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EMMachine

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Posts posted by EMMachine

  1. 6 minutes ago, CeleFAZE said:

    If they don't want to introduce strength and toughness for 3.0, at the very least they could introduce a mechanic where certain tougher monsters and units have a malus on being wounded. Call it something like "resilience" and make it a thing that can allow for larger models with worse saves to still be a challenge to take on.

    Strength and Toughness will create an entirely different problem.

    How will you prevent that a shooting unit is equal as good as a close combat unit + having ranged weapons.

    This was the problem of WHFB. all humans had a strength of 3, so a model with a sword and shield or Spear had the same strength as a model with a crossbow or Handgun.

    The system we have now gives us the chance to say that someone who has a ranged weapon doesn't wound as good as someone with a close combatweapon.

    The Handgunner that wounds with his dagger on a 5+ compared with the Swordsman wounding on a 4+.

     

    It would as well basicly mean. Every warscroll has to be changed with a strength value for the model, a toughness value for the model. A value for each weapon, if the weapon gives a bonus (if the weapon itself doesn't have the strength), a ruling how strength and toughness should be compared and we still will have modifiers to either the strength or the woundroll. And this bloat of rules with the only reason, because we want that monsters get tougher?

    Make a rule that monsters are targeted with -1 to wound if the attacker is not a monster as well.

    3 minutes ago, yukishiro1 said:

    If you come up against a low-drop ranged-focused list, many lists will simply lose if they win the roll-off and get a T1 to T2 double turn. There's nothing to be done - you just lose, because they won that roll-off and deleted more than half of your army before you have a chance to do anything meaningful. Now I guess you can say "but you lost that game at the list stage, because you didn't take a 1-drop or at max 2-drop list." But that means that the number of viable lists in the game by that definition can probably be counted on one hand. 

    Than it isn't the doubleturn, but the case that the player with the shooting list  and 1 drop can deside to go second on first round. This could be fixed with rolling of on first turn (and giving the player with the 1 drop initiative in case of a draw), so basicly the rule they had at first in the corerules before changing it with an FAQ if the last point wasn't seen as it's own thing but as a tiebreaker with the start of the sentence after it isn't its own sentence but a part of the sentence of "if the roll-of is a tie, ...").

    Quote

    At the start of each battle round, the players must roll off, and the winner decides who takes the first turn. If the roll-off is a tie, then the player who went first in the last battle round can choose who goes first in this one, but if it is the first battle round, the player that finished setting up their army first chooses who has the first turn.

    Quote

    BATTLE ROUNDS

    Q: Does the player that first finished setting up their army always choose who has the first turn in the first battle round, or is it only if the roll-off is a tie?

    A: The player that first finished setting up their army always chooses who has the first turn in the first battle round, unless specifically noted otherwise in the battleplan that is being used.

    This was a ****** up of the FAQ team, not of the rules itself.

     

    Still, you will get shot twice if you remove the double turn, the point that you are most likely unable to charge in second turn because the shooting units have moved back will make no real difference. You lose your chance to get the charge in the second turn with only getting shot once for being shot twice anyway.

    • Like 3
  2. In case of the double turn discussion. Does it really change anything if the rule is removed?

    If the shooting unit has range 12" or less maybe yes, if it has more more likely no.

    If the shooting unit has 16-18" range and you didn't fokus on cavalry (for example Fyreslayers) see what happend. He moves his unit to the 16" mark (if he has to move at all, for example because you started) and shoots at you. You move your 4-5" and try a 11" Charge most likely to fail, or run to get closer.

    Guess what happens next. He moves back to be at 16" again shoots you a second time (and you are in the same situation as in the battleround before). Without the doubleturn your units will get shot 2-3 times before you even get into combat (and if he can't retriet further), he can still shoot, charge you and attack before you if you he doesn't have a better target (or charges you with another unit).

    With the doubleturn (and you as the second player) you could move + run in the first round and than move and charge in the next turn so you maybe only get shot once before being in combat.

    For such situations a minus 1 to hit (not the old fantasy rule where long range is the upper halve to maximal range but maybe 12"+ could help in such a situation.

    WHFB made shooting very underwhelming because most the time you were basicly hitting on a 6+ or 7+ rarely on a 5+, but your units were as strong as the close combat once, because (they had the basic strength and could have shields as well), so they often were more expensive close combat units with the option to stand and shoot.

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  3. 7 hours ago, Neil Arthur Hotep said:

    Here's an example of what I am talking about: As of GHB 2020, a unit can't attempt to negate a wound more than once. Except that's not actually true. You can't attempt to negate an assigned wound more than once. You are still allowed to attempt to negate unassigned wounds as much as you like. There are abilities that let you do this, like the OBR Aegis Immortal battalion ability. I am sure that 99% of players don't even know that the distinction assigned/unassigned wounds even exists. It would be nice to have a document that tells you this mechanic is even a thing.

    Ahm ... to this case.Undying Guardians of the Aegis Immortals has actually a assigned wounds part. The Ability is referring to Soulbound Protectors, which triggers if a wound is allocated to a Ossiarch Bonereapers hero.

     

    3 hours ago, TheCovenLord said:

    -Make shooting into combat impossible. Either make it so units cannot fire into their own combat (allowing melee units to rush and lock up ranged units) or make it impossible for units to fire into combats involving friendlies for fear of hitting them. Something needs to be done about shooting  and this is a potential solution. Make it so either it harkens back to eras past where if a ranged unit got locked in combat they had to resort to their awful melee profile with knives/fists OR make it so the fear of hitting friendlies prevent them from focus firing units pinned in place off the board. Either one would do wonders to help mitigate some shooting lists (still doesn't fix hard 1st turn alphas but that may have to be a tome by tome basis). I did consider making it so that units run the risk of dying to shots fired into a combat with friendlies. However, it encourages a rather toxic playstyle of pinning with cheapest chaff (you don't care about) and shooting it anyway (regardless of fluff) OR putting a unit that is just too difficult to kill by the source of shooting and shooting into the combat anyway. Without how good shooting is at the moment I'd be very doubtful that using "misses" as hitting your own units would be much of a detriment to people who invest heavily in the shooting game.

    I think not able to shoot with a unit that is in combat would make weapons like throwing axes or Javelins completly obsolet because they rarely have the chance to fire outside of combat. The restriction that you can only shoot at units you are in combat with is already a restriction.

    Not shooting into frendly combat would be more possible. I think the main problem with this is, that shooting into combat doesn't have any disadvantage maybe it could help gaving a -1 to hit or something instead of banning it completly.

     

    7 hours ago, Neil Arthur Hotep said:

    Finally, since losing troops to battleshock is not the most positive play experience in the world, the mechanic could be redone entirely. Maybe failing battleshock could force a unit to retreat in the next round, with all that entails.

    I actually like the mechanic of losing models. Mostly for one reason. It's hard to describe that a hero isn't dead if he loses the last wound when fleeing models are moving. If fleeing models are removed as well, the char can simply say, "I have enough, we meet next time" and runs off.

    In case of Inspiring presens, after the model has to be in range of a hero, using the bravery of the hero could be an option too, but I guess, that heroes should have a higher bravery for this.

  4. I actually made my second Sologame in the first week of january, but haven't posted it yet because here was basicly no responce to it.

    Here the rolls between the rounds

    So I'll do the preparations for how things will continue.

    The exploration table.
    2-4 is Warlord Encounter
    5-7 is a deadly encounter (the type of battle we had in the first game
    8-9 is a short break (each hero heals D3 wounds)
    10-11 is a long break (each hero heals D3 wounds + another hero joins on a 4+.
    12+ Hidden Treasure (I find a relic)

    No matter what the roll, the danger level increases by 1, and if the value is 5, there is a warlord encounter.

    After the current fight, the value is 1

    Roll on the table 8 (6 + 2) The heroes heal the wounds they have suffered.
    Value increases to 2

    Roll on the table 11 (5 + 6)
    Heroes are already fully healed. However, another hero joins.
    Knight Heraldor Walter joins the group.
    Value increases to 3

    Roll on the table 7 (6 + 1)
    expected counter army
    4 servant units

    Rolls 2,3,4,5
    Since I still don't have any Wrathmongers, I do a reroll and roll 1.
    In the next fight, where I still have to see when it takes place, the following enemy models will appear:
    11 Bloodreavers
    5 Blood Warriors
    4 skull reapers
    4 Flesh Hounds

    I still have a few models to paint.

    ---

    So, here is round 2 of the campaign (which I actually wanted to do in the New Year's Eve area but the models weren't painted yet.
    I gave Valten the Stormfury Blade, by the way.
    Mission 2: Fight in the Wild. Each player has a deployment zone of 5 "
    There is no usual initiative roll against each other. Instead you roll 1d6. On a 4+ the player starts, otherwise the opponent. And there are rules of ambush. At the beginning of every round except the first one rolls the dice. On a 1, an additional enemy unit comes into play.

    Lists
    Stormcast Eternals
    Lord-Celestant Valten Blazenheart
    Lord-Castellant Victor Brightsoul
    Lord-Relictor Morbius
    Knight Heraldor Walter

    Blood Bound
    5 Blood Warriors Goreaxe and Gorefists and a Goreglaive
    11 Bloodreavers with Meatripper axe
    4 Fleshhounds with a Gorehound
    4 Skullreapers with a Skullseeker

     

    ACtC-3djyYSD1kQiEFoLxJnLbrzwLLVR2CH57kwi

    Round 1

    Stormcast Eternals win initiative

    Hero phase: Victor points his lantern at Valten (+1 Save) and Walter points "Forward to glory at Valten (running and attacking)
    Movement phase: All heroes move forward (Valten tries to run but only rolls a 1).
    shooting phase: Walter uses his thunderbolt against the Reaver's terrain, rolls a (1) and kills a Reaver.
    No charges or combat

    Bloodbound:

    Action phase:

    Skullreapers have the action attack (Walter in 12 ") move 5" and then attack 11 "(5 + 6),

    Bloodreavers have the action attack (Valten in 12 ") move 6" and attack 6 "(4 + 1 + horn)

    Blood Warriors got the hold action (2)

    Flesh Hounds attack (Victor in 12 "), move 8" and attack 10 "(5 + 5).

    ACtC-3c-Zb5Dec9HrBwjAo_xnVhZcDIKmSPESwJU

    Combat phase

    Fleshhounds attack Victor: 16 attacks, 12 hits (1,1,2,2,3,4,4,4,4,5,5,6,6,6,6,6); 5 wounds (1,1,1,2,2,2,2,4,4,5,5,5,5), 5 saves (3,4,5,5,5)
    Morbius attacks Skullreapers: 4 attacks, 3 hits (1,3,5,6), 3 wounds (3,4,5), 1 save (1,3,5). 2 damage to Skullreapers
    Skullreapers attack Walter: 16 attacks, 8 hits (1,1,2,2,2,2,2,3,3,3,4,4,5,6,6) cause 2 fatal wounds, 4 wounds ( 1,2,2,2,3,4,6,6) and Victor Saved 2x (2,2,5,6).

    1 attack mutation of the Skullseeker, 1 hit (4), no wound (2)

    Walter suffers 4 wounds.
    Valten attacks Reavers: 4 attacks blade, 4 hits (3,3,4,5), 4 wounds (3,3,5,6), no save thanks to rend. 4 dead reavers 1 attack hammer, does not hit (3)
    Reavers attack Valten: 7 attacks, 3 hits (2,2,3,3,4,4,4), 2 wounds (2,5,6), 1 save (2,3) lantern and rend cancel each other out. Valten suffers a wound
    Victor attacks Fleshhounds: 3 attacks, 2 hits (1,5,5), 2 wounds (4,6), no save (4,6), 2 deaths Fleshhounds
    Walter attacks Skullreapers: 4 attacks, 3 hits (1,3,3,4), 1 wound 1,3,6), 1 save (5)
    Battleshock:

    Reavers have courage 6 thanks to the icon and roll a 1 + 5 dead Reavers (no Reaver flees).

    ACtC-3eCZ8n-4bqbbKLXDRVXgE9vO5yL1cYwh8Ek

     

    round 2

    No ambush

    Bloodbound have the round.

    Action phase

    Skullreapers hold the action (2)

    Reavers have the action Raging (6) 7 attacks against Valten, 4 hits (1,2,2,4,6,6,6), no wound (1,2,3,3)

    Blood Warriors have an attack action (5), movement 5 "+ 9" attack (6,3)

    Fleshhounds Rage (6). 8 attacks, 7 hits (1,3,3,3,5,5,5,6), 2 wounds (1,1,1,2,3,5,6), 2 saves (3,6)

    ACtC-3dmrkVXNdY5hFWzpDrUj_4uLNDVoJW4rpXn

     

    Skullreapers attack 2 Skullreapers + Skullseeker attack Walter 12 attacks, 7 hits (1,1,2,2,2,3,3,4,5,5,6,6), 6 wounds (1,3,3,3, 4,5,6), 3 saves (1,1,3,4,5,5) Walter suffers 3 wounds. Mutation 1 attack, 1 hit (4), 1 wound (6), 1 save

    Walter returns to Azyr.

    4 attacks on Morbius. 4 hits (4,4,5,6), 3 wounds (1,3,3,4), 2 saves (2,4,5). Morbius suffers a wound
    Victor attacks Flesh Hounds. 3 attacks, 2 hits (1,3,4), 1 wound, no save (1), 1 dead Flesh Hound
    Bloodreavers attack Valten 7 attacks, 1 hit (1,1,1,2,2,3,4), no wound (2)
    Valten attacks Reavers: Blade 4 attacks, 3 hits (2,34,4,6), 1 wound (1,2,3), 1 dead Reaver

    Hammer, 1 attack, 1 hit (6), 1 wound (5), no save (3) a dead reaver
    Fleshhounds attack Victor: 4 attacks, 2 hits (1,2,4,4), does not hurt (1,2)
    Morbius attacks Reavers 4 attacks, 2 hits (1,1,5,5), 2 wounds (6,6) 2 dead Reavers.
    Blood Warriors attack Victor. 9 attacks ax, 6 hits (1,2,2,3,3,3,5,5), 3 wounds (1,2,3,4,4,4), 2 saves (1,5,6), Victor gets a wound

    2 attacks glaive, 2 hits (3.5), 2 wounds (4.6), 1 save (2.6). Victor suffers two more wounds and is now on 3.

    ACtC-3c0kIN9rIvfC_M9Cobfs0MKim0GIMyGgIOz

    Battleshock phase

    Reavers courage 6 by icon vs litter 4 + 4 dead. the remaining 2 reavers flee

    ACtC-3chuZHMV7po0jughY2MOkNmmqfb3twhAJ57

    Stormcast Eternals

    Hero phase:

    Morbius uses Storm of Healing to heal Victor (6,5) and heals 3 wounds.

    Victor points his lantern at the Flesh Hound (since Valten is in the same range of the Fleshhound and the Skullreapers and therefore could not move up). and does 3 damage (6) and kills the Fleshhound.

    ACtC-3dyBnYGDEPeEarMRTn2QaXTSabNl8njoljb

    No movement as all models are in 3 "units

    Shooting phase: Valten sets up his hammers against the Blood Warriors 2 hammers, 1 Mortal Wound (3.6)
    No Chargephase

    Combatphase:

    Valten activates Furious Retribution and Soulrage blade.

    Valten moves towards Skullreapers and attacks: Blade 6 attacks: 5 hits (1,2,3,5,5,5), 3 wounds (1,2,3,3,4), no save (1,3,3)

    Hammer 1 attack no hit (1) 3 wounds on skullreapers, 1 dead skullreaper. A mortal wound of violence to the last breath (6)
    Skullreapers move up and 1 Skullreaper + Skullseeker attack Morbius

    8 attacks against Morbius, 5 hits (1,1,2,3,4,4,5,5), 2 wounds, 1 save (1,4)

    Mutation 1 hit, no wound (2) 1 wound on Morbius

    4 attacks against Valten, 4 hits (3,4,5,6), 1 fatal wound, 4 wounds (3,4,5,5), 1 save (1,2,3,6). Valten return to Azyr.
    Victor attacks Blood Warriors. 3 attacks, 2 hits (1,3,3), 2 wounds (5.5), 1 save (1.6), 1 mortal wound to Victor by Gorefist, 2 damage to Blood Warriors, 1 dead Blood Warrior.

    Attacks with no respite: 2 attacks, 1 hit (1.6), 1 wound (6), save (3)
    Attack Blood Warriors: 7 attacks ax, 5 hits (2,2,3,3,3,4,5), 2 wounds (2,3,3,4,6), 1 save (2.5), 1 wound to Victor

    2 attacks glaive, 1 hit (1.5), 1 wound (3), no save (2). 2 damage to Victor.
    Morbius attacks 4 attacks, 3 hits (1,4,4,7), 3 wounds (4,4,6), 1 save (1,4,5), 1 skullreaper dies and uses Until the last breath (6, 5) and causes 3 mortal wounds to Morbius.


    Battleshock Phase: Blood Warriors roll a 1, no one flees.

     

    ACtC-3eoZFcONVMC-XvD_WD0vHuTzVKccpF4w9fT

    Round 3

    No ambush

    Bloodbound win initiative.


    Action phase:

    Skullreapers have the action hold (2)

    Blood Warriors got the action hold (2)

    ACtC-3cFUyxRsgL59T6Zd8vx2RpC27VQwpWO4zbS

    (The wound dice slipped to 7 at that point, it should actually be a 4)

    Melee:

    Skullreapers attack Morbius: 8 attacks, 5 hits (1,2,2,3,4,5,5,5), 3 wounds (1,1,3,6,6), 2 saves (1,3,3) .

    1 attack mutation. does not meet.

    Morbius returns to Azyr from the damage taken.
    Victor attack Blood Warriors: 3 attacks 1 hit (1,2,6), 1 wound (3), no save (1).

    1 Blood Warrior dies using "no turning back". 2 attacks 2 hits (3,6), 1 wound (3), 1 save (6)
    Attack Blood Warriors. 5 attack axes, 4 hits (1,3,4,5,6), 1 wound (1,3,3,5) 1 save,

    Glaive attacks. 2 attacks, 2 hits (3.6), 1 wound (2.4), no save (2)

    Victor returns to Azyr.

    ACtC-3dJVCW7qt9u3xoHZObbcr7zqlVvEEOFchSU

    This ends the game with the loss of all Stormcast Eternals. So definitely not as planned
    The Bloodhounds have a hell of a lot of attacks, but in the case of the game they still have to get through the save, so they weren't effective in this case.

    The Skullreapers were really bad for my heroes, with Mortal Wounds on hits of 6 and W3 Mortal Wounds on dying models on 5+.

    Even if I hadn't used the Soulrage blade, Valten would have died there.

    It was probably a mistake to move forward, as it would put the enemy models on lap 1 at 12 "and attack (if they were more than 12" they would only have made a normal move.

    Basically, only a refused flank would probably have helped, i.e. a stronger concentration on isolated units and the refusal of the others to get into close combat too early.

    Still the experience is not that bad in case a story should be the result of this (even though I haven't wrote the story set). Maybe next time  it could be more of an army (like with the troggoth rules, instead of a heroes last stand).

  5. I think I would like to see some clean ups.

    • Stuff like how "wholly within", "battalions & allegiance", how "start of phase & end of phase" abilities are handled, should be described in the rules, not only in the FAQ.
    • Give Battalions faction keywords (that way it would save FAQ and Errataspace if a Battalion can be used in more than 1 allegiance).
    • make endless spells part of the corerules (so the rules are in the corerule pdf) and change predatory endless spells from activating alternated by players to a role if you have control over the spell ("at the start the battleround, role a dice for each of your casted endless spells on a 3+ you control it otherwise your opponent gains control until the end of the battleround). That way we would still have the nature of the spell but it would be a disadventage if only one player uses a predatory endlessspell.
    • Rework prayers, so we have corerules with a pool how many a priest can use (at the moment Fyreslayers and Khorne can speak up to 3 prayers each round (with the oppenent can't do anything about it) while wizards are bound to 1 or 2 spells. (it can include the ruling for dispelling/unbinding as well).
    • I could see a change on battleshock, the way 40k does. (you role for your bravery, if you lose 1 model flees and all other models that unit have to role if they flee too).
    • An "rare rules" secton, where stuff like if a unit has attacking at the start of the and at the end of the phase at the same time.
    • not a corerule entirely, but changing if a model get's attacks for each model in x", that the attacks have to target that unit (so if you are in contact with unit 1 having 3 models in range, unit 2 with 5 and unit 3 being a hero, that unit 1 is targeted with 3 attacks, unit 2 with 5 and the hero with 1 instead of making 9 attacks on the hero).
    • In my oppionion the overhaul should stay (because it can discripe how a single attack can kill multiple units at the same time) but things should be more specialized some times. (Decimators that are good against hordes but not good against elite or Monsters). Often stuff that is good against hordes is as good against elites. Units that are specialized against monsters or heroes, getting a bonus only when attacking those.
      7 hours ago, Overread said:

      3) More unit type variations. Right now we've leaders, troops, monstrous and artillery and many armies don't have any artillery and limited monsters (with a good few being leaders+monsters at the same time). I'd love to see it start small, even just breaking off Cavalry into their own block (and cavalry equivalents). I think this links into Morglums point of unit restrictions based on type.
      I wouldn't expect to see many and if anything just break off Cavalry at this stage since lots of armies still lack diverse options in other slots right now (eg artillery is very thin). So do it with Cavalry and then steadily add more each edition as armies get more and more diverse in general. 

      I don't know if I like that idea. It would mean that it is not possible anymore to play a 100% cavalry army as an option.

  6. So, es geht rund, oder viel mehr wird Rund.

    Ich hab noch ein paar Artikel für Fyreslayers, Khagras Verwüster und zum Schluss die nächsten Magazine von Mortal Realms ergänzt. Dadurch haben wir jetzt die 2000 Artikel geknackt.

    ---

    So, it goes round, or much more becomes round.

    I added a few more articles for Fyreslayers, Khagra's Ravagers and finally the next magazines from Mortal Realms. As a result, we have now cracked the 2000 Articles.

    • Thanks 1
  7. What gaming mode do you play, because the answer is depending to this?

    If you Play Pitched Battle (Generals Handbook 2020, Page 72.) or Meeting Engagements (Generals Handbook 2020, page 88), both have the following rule.

    Quote

    Special Rule:

    The following rule applies to all matched play games:

    You cannot make more than 1 dice roll (excluding re-rolls to negate a wound or mortal wound that has been allocated to the model. If you could use more than one ability to negate allocated wounds or mortal wounds, you must pick, which ability you will use.

    So if you are playing a gaming mode like this. In case of Mortal Wounds you can either use the Chaos Runeshields or Protection of the Dark Gods, most likely prefering the Runeshield because of the better roll requirement, but not both

    In case of normal wounds you have your 4+ Save and the Protection of the Dark Gods roll after it.

    If you play a game mode that doesn't use the special rule above (Open/Narrative play) you can use both for mortal wounds.

    • Like 1
  8. 15 minutes ago, Perturbato said:

    I have a question for fellow w40K and BSF players : are the heroes and the bestiary playable in V9 40K ? I know the chaos lord and the marines are but is every think compatible ?

    I liked the way we could use most of the models from Silver Tower and Shadow over Hammerhal in AOS (non meta i know) and i wonder if it will be possible for Cursed City as they will mostly follow the build of BSF.

    I know that they still have points, but you really need the boxes for the rules and its maybe not easy to include them because of Keywords.

  9. 49 minutes ago, Overread said:

    So my view is subfactions work when they are small additions to the army core. When they offer a bonus to a niche area so if you're building a close combat force you might take the "close combat" subfaction; but next week when you go ranged you pick a different one. I'd hate to see GW flesh out AoS into dozens of subfaction groupings with more and more power given to them, more individuality and more divergence from the army core. Right now I love that AoS has about just as many army "slots" as 40K and yet each AoS one is unique in design, asthetics, lore and models. Each one is a huge creative divergence from the others that offers freshness and variety for the game and opens up to far more people from different interest backgrounds. I would far far far rather that than an overabundance of subfactions and fragmentation within each army. 

    Their is actually another problem with the Subfactions in looking from the Lore Perspective.

    We have factions were many armies are part of that subfaction and where besides named Characters most heroes and units exist multiple times (Stormcast Eternals, Cities of Sigmar). On the other hand we have other Factions where the subfactions where certain units are only included once. (A Fyreslayer Lodge normally has only one Runefather and one Runemaster in the entire lodge,  so if you play for example Vostarg, your Runefather or Runemaster is most likely a named one from official lore where but we maybe don't know all Runesons or other members of the lodge, so you maybe could have your own Fyrd inside the Lodge as long as your General is a Runeson (but nearly nobody thinks like this). Okay another way is that you have your own lodge that had ansestors from the Subfaction.

    That way, you're restricting yourself by creating your own army when taking a subfaction.

  10. It would be really nice, if Legion of Azgorh would become a Games Workshop release. Forge World releases have often the problem that they are not as accessable as GW releases and often have next to no lore.

    We maybe could get more lore on the "Furnace Kings" what were part of some Stories and should be part of the Legions as well.

     

  11. 14 hours ago, Cronotekk said:

    Subfactions should cost points. GW can already barely balance factions and the internal balance of sub-factions is always abysmal, with one or two obviously good picks and a handful of awful ones. Just make them cost points and remove the mandatory artefact and command trait

    If you want to give points to subfactions you have to price the alliance itself as well.

    It is a little of a mixed bag.

    It would have the aventage that units could be balanced better when they are in multiple Alliances.

    At the moment, if a unit is too strong in a alliance of subfaction often the model gets nerfed, making it worse for the other alliances where the unit wasn't too strong.

    One downside I see (thats for example a point why we shouldn't have specific points for artefacts, or command traits. Because what gaming history in case of WHFB showed us is that it makes searching for the most cost effective build even worse (nearly nobody would buy an 6++ aftersave if he had to spend extra points for it. As well as nobody would have paid points fot light Armour in WHFB when you have an 6+ save after it as the only save (shields on the other hand were bought because of the parry rule).

    Costing no points at gives the feeling that you can take something that is most likely not the most effective but fits your character maybe (I gave my Lord Celestant in a Sologame the Soulrage blade (even though I'm not sure if I even had the option, but my models are at least Celestial Vindicators), mostly because in my lore he has rageproblems when he is confronted with Khornefollowers after he died to a Slaughterpriest using Boiled Blood. If I use the Celestial Vindicators faction I'm forced to take the artefact what is partly bad because not it would mean that literally 20+ Chambers would have one character each with the same type of artefact.

    I really think the best way would be if their would be things in the Allegiance that you don't get if you are playing a subfaction, so if would be core a correction to fit the lore instead of just more free rules.

    The main problem in the end is that often stuff isn't played because of lore-reasons but instead because the stuff is better. And that way more effective stuff is played more often.

  12. 21 hours ago, Feii said:

    Imagine buying books in 2021

     

    20 hours ago, eciu said:

    You bought a book. 

    Thats on you. 

    Oh, well if you want the english rules you have other ways to get them (AoS App, epub). But if you want them for example in german translation, you are forced to buy the printed book. But I also like to flick through the book instead of doing it on my smartphone. In the end I buy them mostly for the lore.

    18 hours ago, TheCovenLord said:

    Here's the thing though. They've teased more generic looking swordmasters and bolt thrower units. Just avoid Kangaroo jack and his band and focus on the regular infantry and the army looks decent. I do agree the animal themes are a bit much for my tastes. Call me boring but just give them old fashioned lions/dragons etc. iconography

     

    EDIT: I by no means have bought into the army and I will wait until Tyrion (or hopefully Malerion) show themselves before I buy into any more aelves. I'll stick with my bad dark aelf pirates/sorceresses

    Has somebody tried to use the official name of the "Kangaroos". They are called treerunners. But it's interesting that lions or dragons are not the problem, but those treerunners are.

    1 hour ago, LuminethMage said:

    Yes, they knew. I agree with that, at least that there was a second wave coming relatively soon, exact timing could have been influenced by Covid. 

    Why wasn’t it a finished product? You can play just fine with the current Lumineth. The Battletome had a lore section, art and everything else that another Battletome has. Some parts were competitively good (all for faction useable, all units being good), some not so like the artifacts. But that’s exactly the same for any other Battletome. 

    Of course they want you to buy more. That’s not connected to how the release is done. 9 month later isn’t really “directly after”as you say yourself, and you can always decline to buy more. If you like the models, you’ll buy them anyway. The only difference is, if you are really into the Lumineth, they’ll be easier to afford if you have a bit of time in between releases. And if you collect all kind of armies the whole point is moot anyway. And there are other things that will make you buy more, like shifting metas, wanting to paint more etc. I think it’s too simplistic to say, oh if they just would release everything together than it’s better in that respect - how come all the stories about piles of grey? 

    Which rules in the Lumineth Battletome aren’t valid anymore? 

    I can only guess that they needed the Lumineth for the lore early, so they couldn't wait until the rest is ready. But they just could have handled it as a campaignbook like they did at the beginning with the Realmgate Wars. That way it wouldn't have felt that the Battletome lost value so quick.

  13. In my oppinion I would wish that the subfactions were like the cities of Sigmar, so not every subfaction has literally the same charakter (because of Command Trait and/or Artefact).

    Getting rid of the "generic" faction would still be a bad thing, because not every city is Hammerhal or Anvilgard for example (what made Cities of Sigmar worse was the fixation on Aqshy and Ghyran).

    I think the books would need a mechanic like with Flesh-Eater Courts, where you trait of the Delusions for the Battletrait of the Grand Court.

    Basicly a set of customized Battletraits und or Command Abilities that you can't use if you play a specific subfaction.

    • Like 3
  14. I'm more a general collector (especially for the lore) so maybe I'm not your targetaudience @HollowHills but I would see it like this.

    For me the announced battletomes feels a little early. GW could have done the Campaign (bringing new models with it), bring out the new edition and after that start with new battletomes. That way would have been written in an optimal way for the new Edition, not in a strange mixed state.

    In case of the Daughters of Khaine we have the problem at the moment, that Updates are Split between Broken Realms Morathi and Shadow and Pain and I was wondering why they couldn't have printed the Daughters Warscrolls into Broken Realms Morathi (after both would have been in the same month in their original release). And we do not know if the changes of Broken Realms Morathi + Shadow & Pain + Endless Spells are the only changes.

    In case of Lumineth Realmlords, the first Battletome felt rushed. They wanted to bring in Teclis and the Realmlords into the lore, but it was basicly too early, they maybe could have released the Lord Regend and second temple in the first book.

    Their is one thing that will be interesting, and this is what date the Pitched Battle Profiles will have.

    So if the releasedates are the original ones are if they are delayed as well.

    To compare (month outside Brackets is the Pitched Battle date, and inside Brackets in the delayed release)

    • Lumineth Realmlords was April (limited Box in May and Solorelease in September)
    • Sons of Behemat was April (release in October)
    • Broken Realms Morathi and Shadow & Pain were August (both Released in November).

    So, will the new books have Pitched Battleprofiles of October/November and they are delayed as well, or are they closer to their official release and that way the time between releases was shorter.

  15. 2 hours ago, Greybeard86 said:

    But nowadays I can get an inifite amount of such things in a lexicanum or other resources, so I do not really need the books for that.

    The problem with this sentence is, that if everyone thinks like this you will not have something like lexicanum because nobody could write Articles for it (its basicly a form of Hivemind). It needs people that buy the books and bring the lore together in a short way so you can consume it.

    • Like 2
  16. After there were solo rules through Corona in the White Dwarf 458, I decided to go back to the realms of the mortals instead of just being Sigmar's librarian.
    I use the solo rules to spin the lore of the event from 2017 called "Heldengemosche" or "Battle of Heroes" a little further.

     

    Quote

    The Blazenhearts were able to prevent the ritual of the Gorechosen and slay the involved Mighty Lord of Khorne, Exalted Deathbringer, Aspiring Deathbringer and Bloodstoker. Knight Venator Lucas tried to tie the Blood Secrator to prevent it from continuing the ritual, but was slain by him. Before the others could reach the Blood Secrator,he withdrew to prevent the Bloodbound from disintegrating while the first troops of the Warband approached. Knight Questor Duke could not stay because he had his own assignment for Sigmar and so Lord-Celestant Valten Blazenheart, Lord-Castellant Victor Brightsoul and Lord-Relictor Morbius took up the chase.

    Mission 1: Fight in the Wild. Each player has a deployment zone of 5 ”

    Lists
    Stormcast Eternals
    Lord-Celestant Valten Blazenheart
    Lord-Castellant Victor Brightsoul
    Lord-Relictor Morbius

    Blood Bound
    5 Blood Warriors Goreaxe and Gorefists and a Goreglaive
    (Bloodreavers 1) 8 Bloodreavers with Meatripper axe
    (Bloodreavers 2) 8 Bloodreavers with 2 Reaver blades

     

     

    fqK4uj39IxVOtHkAuO1LpBnhfyzJW8gUZ8TqQ1vA

     

    Turn 1

    Stormcast Eternals:

    Hero Phase: The Stormcast Eternals did not use any abilities

    Movement Phase: The heroes all advanced their normal movement

    KVyPzC5ZpIAwCkNyb0nsTkoQb5kJxGpp3P57YBLU

    Shooting phase: The Lord Celestant directed his hammers at the Blood Warriors, throws 3 hammers but throws them (1,1,1), so no wounds

    Since they are too far away to attack effectively, the Stormcast Eternals end their turn.

    Bloodbound:

    Action Phase: Reavers 1 have the Hold action (2), Blood Warriors have the Hold action (3), and Reavers 2 have the Advance action (5)

    LpJzWpcXSWAap1nGyH81X0HOzofu6cegzva8Zu0z

    No close combat or battleshock

     

    Turn 2:

    In the forest behind the Stormcast, the rustling of leaves and breaking branches can be heard as a Khorgorath breaks out (ambush 1). I had started to paint it at some point, but I didn't expect it to appear today, so it is not finished.

    1Zi654AFcTD5cP79apW6fT6O09jiF0CxklKMK984

    Stormcast Eternals

    Hero phase:

    Morbis and Victor Brightsoul turn their attention to the Khorgorath. Victor points his lantern at him and inflicts a wound on him, Morbius conjures up the storm of lightning and causes 3 wounds, whereby the Khorgorath loses 4 of 8 wounds.

    KaY9-j-BWL-5LMc-0yuyt_wOwrPheIVxrtcWGK99

    Movement phase

    Valten Blazenheart leaves the Khorgorath to his two colleagues and moves towards Reavers 2.

    rhGeMtzfvb0MgDeyxBAw1cIJmgZi_fFybqLehehq

    Shooting Phase:

    Valten turns his hammers against the Blood Warriors again (5 dice and 1 wound)

    Charge phase

    Victor rolls 4 inches and Morbius rolls 4 inches and goes into close combat with the Khorgorath.

    Valten rolls 9 inches and goes into hand-to-hand combat with the Blood Warriors.


    Combat phase:

    (I could have used Furious Retribution here but somehow saw it as a hero phase ability)

    Valten attacks the Bloodreavers rune blade 5 attacks by charge, 3 hits (2,2,4,4,5), 3 wounds (4,6,6), no save by rend

    War hammer with 3 attacks by charge 1 hit (1,2,5), 1 wound (6), Bloodreavers lasts with 6. 3 Bloodreavers deaths


    The Khorgorath attacks Morbius with 5 attacks and makes 4 hits (1,5,5,6,6), 3 wounds (1,4,4,5) and Morbius manages 2 to Saven (throws not noted) through the 2 damage Morbius suffers 4 wounds per wound and still lives with one.


    Victor attacks the Khorgorath with 3 attacks and makes 1 hit (1,2,3), 1 wound (4) the Khorgorath does not make the save through Rend (4) and suffers 2 damage


    The Bloodreavers surround Valten and attack with 6 attacks that make 5 hits (3,4,4,5,5,6) with 2 rerolls of 1, 2 wounds (not noted) and 2 saves by Valten (not noted)


    Morbius attacks the Khorgorath with 4 attacks and makes 2 hits (1,2,6,6), makes 1 wound that has not been saved so that the Khorgorath suffers another damage (7 wounds) but still lives with one.

    pvs74rP52vTXP6O-iT5tt_lLI_I78G8Q4TjxI-K0

    In the Battleshock phase the Reaver 2 roll a 4. Since they have lost 3 models, 2 more models flee


    Bloodbound

    Action phase

    Reavers 1 have the Advance (6) action and move towards Victor,

    Blood Warriors have the Advance (4) action and advance towards Valten.

    The Khorgorath has the action Angry (6) and attacks Morbius again with 5 attacks, makes 1 hit (1,1,1,2,5), but no wound (1), (phew Morbius is still alive)

    Reavers 2 have the action Rage (6) 4 attacks against Valten, 2 hits (2,3,5,6), 1 wound (2,4), but Valten Saved (4)

    _v6cBgGD6vyrTvQ2lzD6C3Dlkol3ZW38E_VijpiL

     

    Combat phase

    Khorgorath attacks Morbius again with 5 attacks, 5 hits (3,5,5,6,6), 3 wounds (1,1,4,4,6) but with Sigmar's help Saved Morbius all 3 (4,4,6)

    Valten attacks the Reavers rune blade with 4 attacks, makes 4 hits (3,3,4,5), 1 wound (1,1,2,4) that cannot be saved

    War hammer with 2 attacks 1 hit (1.5), 1 wound (3) and the Reavers fail to make the save (5). The Reaver Champion is the last survivor.

    He attacks Valten with 2 attacks but does not hit (2,3)

    Victor attacks the Khorgorath and makes 1 hit (2,2,3) and no wound with 3 attacks

    Morbius attacks the Khorgorath makes 4 hits (3,4,5,6) 3 wounds (1,3,5,5) and the Khorgorath saves only one of the attacks and is thus defeated

    Battleshock. The Reaver Champion passes his test with (2)

    3ieW23jL1Ud2ZjEy9Rb8fJLKbIGJbJsW4tJI_jKx

    Turn 3

    There's no ambush and the Stormcast Eternals have the round.


    Hero phase:

    Morbius speaks the storm of healing on himself and rolls 2 6s (the first so that the spell goes through and the second as D3 for the healing) and thus heals 3 wounds again


    Move:

    Victor and Morbius move towards the Reavers 1.

    Xey2DbPQuKUesiYwlUmG_i-9latdnpwP5JhjLvgA

    Shooting Phase:

    Valten tries to kill the Reaver with his hammer cloak (maybe to be able to carry out a charge on the Blood Warriros) but only throws 1 hammer and does no damage.

    Charge phase:

    Victor rolls 5 inches and Morbius rolls 12 inches and both go into hand-to-hand combat with the Reavers 1.

    EBvGqtUlFNT46v7PKKydqZSwGC53IYfHwPSX37o9

    Combat phase

    Valten finally uses Furious Retribution (I actually announced it incorrectly in the hero phase but now I am entering it in the correct phase,

    Victor attacks with 3 attacks, hits 2x (2,3,4) and Wundet 1x (2,4) no save by Rend, 2 dead Reavers.

    The Blood Reavers 1 attack with 3 attacks against Morbius, make no hits (1,2,3) and 4 attacks against Victor and make 3 hits (3,4,6,6) and 2 wounds (1,6,6). Victor doesn't make a save and suffers 2 wounds.

    Valten attacks the last Reaver rune blade 4 hits (3,4,4,4), 2 wounds (1,1,4,5) + war hammer with 1 hit (2,6) and 1 wound (6) which is not saved ( 2)

    Morbius within reach of Furious Retribution, inflicts 3 hits (1,5,6,6) and 3 wounds (3,4,5) and kills 3 more Blood Reavers.

    v5cPwGoVo6eZuhJOaGgz_LlmEI2EGnVDslnX01Yc

    Battleshock

    Reavers 1 roll a 2, but since they have lost 5 models, 2 more flee, leaving only the champion.

    Bloodbound round

    Reavers 1 have hold of the action (3)

    Blood Warriors have an charge action (5) and after a movement, roll each of them 3 "to Valten and roll 12" to attack

    FkbbxOgH7BDuuBgVifhbQcfG1uliyzGi__JkndsU

    Combat phase:

    Blood Warriors attack Valten. Axes with 9 attacks make 7 hits (1,1,3,4,5,5,5,6,6) but scramble the wounds to such an extent that they do not cause a single wound. (1,1,3,3,3,3,3) The glaive attacks, makes 1 hit (1,3), 1 wound (4), which is saved by Valten (5)

    Victor attacks the remaining Reaver and makes 3 hits (3,4,5) and 3 wounds (3,4,5) that cannot be saved, so the last Reaver dies.

    Valten attacks the Blood Warriors. Rune blade 4 attacks 1 hit (2,2,2,3) and 1 wound (5) that is not saved (4) so the warrior dies

    The war hammer hits 1x (1.5) wounded (4). However, the Blood Warriors manage a save of 6 causing Valten to suffer a mortal wound from blood fists.

    FPDnkV32NW61UzywnxfQ3lIQDtoYVzrurb_GwVgn

    Battleshock.

    The Blood Warrors manage to roll a seriously 6, causing another Blood Warrior to flee.

    Turn 4

    There's another ambush. But I have something to say about it. I actually rolled Wrathmongers. Now Wrathmongers are the only Bloodbound unit that I don't have to this day. Since I didn't feel like looking for another unit and it was already after 2 a.m. I sent another unit of Bloodreavers to the field instead, which in this case came with 7 models.

    xtHM0A8ZqKOCsnY2GSgtG0QbgYzwovd9NyJFP1Vg

    In addition, the Bloodbound had the first turn this round.


    Bloodbound round.

    Action phase:

    Reavers 3 got hold of the action (3)

    Blood Warriors got the action (3)

    Combat Phase

    Blood Warriors attack Valten.

    Axes hit 4 hits with 5 attacks (1,3,3,4,5), 1 wound (1,2,2,4) which is saved by Valten (5)

    The glaive hits 2 hits (3,6), 2 wounds (5,6) and Valten only manages 1 to Saven and takes 2 damage

    Valten attacks back. Rune blade makes 2 hits (1,2,4,5) and 2 wounds and the Blood Warriors Saven 1x (2,5)

    The war hammer hits 1 hit (2,4), 1 wound (4) and the Blood Warriors fail to make the save (3). A dead blood warrior

    Battleshock

    Blood Warriors pass their test with a 4

     

    vnAG2sZpX2P-ODESkNnlZ8amgAcVQP9cW4_51bp7

     

    Stormcast Eternals

    Hero phase

    Victor points his lantern at the Reaver and kills one with it.

    Morbius makes a storm of healing on Valten Würfelt (6,6) and thus heals Valten's two wounds.

    Movement phase.

    Victor and Morbius move towards the Reavers.

    fwwR2x-QjPL-DWvJDyLGPncH_Mztx711bQVEtwOB

    Shooting combat.

    Valten turns his hammers on the Blood Warriors makes 6 attacks but only 1 fatal wound (1,1,1,1,2,6)

    Charge phase

    Victor rolls 3 inches and Morbius rolls 5 inches so that both of them go into hand-to-hand combat with the Reavers.

    JLhNglolZQoHaGLt22ahU6RFOpfsRPuG78HWSibA

    Combat phase

    Valten ignites Furious Retribution again

    Victor attacks the Reavers and makes 3 hits (4,4,5), 2 wounds (2,4,6) and kills 4 Reavers.

    The Blood Warriors attack Valten. Axes hit 1x (2,2,3) wound 1x (5) the attack is saved (6)

    The glaive hits 1x (2,3) and does not wound (2)

    Morbius attacks the Reavers, makes 3 hits (1,2,4,5) and 3 wounds, causing the remaining Reavers to die.

    Valten attacks the Blood Warriors. Rune blade: 3 hits (1,4,6,6), 1 wound (2,2,6) which is saved with a 6 and therefore returns another blood fist mortal wound.

    The hammer hits 1x (1.6), wounds 1x (5) and this time the attack does not save (1) causing the Blood Warrior to die with the glaive.

    Battleshock

    Blood Warriors pass on a roll of 1

    SrYpliyRcw9SWKmBx16sc_LAh77fagUc_GWUABGv

     

    Turn 5

    luckily no ambushes. Stormcast Eternals have the round.


    Stormcast Eternals

    Hero phase

    Victor aims his lantern at the Blood Warrior (1 wound)

    Morbius leads another storm of healing on Valten, but only heals 1 wound this time.

    dCMBBksgAl02QXnQtZtg9qlvr_Z52aXMTZPApLXZ

    Movement phase

    Victor and Morbius both move towards the Blood Warrior.


    Shooting Phase.

    Valten uses his hammers again, makes 2 attacks and makes the one hit he needs (3,6), which kills the last Blood Warrior. and the battle ends.

    A1XcXi5M7QMq_md-THEZt8oKuGuV8IFHXKtWDBJP

     

    After the game

    Lord Celestant Valten suffers 1 wound and 9 kills

    Lord Castellant Victor suffers 1 wound 8 kills

    Lord Relictor Morbius suffers a wound 6 kills


    Since it was a great victory (because none of my heroes died, even if Morbius was very close once) I can roll twice on the reward table (D66) and roll a 61 and a 64, which gives me a relic, a spell or a blessing .

    I give Morbius the prayer “Bless weapons” but I'm not sure about my other decision. I wrote down Hammer of Might (on wounds of 6 double damage) for the rune blade, whereby the Stormrage Blade could perhaps be more suitable, because it could in a way represent Valten's recklessness since he got the spell from the boiling blood (i.e. the decision to have two more attacks but to suffer a penalty on the Save if he does this).

    And before somebody asks. I completly forgot the No Respite rule for the Blood Warriors the three times it would have activated.

  17. The funny thing is. 40k listbuilding becomes a nightmare when playing with points. With Powerpoints it should ne quite equal because 40k Powerpoints is basicly the Pointsystem AoS has.

    Hopefully 9th Edition will make some points better. I mean, a problem of 8. Edition was for example that Chapter Approved at the beginning only containted changed points. Now you could guess of your codex has the newer points or if parts were from the Codex and parts were from Chapter approved.

    In AoS I do at least know, that once a year all points have a reset with the Grand Alliance Book and books that came after have the newest points.

    One thing that GW could do better is making an Errata if a new 2 player Campaign Box is released, stating that their is a newer Warscroll (see Shadow & Pain) and print the point changes into the Errata.

    Because as we have seen here:

    https://www.tga.community/forums/topic/27320-points-in-azyr-vs-ghb-2020/

    Warscroll and Point changes that were part of such a box are quite often under the radar if you didn't buy that box.

    • Like 1
  18. In case of the Banner I would guess, if it is death, that it is something reanimated. I don't think that Blood Knights would have such a ripped banner (after the finecast unit has not a single hole in the banner).

    Todays picture could be some sort of Mace for Adeptus Mechanicus.

    • In case of the Plaguetouched Warband it is one Mortal wound for each 6, because it is the result of the role itself.
    • In case of Share the pain the main effect is negating the would. And after the rule only states that the target suffers a mortal wound when a mortal wound is negated (not for each negated wound) it is only one their.
    • In case of the Daemon Prince it is D3 Mortal wounds if "any" hit is a 6 (which basicly means 1 or more) so it can trigger only once . The Point for the "Melee Weapons" is, that it is the enemy attack with a hitrole of 6 and it should only target on Melee Weapons not on ranged weapons (the bile wouldn't fly 18" inches to hit an archer unit what shot at the Target unit of Bloated blessing).
  19. Hi, I would say the rules look quite good their is only one thing I don't know if it is intended or an error.

    I maybe would switch the unit Size for Stormvermin and Giant Rats. Stormvermin do have a quite elite profile while Giant Rats have is even worse than clanrats (they would have more use for double unit size).

    • Like 1
  20. So, ich habe gerade den von mir erstellten Discord Server in Sigmarpedia eingebunden, sodass dort auch Hintergrund für das Wiki diskutiert werden kann.

    Man muss angemeldet sein um auf Server über das Widget zu kommen.

    Nachdem es ein ausschließlich deutschsprachiges Wiki ist, ist es auch ein deutschsprachiger Discord

    ACtC-3foWv_y1Dp3Dlw54feVmypCdbyx1wx1bvRj

    ---

    So, I have just integrated the Discord server I created into Sigmarpedia, so that the background for the wiki can also be discussed there.

    You have to be logged in to access the server via the widget.

    Since it is an exclusively German-spoken wiki, it is also a german-spoken Discord

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