it where they are deployed, or on an objective you don't care about until the later part of the game. If it forces him off an objective, you can drop a Gunhauler on it and happily take his objective at the cost of a few mortals (that you will easily repair).
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  5. 3 minutes ago, kozokus said:

    I am not sold on the spell-in-bottle thing. You end up spending 140-190 points for a one time effect that will probably get dispelled and cannot be recast again or can backfire or do nothing at all.  Isn't better to spend your points on a gunhauler?

    Warp Lightning Vortex immediately wrecks your opponent's plans just by existing. There's nothing they can do to stop it, so they have to either deploy completely differently than they want, or take the first turn to spread out, or suffer the insane damage and movement penalties. That's so much more value than a single Gunhauler, of which you should already have 1 or 2. You're not adding anything new to your list with +1 Gunhauler, and the damage output from 1 over the course of a game is still less than a well-used Warp Lightning Vortex. 

  6. 8 hours ago, Ravenborn said:

    Absolutely stunning work, Tidings. I love the autumn tones throughout. It’s and incredible display piece.

    Where did you find red leaves?

    Thanks a lot! Glad you like it. :)  If you are talking about the red leaves on the base, I think those are the "orange" leaf scatter from Greenstuffworld. I've made a blend of leaf scatter from Basecrafts (the autumn kit) and Greenstuffworld (plain leaves and orange leaves). I also use some "autumn scatter" from Basecrafts to make some areas a stronger reddish brown.

    When I get home tonight I'll double check the lids of the pots to see if I forgot something. 

  7. I've got a Tempest's Eye army (or sometimes Hallowheart) that is my desperate attempt to keep the old Wood Elf / Wanderer aesthetic alive. It's a mix of basic conversions and reasonable proxies. Here's my Hurricanum that I finally got around to finishing today. I built it several years ago lol

    Hurricanum1e.jpg.99522dd5ce334bd5be5a6f78328c3821.jpgHurricanum2e.jpg.08e79ad1b889be87cdb31ca1090863f9.jpgHurricanum3e.jpg.c6a91b5fda62138d889561d89d59292a.jpg

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  8. 6 hours ago, mikethefish said:

    The main issue is not that Changehost teleport was abusive (it kinda was, but that's beside the point).  The main issue was that Changehost teleport was abusive AND Tzeentch in general is a better shooting army than KO.

    Not that KO absolutely has to be the superior shooting army.  It's mostly that comparing the two armies with each other, it's pretty clear where the problem is

    Just my opinion, but KO should be a better shooting army than Tzeentch. Tzeentch is a faction that gets to be the best at trickey shenanigans and magic. We have literally no magic, and the only trickery we have is teleporting at the predictable and screenable 9" mark. KO's whole theme is GUNS. And Tzeentch does that better than us too. 

    #alittlesaltybutstillloveKO

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  9. 2 hours ago, snipersyn said:

    No, I'm not asking that. It is understood that only a Hero can only be equipped with 1 artefact. By extension, the rules also restrict equipping an army with 1 artefact only.

    The Collector command trait states that 1 extra Hero can be have an artefact as well. The latest FAQ, as I am understanding it, is saying "No." It's written very poorly.

    Possibly some people thought it was a way to get around the restrictions of putting an artifact on a named hero? Not that we have any real selection of named heroes, but still... who knows. 

  10. 23 hours ago, Ser_namron said:

    Still having a blast playing and painting them, but i mean...ya i wanna win tournaments too.

    Its a harsh restriction for no real reason. Their are no busted combos from having a hero in a ship with a unit. even if it was 11. 
     

    I think everything you said is fair, and I agree. I don't want to be busted, but I want to be a bit more than barely relevant. Sad that there wasn't even a single KO army placing top three in any of the last slew of tournaments. Happy to give it time though; we don't master a new tome overnight and the meta needs time to evolve. 

  11. 3 hours ago, Kramer said:

    If it helps, I just did the math for 10 man thunderer unit vs 4+ save (but my dumbass closed the window before saving the results 😅)

    Only if you get the +1 to hit for being on the ground and are within 12" range. Then and only then do the special weapons beat rifles. Set up as most suggested here: 1 decksweeper, 2 cannons, 1 mortar, 1 fumigator 1 gunnery sargeant,  rest rifles vs. 1 sarge, 1 fumigator, rest rifles.

    Just curious, are you giving the bonus to ALL the special weapons or just one of them? I just reread the rule and it looks like it’s just a single special weapon that gets a bonus. Hopefully I’m wrong. 

    F958DD11-C743-468F-8C30-E42E11FFAB37.jpeg

  12. 7 hours ago, DeadpoolNakago said:My endrinrigger kitting is either saws and rivets (if they play as screens that'll get charged) or special weapons (If i keep them behind to heal the frigate and out of close combat). I'm leaning to Saws and rivets at the moment. 

    This is where I’m hung up as well. I think I need to play a dozen games or so to get an idea of which way I prefer playing them. Generally not a fan of magnetizing minis arms and weapons. :/

  13. On 1/16/2020 at 1:00 PM, Kramer said:

    So most people understand they are exaggerating things, but apparently feel they won’t get a response with a nuanced statement. 🤷‍♀️

    Totally agree, that's really common in our internet communities these days. But to be fair to WW, and Vince especially, they temper their emotional reactions with disclaimers, nuanced points and examples. So even if the impression/opinion is strongly worded and emotional, I think it's 100% fair and worth hearing out.

    In the case of our book, I think they really were spot on about calling out the flaws, but possibly could have spent a bit MORE time talking about where the book allows for cool/fun/flavorful stuff. They didn't skip that stuff, they just sorta said "yeah it's there, BUT" and they aren't wrong about any of that imo. 

    • Like 4
  14. 1 hour ago, Turin Turambar said:

    i find his oversized cheak plates a little funny, as in i am almost sure 1 of GW's designers is obsessed with limited head rotation/field of view.

     

    that said i really like where this is seemingly going

    Literally had the same thought, it's like someone wants mutton-chops to be part of every helmet. 

    • Haha 1
  15. 3 hours ago, l1censetochill said:

    Yeah, it really feels like the divide here is strong between people who gauge "Best" as "whatever wins the most games" and "Best" as "whatever book feels the most fun and varied in the builds it can offer" (I fall into the latter camp, personally).

    For me, the best book I've seen in all of AOS so far is Cities of Sigmar. Internally there may be a few units and Cities that are over- or underpowered relative to the others, but the sheer variety the book offers between the different City allegiances and sub-factions is just incredible. Cities armies can, quite literally, do it all - magic heavy, shooting heavy, speedy alpha strike, giant hordes of infantry, mixes of all of the above, you name it.

    Just tossing in some more fuel for the fire, but even though this is what makes Gloomspite and Cities so awesome, I DON'T want to see all future books get the same treatment. Gloomspite and Cities as factions makes sense to have such massive unit and build diversity. In fact, especially for Cities, that's one of the strengths of the army they (should) balance around. 

    If every army in AoS had the flexibility that Cities has, they would all just feel the same. I love the flexibility of list building in Cities and Gloomspite, but I want a melee-focused army like Ironjaws or Khorne to always be better at that than Cities. That's their identity, just as build diversity is the identity for Cities and Gitz. They should definitely have multiple ways of building their lists, but the jack-of-all-trades aspect should just be reserved for a few armies, as it's part of what sets them apart. Let's not go down the World of Warcraft path where every class got all the tools every other class had.

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  16. On 1/9/2020 at 1:00 PM, swarmofseals said:

    The question is a mathematical one, so let's look at the math.

    TL;DR: Mathematically speaking all of these options are valid and all have a role depending on the composition of the rest of your list. 

    This is a fantastic breakdown, and why I say that if you are investing in a ranged hammer unit, Irondrakes are probably the best

  17. On 1/9/2020 at 11:15 AM, Raffonerd said:

    This can be true but if you encounter also variance SoW will be better then this, because as you get lucky on 6 your damage will rise better then dwarfs damage. Working on means is not statistically a good stuff. On top of this Ethereal stuff always exist in this game.

    In the end, SoW has 2" more in range. That can make the difference for large units coming out from hidden paths.

    The 6s doing mortals is included in the damage calculation in the graph. The range helps, but both are so pitifully short that you should ambush or use bridge in either case.

  18. On 1/6/2020 at 5:47 PM, adreal said:

    I would say it's 6" from a board edge and 18" weapon range. Which sounds impressive, until you factor the 9" bubble from enemy models

    I figured that's what he meant but it's a misleading way to write it, because of the 9" bubble and the fact that it's not a true 24" threat range; you only shoot once if you move.
     

    On 1/7/2020 at 7:23 AM, Cerve said:

    About Sisters/Irondrakes, I prefer Sisters for the better range and (most of it) mortal wounds (which are added to normal wounds). Plus, having a Nomad Prince in list, it brings me the opportunity for an heavy shooting alpha/beta strike with multiple SotW units if I need. 
    But it is how I builded the list. Irondrakes are good too. 

    I get everything you are saying and agree that it is very strong. It's the same thing when playing against FEC basically, but even better than FEC. The main thing I don't like is that it can still be played around. I have never lost to an ambushing army in tournaments because if you build a good list, you will have cheap screeners and you can decide what is okay to let die and screen what you need to win. It definitely forces your opponent to play smart and make tough choices, but it's always able to be played around by a good player who made a good list. 

    Regarding Irondrakes and Sisters, Irondrakes are mathematically more efficient. They do more damage per point than the more expensive sisters, carry buffs better, all while being more durable. Mortal Wounds are nice though and they're pretty close so it really is preference. Here's a chart though in case you are curious!

    Graph is comparing units of 30, and does NOT factor in the point cost - just damage output. Buffs include +1/+1 as you can do that in TE easily, and Irondrakes also have their rending improved (which you can stack btw, I only show it once)

    StatsSisterDrakes.JPG

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  19. On 1/5/2020 at 11:05 AM, Cerve said:

    Personally, i disagree. I tried SotW yesterday, and deploying in every table edge when you prefer is stunning tactically. And you shoot twice with a range of 24", pretty difficult to avoid. TE bonusses are way worse than that.

    It can be awesome for sure, but I've found that at tournaments where your opponents will generally be good players, you'll often be screened out of range from shooting any meaningful target. If they don't screen you out then it's a great alpha strike, but the same goes for bridge. I love our flexibility and options :D

    Also, how are you getting 24"? I'm confused there. 

    Lastly, while Sisters are great, Irondrakes are more efficient in terms of both damage and durability per point. 

  20. On 12/20/2019 at 8:02 PM, Scythian said:

    Lances or halberds for demigryph knights? Thoughts, please?

    Thanks

    I read the math recently and halberds are generally better while also being easier to use. IMO they make more sense too. Demigryphs aren’t super efficient as a pure hammer unit - these guys are more of a mobile anvil that do decent damage. You kinda want to use their speed to throw them at deadly enemy units that would otherwise be somewhere you don’t like. Demi’s aren’t as amazing of an anvil as PG but they are faster and scare opponents. 

  21. The negativity is so palpable I couldn’t help but just stop reading at a certain point. Several people are complaining that our book isn’t competitive and that building lists sucks because synergies are locked to the sub-races. 
     

    I’ve played several tournaments and done very well in all of them. We absolutely have very strong options and WAY more list diversity than any other army in AoS. True, we did not get flat out broken rules and interactions like OBR and Slaanesh did. But I would say that makes our book better. Those two examples are horribly written in terms of balance and are a problem for the competitive scene as a whole - Cities is well written and viable, even GOOD if you are willing to be flexible. 

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