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Painbringer

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Posts posted by Painbringer

  1. 2 hours ago, Maogrim said:

    Am I the only one who thinks that the Warpsmith and the new Autarch are fairly boring? The Ranger Jetbikes though are really, really cool. Eldar were my first 40K army and I had used to play them with heavy Ranger theme.

    Same here. I don't play Eldar, but I play CSM and I am not particularly excited about the Warpsmith. I will try to get only the Chosen, I really like them.

    • Like 1
  2. I am playing my first Age of Sigmar 3rd edition game tomorrow, and I am also playing Slaves to Darkness for the first time after a long break (in general, I've played only a handful of games with StD). It will be a 1000 point game against SCE. I wanted to play the following Ravagers list:

    - Chaos Lord on Karkadark (General, Enternal Vendetta)
    - Chaos Sorcerer Lord (Bolstered by Hate as Ravagers trait, Blasphemous Curiass as an artifact and Binding Damnation as a lore spell)
    - Chaos Warriors (10)
    - Chaos Knights (5)
    - Varanguard (armed with spears)

    Everything has Mark of Tzeentch and all units are part of single-drop batallion. The idea is to stack various armour save bonuses (Oracular Visions, Mystic Shield and All-out defense) and try to win on attrition, while Varanguard and Lord on Karkadark try to deal damage (however, Kinghts can strike hard as well). What do you guys think?

    • Like 2
  3. 1 hour ago, Fildrigar said:

    As far as I can tell, they do count as battle line. I can't find anywhere it says otherwise. 

    Yes, they definitely do. Here is the clarification from the Core Rules errata (page 5, section 27.1):

    Quote

    Q: If I can take coalition units in my army, can they count as some or all of the Battleline units in my army?
    A: Yes, unless the battlepack you are using specifically says otherwise.

    So, I'm interested in the same thing as @frenk_castle - which battlepacks contain rulings that forbid using coalition units to fill mandatory battleline slots?

    • Like 1
  4. I am really excited about the new edition. I also finally have enough models for a Tzeentch force, so I am really looking forward to playing my first game with Desciples of Tzeentch (and Tzeentch-marked Slaves of Darkness). 
    In the same time, I am painting Lord of Change, and I’m really enjoying the colour scheme. It will be one of my centrrpiece models, so I really want to spend some extra time and make it special.

    • Like 2
  5. 54 minutes ago, Ganigumo said:

    There's also a rule saying enhancements are given, and a sidebar saying if you are forced to give a unique character an enhancement they can't use it.

    True, but it still does not prevent wizards from accessing additional spells - it is there to stop characters from receiving subfaction artifacts and traits, because they must be given to your heroes before anything else.

  6. There's nothing preventing Kairos from taking additional spells at the moment. The rules (section 27.3.1) does state that "Enhancements cannot be given to Unique units or allied units, unless noted othwerwise", and when spell lores are described it is clearly stated that every wizard gets to choose a spell - and there's even sidebar stating the same, with the word every being underlined:

    image.png.4d37047d098888b209c7efc79dfc48d7.png

  7. 37 minutes ago, Scurvydog said:

    So in an extreme scenario unit A has exploding hits AND mw on 6s- Unit B reflects a mw when hit on a 6, but also has a spell that forces rerolls of 6s to hit against them.

    Unit A has the turn and rolls 10 dice with 2 6s. They then have to choose if those are explodes or MW. Then Unit B needs to choose if those 6s need to be rerolled, or if they should reflect 1 MW. Right? 

    If It is the player of Unit B that has the turn, yet Unit A attacks first, it is then the controller of Unit B that decides first if they wish to trigger rerolls or reflects. Lets say they choose rerolls and Unit A ends up having 1 roll of a 6 after that, they then choose if that 6 is going to be an explode or mw correct?

    In that example, I would say that it works like you described - despite the other player's unit fighting first, the abilities are resolved starting with the player whose turn it is.

  8. 10 hours ago, peasant said:

    I run nurgle's munificient wanderers any 6 to hit my units causes 1 MW, so units that do something at 6 to hit are inmune to my subfaction trait?

    You should be still able to use the ability under the new rules. In this particular case, this will cause simultaneus triggered effects (sections 1.6.2 and 1.6.4 in the core rules). Which means that first your opponent will have to chose one of his effects if he rolls 6s to hit, and then you will have to choose one of your effects that trigger on other player gettng 6s to hit.

    Here is the quote from the section 1.6.2: "if the effects of two or more abilities would be applied at the same time in a turn, the player whose turn is taking place applies the effects of their abilities first, one at a time, in the order they desire. Their opponent then does the same."
    The section 1.6.4 (triggered effects) only describes what happens in the situation when multiple effects are triggered by the die roll - but still you manage yours and your opponent does the same. I'm pretty sure that your opponent cannot bypass your ability by choosing it not to trigger.

    Here's an example:

    • Opponent hits you and scores several 6s
    • Let's say that two of his abilities trigger on 6s to hit. He now has to choose one of them and apply the effect.
    • However, let's also say that you have two abilities that trigger if your opponent rolls 6s to hit. Now you also have to choose one of them and apply the effect.
    • Thanks 2
  9. This is fantastic! I am a Sylvaneth player myself, and your Allarielle is beautiful! However, your Nighthaunt paintjob (especially the one on the Black Coach) is among the best I've ever seen! Absolutely stunning work!

  10. 1 hour ago, Souleater said:

    New Dire Wolves are AWESOME. 

     

    Love Radukar.

     

    Queen of Nighmares...feels a bit too much like an Everblight model to me.

    If only Everblight models looked like this! I still have nightmares because of those metal Nyss swordsmen :D

    • Like 2
    • Haha 1
  11. On 4/20/2021 at 12:23 PM, schwabbele said:

    Could some of you please recommend me a few painting guides / inspirational resources for Tzeentch?

    I started building my Tzeentch army recently and this is one of the pictures that serves as a great inspiration for me (in general, I absolutely love Adrian Smith and Karl Kopinski):

    e26d99021a2fa9f2fef8d7cf1395e408.jpg.236067f533014d4164ddeac772571527.jpg

    I really like the idea of playing Tzeentch army with a lot of Chaos Warriors, Knights, Tzaangors and Skyfires, supported by Wizaards and Greater Daeons (this is probably far from being tournament-level army, but that was never my intention anyway). Cult of the Thousand Eyes from the "Wrath of the Everchosen" book is definitely something that fits in this idea.

    • Like 1
  12. 1 hour ago, Ganigumo said:

    Allarielle literally did this to Kurnoth. Kurnoth was active before Allarielle woke, but when she tamed the jade kingdoms she flayed him, pulled out his heart, and planted it like a seed. From the seed grew Kurnoth, and she buried the rest of his body in the Wald to bind him and put him to sleep.
     

     

    Wait, wasn’t he already dead? His remains were taken to Allarie after he was slain in war agains Nurgle. Last pieces of his essence are within the spear she carries. 
    I know that there may be some additional info in “Dark Harvest” - but I haven’t read it. Where is this part about Alarielle flaying Kurnoth - is it from that book?

  13. My opinion may be "the unpopular one", but I truly believe in that people should not try to focus too much on achieving balance and that giving too much attention to balance is very bad for your overall enjoyment in the long run.

    I do not believe that Warhammer is a game that is designed around the ideaof competitive play. I alwas thought it was a game where people could use beautiful miniatures to tell stories (inspired by novels, movies or whatever). This was something that (at least for me) was true for both old WHFB and AoS. The rules itself were designed in a certain way, which is great for games with your friends/narrative games, but is far from optimal for competitive gaming. I played Warmachine competitively for many years (and won tournaments both big and small) and I think that WM is the perfect example of the game that was designed purely for the competitive play and that the AoS is far, far away from the balance that exists in WM (and even that balance is not ideal). Also, when I read Jervis' column in WD, I always get the impression that he is designing AoS to be fun and immersive, not to be competitive and perfectly balanced.

    I can't shake off the feeling that too many people are trying to play competitively and/or are using competitive play (and lists that are good for such play style) as a basis for their thinking about the game itself. In my opinion, if players are focused only on competitive play, then they become more concerned with balance issues. This is only worsened by various YouTube channels, where you can see not only people playing in a certain way, but also people telling you that something is bad or good, like it's the universal truth. And then you end up with players saying that units A and B are unusable, or that the battletome X is bad, or has only 1 valid list. But the problem is - this may be true, but under certain circumstances, which are probably very different from what happens in your regular gaming session with your friends. So I really think that people who are proposing balancing based purely on torunament results are doing it wrong, because they are forgetting AoS was probably never designed with tournaments in mind. It's not a competitive game by design.

    Also, when it comes to balance, there needs to be a difference between truly unforseen rules interactions and players lacking experience. If something locks you out of the playing completely (does not let you conduct the basic game actions, for example) - that is probably a negative playing experience. On the other hand, every army has some strong unit combination (or a few of them) that you may need to learn to play against. And usually, one of these combinations easily destroys a lot of other lists, but dies to another strong combinaton of units from a different army - and this is probably perfectly normal if the only instrument used for achieving balance are point values. Simply put, two players may both build 2000 point armes, but if one brings only heavily armoured troops and the other one brings only anti-armour units, there is no balance here. In this particular case, it is obvious that some other "balancing instruments" have to exist, besides the points themselves. But if you and your oponnent discuss what you want to play and how you want to play it, this can influence your choice of units, spells, artifacts and scenario rules for that particular game and contribute to making it more enjoybable and less predictable experience. And I really don't think that designers had only one or two lists in mind when they were writing the battletome (or saw competitive play as the only way of playing the game).

     

     

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