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Tidings

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Posts posted by Tidings

  1. 1 minute ago, dekay said:

    Wildform would serve you much better than Cogs, extra 2 + 2 for run and charge almost guarantee you'll succeed. Did you have the re-roll charge warlord trait? If you succeeded with that charge, the battle would probably go entirely differently ; )

    I did have Wildform but missed the spell haha. Rolled a 4, including my +1 to cast. Generally, it was an example of everything going wrong back to back. But I feel like it highlighted a problem with the list. I was completely screwed as soon as I couldn't get that charge, and I don't really want to dump more points in redundancy to insure I get it. 

    I wasn't using that trait and I think I should have! I had Hawk-eyed General but since I was trying to commit to charges, I should have just gone all the way for sure. Good call :)

  2. Hey guys, hoping in here just to hear your thoughts on something. I played a game as Tempest Eye using 30 Executioners buffed up, running and charging from Sorcerers, some Demigryph Knights, Phoenix, Wild Riders, a Hurricanum and Darkshards to back everything up, etc. I did NOT have Cogs, and I tried to make it across the table in turn one. Long story short, Phoenix and Demis made it into combat but Executioners fell short. Opponent then got two turns in a row and wiped out 1200 points of my army. It was a slaughter haha. 

    So my question, are people generally going less for an alpha/charge list and instead doing gunlines? It really seems Tempest Eye is meant for one or the other. I think I'd try a more gunline approach next time and just think of the +1 to save first round as insurance against enemy alpha armies.  Hoping to hear your thoughts!

  3. On 8/4/2019 at 9:02 AM, Vextol said:

    To the people who are super against the double turn because it puts too much luck on a single die roll, l really don't understand how you are ignoring the enormous elephant of "Who goes first" that comes with alternative activation.  Anyone who has played Warhammer for any amount of time has to know how big of an advantage that is.  It's huge to go first if you have no chance of being double turned.  

    1. You can immediately gain objectives without needing to reinforce.   If a tough unit can hold out for one turn, they'll have the objective for two because there's no risk of being hit twice.  Plus, that allows slow units to hobble on in there or run at will because they know they will have two turns to get up there. 

    2.  First player teleports become less tactical and way more powerful.  You only get one shot to kill that huge unit of skeletons, sequestors, saurus guard, berserkers....etc so you can drop them in without needing to reinforce.  See step 1 / 6.

    3.  What's your movement?  Ok good.  I move/keep my unit of snipers that much away and shoot the garbage out of you.  Good luck ever getting to me.

    4.  What's your spell range?  Ok good.  I move/keep my unit of anything that much away so you can never be in range.  Good luck with any of your spells.

    5.  What's your charge?  Ok good.  I move/keep my.....etc.

    6. If your opponent doesn't take your objective point EVERY turn, you'll crush them on points because while they are struggling and fighting to take the objective, you can just sit back and continue to hold it because unless they can completely wipe it in just 1 turn, you'll still get your points without threat while nonchalantly moving in support. 

    7. If they DO get your objective, they've either fully committed, leaving the board open, or they're not supported and you can usually easily just take it back because they haven't gotten a chance to re-support after the claim.

    It's not theoretical or dumb.  It isn't "wouldn't happen".  It's Warhammer Fantasy.

    TLDR: 

    I'm not saying they couldn't do away with it.  I'm just saying I've never played a Warhammer game that handled the "first turn power" problem with any kind of grace.  Why do you think they started the double turn to begin with?  It's super weird.  They did it because of how problematic going first was.  It's not a mystery, it's history (rhyme).

    1. Only because of how insanely fast half the armies in AoS are. If the game's movement was slower, or objectives were less important on the first round, then it would be less of an issue. For a lot of (mostly shooty) armies, going 2nd is still preferable, since nothing is in range anyways. So yeah going first is still a problem, but less so than the double turn. There's lots of better solutions for fixing it. 

    2. I always found teleporting alpha strikes to be mindless and lack tactics anyways. And I would argue it becomes LESS powerful, since every teleport/alpha strike list I've fought in tournaments chooses to go second, so that they can hit me then get the double turn to make the alpha strike twice as powerful. 

    3 - 5. These points all contradict point 6, and already exist in AoS to some degree anyways. If you keep everything out of range, then you aren't contesting objectives strongly enough and should just lose them. And if the double turn is your only way of catching units, then I think that's a different problem with the game, and one that I've never really experienced haha.

    6-7. Yes, and if you retreat all support every turn, then your single unit holding the objective will be overrun. It's a game of strategy with some luck to shake things up. SOMEONE will hold an objective before the other person, and the rest of the game will always be about fighting over it. I personally love scenarios where the objectives are worth more later in the game, because that alone completely fixes the problem of "he got it first so he wins"

    I played a lot of Warhammer Fantasy before also playing a lot of AoS. I like both games. The double turn doesn't fix the issues you described at all though. The same issues exist, and in some cases are made worse by a double turn (like alpha strikes and shooting). AoS combat is also much more "grindy" than Warhammer fantasy, where units would often flee and be run down in a single turn's combat. This means that the whole topic of "who gets the objective first wins by just sitting on it" is even worse in AoS. 

    I'm not saying Warhammer Fantasy did it better. I'm just saying the double turn is NOT the right solution to the problems you put forward. 

  4. Too much impact on the game from a single die roll. There's really not THAT much tactics that come from it, despite what people say. Like others have said, the little bit of strategic depth it adds is massively outweighed by how much a game swings off one roll. The entire reason people find it exciting is because the roll has such an impact on the game.

    I've played local tournaments where the double turn was removed, and in my experience, those were more fun, more fair, more strategic and had less people just rolling in with lists designed to get the first double turn and win off that. 

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  5. 5 hours ago, Umjammerlama said:

    RumerEngine_Sep26.jpg

     

    This weeks rumour engine - looks very Imperium not Stormcast.  Maybe be another primarch?

    I think this is actually a sculpt embossed on something like a chest-plate. If it were a full three dimensional object, like the front of a chariot or something, you would see the other wing behind the foreground wing. The deep shadows under the neck imply that there is another surface there, it's just that they've edited out the surface this is built into. 

    Just my speculation. My guesses come from a back ground in concept art and design - I work in photoshop all day. But I could be totally wrong! :P 

    • Like 3
  6. 2 hours ago, chord said:

    I see chaos warhounds are recommended to use 60x35mm.  Has anyone tried them on round instead? I think round may look better for them.  Thoughts?

    One of my buds who works at my LHS has all his mounted on rounds, I actually thought that was what's standard. Believe they were 40s? They look pretty nice. 

    5 minutes ago, awcamawn said:

    There's a couple pictures of Phoenixes in the Grand Alliance Order book, and on the back cover it even has a Frostheart Phoenix right beside an Archmage on Dragon. They definitely use oval bases in those pictures and it does look to be the same size base they used for the dragon (I think 70x105mm?), but it's a little hard to determine the base sizes of the different models exactly because someone at GW sure loves to use their fog machine.

     

    Awesome! I don't have that book, and I've only seen pics of them on square style bases. Thanks for taking a look! :)

  7. 38 minutes ago, Cerlin said:

    There is a reason that the Kharadon were my first new AoS faction.  None of the others appealled too me. 

    Hopefully expand some old factions or make some new ones that I actually feel like buying.

    It's a shame that's one of the only thing they've done outside of SCE/Chaos. Kharadron Overlords are friggen awesome. I want to see more new stuff like that, not 40k fantasy edition. Fyreslayers and Sylvaneth were already existing in terms of style and flavor, but the new stuff they got is awesome too. Want more of that, not a 47th SCE release lol. 

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  8. Thanks man! Regarding red NMM, I've run into the same problems you're describing. I have a hard enough time even highlighting crimson cloaks. NMM is meant to imitate real world lighting on a metal surface. Red metal doesn't exactly exist outside of paint of a coating, and the way it appears metal is by reflecting light which is usually other than red. 

    Here are a few examples you could study, the highlights are basically white or tinted bluish like the sky. 

    3fb942a1df4fa40350f799893bff3d4d.jpg

    red_metal_stopper620-S.jpg

     

    You could use Ulthuan Gray and White to build up highlights, and if it comes out too bright you could try a red glaze to tone it back and tint it red again? Never tried it, just a thought. 

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  9. Is the Daughters of Khaine the only set with Aelves? I'm still hoping for a faction update for Wanderers down the road, but doesn't the inclusion of this box sorta imply that Aelves aren't getting an update? If they were, I doubt they would create this bundle.

     

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  10. On 7/10/2017 at 11:52 PM, Xanax Lot said:

    6. Don't put a stormcast release every other release, it starts to become boaring and It looks as if the rest of the armies didn't matter 

     

     

    Honestly they can just full stop doing Stormcast releases. Go to GW site and there are 45 products for SCE. Sylvaneth already had existing models before they fleshed them out as a faction, and they only have 15 products. SCE are beyond overdone and don't need anything else. They can already do everything that every other army can do anyways.

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  11. To the Stormcast players saying they need something better than a Celestant Prime, no you don't. SCE can already shoot as well or better than Wanderers, melee as well as Orruks, survive better than anyone else, and move around the table/deploy like Sylvaneth. You don't NEED to have the equivalent of what other armies are themed around. It's actually okay for other armies to have something that SCE DON'T have. 

    I feel like SCE (the faction, not the players) are like the children that cry whenever another kid gets something that they don't also get. 

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