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28 Lord Celestant

About Bufkin

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  1. The main issue, beside the actual rules, is that everything around it is just to obfuscated. If GW actually had made an enormous spreadsheet, were they had all the scenarios, and all the faction terrain and then said “hey faction X will not be able to place its terrain in 16% and Y not in 50% of the battles that’s sounds about right for the balance we are after”… and they also published a design article were they outlined the big changes and the thinking behind them and said things like “we saw that faction terrain had become an issue, to many army lists were designed around them and some were just too good and reliable and we wanted to have more variety. So we wanted to make rules were it was not always certain that you could bring them. It’s the same design philosophy we had in malign sorcery realm rules with restrictions to shooting or that some battleplans force you to deploy everything on the board”.... then that would have been fine… now we know why, that there is an actual design philosophy and now we can argue about “is that a good idea” and are the rules correctly parametrized. But that’s not the case and now we need to argue along the lines of “what are they doing, why are drunk gerbils designing my favorite game by drawing random sentences out of a hat”….
  2. Up to a 1000 points I play with everything painted. I usually have around 600-700 painted before I decides to actually play an army anyway so to get it to a 1000 is pretty easy. After a 1000 the jump to 2000 is pretty step and I’m not a big fan of painting the same thing over and over so all the characters will be painted and I will have minimum size of several units painted. Now I have to decide what I actually want to play and paint the same models I already painted AGAIN, maybe 20-30-40 or even 100 times, that’s just not going to happen without playtest. So Ill build them and spray them black and then play them. My biggest concern with contrast is actually that I might not spray everything black in the future and I vastly prefer black if its unpainted. But my goal is to always have more models painted between every game I play and I usually succeeds but I have a kid, a full-time job and other commitments so things comes in the way sometimes. I’ve also recently finally got a gaming table for my home so my personal “always have something new painted” includes building and painting new terrain and that has a higher priority since it has a bigger impact on the visuals of the game.
  3. Different table size and battleplans made for a 1000 points are the most needed change. If table size goes down, summoning becomes harder for a lot of armies, not everyone of course, but for a lot of them.
  4. This is a solution that happens sometimes in skirmish games, they add mercenaries. When its implemented well, its because they have a concept for a model that does not fit in a faction/team/org/whatever but is essential to the style of the game… Ronins in a oriental style games are an example for this. It can also be a question of cost, the skirmish game might have 5-6 factions, they all need to be a bit larger but they cant afford to make 15-20 models, so they make 5 models that everyone share. Neither of these cases will be true for AoS, so the question is then why? And even if the reason is good its almost never a good idea, at least for competitive play. There is an enormous risk that you will see less diversity on the field. If a mercenary unit is really good it will suddenly not just be used in one army but in most armies. Imagine if every army in AoS could use a gaunt summoner, or khinerai heartrenders, or skinks… they would be EVERYWHERE. Sure you can find a point cost or something else that will be balanced perfectly, but the problem with competitive games are that if you just slip a little from that perfectly balanced line you will end up in a “almost always” or “almost never” territory… and both are bad….. and even if they find a perfect implementation for matched play, with perfect points and units that make perfect sense, I would still prefer not to have it because its fundamentally such a shaky concept that every single release of a new unit that could be used as mercenary is a huge risk. So Im not hopefull at all, best case scenario is that is not part of matched play, second best is that it has no effect at all… but I would love to be proved wrong by GW.
  5. This is my favorite piece. The windmill from https://tabletop-world.com/ but then Ihave created a base, hills, and so on for it. .
  6. I like the concept of external and internal balance but I really dont agree with your examples Kharadron was very competetive for a long time and have recently again performed well. Liberators are still a valid unit, AoS2 did not invalidate it BUT it changed its battlefield and listbuildning role.
  7. Well its a mixed order list so its not just aelves and we also normaly don’t play with legacy models where I live… but this current list: Dragonlord, lance+shield, strategic genius, ethereal amulet Dragonlord, lance+shield Dragonlord, lance+shield Skink Starpriest 10 Arkanuats 10 Arkanuats 5 Reavers 20 White Lions 10 Skinks 10 Skinks 5 Khinerai Then if we play with realm spells I add another Skink starpriest otherwise I usally have 2 salamanders. The list started a lot more aelves in AoS 1, but things change over time but Ive tried to keep some aelven style for it by using small dragons for salamanders and using old aelven models as champs in the dwarven units. The champs have bags and chests of gold with them to remind the dwarfs what they are fighting for, the skinks are more trustworthy then dwarfs so they can be payed in advance so the Starpriest already have some loot on the bases and I use small baby dragon models for the salamanders.
  8. Ive played a lot with mixed order with a healthy portion of aelves and my favorite units are: Reavers: amazing unit that snatch so many objectives. It’s the unit that probably singlehandedly won me the most games. I always tell my opponent how fast they are before the game, but they still quite often get surprised. White Lions: Undercosted 2hander with a 25mm base, one of the games best units. Dragonlords: They are not just for Order Draconis. Since I wont play for the alphastrike as you would with draconis I give them all shields, no horns, and just leverage reroll armor saves as much as possible. They are fairly flexible, really intimidating and if you bring more than one (I use three) even unreliable abilities like breath weapons becomes very usable.
  9. What do we mean when we say that a game is balanced or unbalanced? I really think that the word balance is a pointless word for games like AoS. Games were both players build their own "gaming pieces" and then play each other can’t by definition really be unbalanced. Now if you have a board game and one side has to play with X and the other one has to play with Y and the player who has X always win, then the game is unbalanced but thats not the standard situation in games like AoS, in AoS there are thousands of X and Y and they interact diffrently with each other..... ...but if you have an umpire that build two AoS forces and design a scenario for them to recreate a battle and then one side always win, then that is unbalanced. That also means that if you have a AoS playgroup where you have 2-3 friends, and everyone buys one army, and one setup of models in that army, and everyone will stick by that… then it’s a fairly large chance that you have created an unbalanced game for your playgroup. That makes your playgroup unbalanced, not the game. So the concept of a balance in “build your own game” make no sense. Sure there are some cornercases for games like this if the choices available are so small that only one choice exist (a mirror is ofc still balanced, but as I said, cornercase) but AoS is not even close to that, so as a general rule, games like AoS cant really be balanced or unbalanced. Now this is of course a problem for a lot of reason, and one of the big ones are expectations. We have a built in expectation that when we play games they should be fair and balanced and that expectation is reasonable, but its also very important to realize that the game does not start at the table and if you think that of course the game is unbalanced. Its starts when you choose your army and you create your list. People can say that’s not the intent of miniature games, and sure it might not be, but that does not really matter, the intent of design choices does not change the facts about the consequences from them. So the game start at army choice and list building, that’s just a reality, you might have a preference that it should be otherwise, but it does not matter, that’s just how it is. This is for most people totally counterintuitive and it’s a great mental hurdle you just have to overcome if you are going to enjoy these kinds of games in “normal” play. AoS has in this regard a lot more in common with deckbuilding games like magic the gathering than with “normal” board games. Now if you don’t like this it might not be a big deal anyway. If you have a close group of friends who try to create your armies around each other armies, then you will just create your own balance or if you go hardcore narrative you are not even playing a game at all, you are instead having some sort of experience… and that is perfectly fine. But if you go to tournaments, or if you play with large playgroups, or if you play with small groups of friends that are not willing to create a fun experience for each other, or you just play matched play pick up games at stores and so on…. you need to learn to accept that the game start at list building and sometimes you will have bad match ups or you will have a bad time…. …..and if you cant, and you cant find people who like to play the way you prefer, then that is fine, but that does not make the game unbalanced, its just not what you would prefer and then you should really consider if this is the right game for you rather than if the games is flawed. And sure we can have different definitions of how we should use the word balance, but at the end of the day it usually comes down to a question of semantics, what kind of words should we use to describe what, but I think there is a problem when we describe preference of game design as balance since that will lead the discussions towards that there is something actually wrong with the game instead of helping people to think about how they could enjoy the game and then what they need to do to achive that. That’s my take on balance atleast, what are yours?
  10. Ive done alot of traveling with trains, busses, carrying bags on my back for long walks between hotels and such and so on. So there are som rough handling , like bumping into people and so on, no problem at all. But there is a big diffrence between that and having some one else handling your bags. A friend of mine traveled by plane to a tournament with a magnitized army, he spent the night before the tournament repairing alot of models. Everything basicly came loose and just played pinball machine within the bag. Im not sure I would even use foam, since with a normal foam setup there is alot of air for models to bump around in. I would probably use something like toilett papper and carefully wrap everysingle model in that, stack them as tight as possible (depending on how they are modeled) in some sort of plasticbox (and make sure that the box was completly filled out so nothing could move) and put that box in a bag togheter with clothing and ensure that everything inside the bag was very tight so nothing could move. I would only fly with a magnetized army if I was 100% sure that I would be allowed to take it as a carry on.
  11. I like tournaments so I prefer to play 2000points. While building my armies I usally play smaller battles, usally 1000 or 1250, I really enjoy those games before Ive learned everything about my army. The big disadvantage with 1250 is that table size and sceanrio rules assumes 2000 and Im to lazy to scale it down.
  12. The worst thing in the world is people who don’t “let” people concede. The second worst are people who complain that people don’t concede when they “should”. The third is people who insist on playing on if the game is over. The hardest part is people who would like to concede but are afraid to do so since they are afraid that their opponent will be mad. Its usually an advantage to concede in games you cant win. Ive lost several matches in a lot of different games from being exhausted and tired because the last game dragged on to long. If concede I get a chance to take a walk, stretch my legs, drink something, breath fresh air and re focused…. Or just check on all the amazing tables, armies and talk to people. That will increase my chances to win the next game. The only time I would play on is if I play something I haven’t played a lot AND im not tired so I wont need the extra break.
  13. Aelves and Slanessh should go hand in hand. Writing a slaneesh book without at the same expanding the lore on the Aelves seems unlikely and then it would also makes sense to have a release. I would not be supprised if we actually get new Aelves in 2019. Gooboz+Flesh eaters+Skaven+Slannesh are only four armys (and none, beside gobboz ofc, are actually confirmed) and I would not be surprised if we get 6-7 armies in total for 2019.
  14. Battleline has always been an issue if you want to use only classic high elfs. We lost spearmen (and unplayable silver helms) when we lost all the non GH units, but that was it. If you really really really want to use just elfs (and not go draconis or phoenix) then there are only three solutions. Decide that glade guards are atleast elfs and use thoose, play reavers or.... use old HE as other models. I, for example, have 20 old metal archers, Ive used these as 2 units of 10 Freeguild Archers. As long as there are no risk that they can be mistaken for something else, there should be no problems but if you go to a tournament check with the TO before.
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