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Bufkin

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  1. There is a mistake in your math, you have not calculated rend correctly. (Edit: never mind, I’m stupid, it’s correct). Anyway, Sword is better than claws since it’s easier to use destiny dice on.
  2. I don’t really get this attitude, not because it’s wrong in general, but because AOS is such a bad game for it. For me, the hobby has to be a large part of the drive otherwise whats the point? That said, I play competitive and build competitive armies… but I as a lot of competitive players go for “good enough” and compete with that.
  3. I like the double turn because it creates one of my favorite part of gaming, “risk management” and it creates for me a good environment for competition since it will help evaluate a skill I like to measure. But regardless of my preference, the double turn is extremely important part of the structure of the game and you would need a lot of changes if you removed it. With a traditional turn sequence you are basically choosing who would go first, every round, for the whole game. It would create a game that is more chesslike. Every turn would be like the setup, where you know exactly who can move and act next. Getting a double turn is not nearly as powerful as going first every single round… with rules we have now. If you will go first every round you can do A LOT more math, and you will have momentum that’s extremely valuable, and that would get exploited fast. That would for example change how scenarios can work, if you can do the math “I will always reach point X first” then the ones we have would basically not work. The price for all movement would need to change. Having a low move is a lot worse if the opponent is guaranteed to react to every move, and having a high move and rushing ahead involves a lot less risk if you know that you will not getting hit twice while the rest of the army catches up. Endless spells would need a complete rework. If you go first move restriction spells are A LOT better than if you go second and damage spells are A LOT better if you go second compared to first. You would also need to change how we decide who goes first… if it worked as today, going down to low drops to get the choice would mean an insane advantage. If it was just random you will basically do one roll that has a BOONKERS impact… so you would just change bad beat stories from “If I would not have lost the priority I would have”… too… actually the same “If I would not have lost the priority roll I would have”…. Can it be done, sure. Is it something that is done in a lot of games, yes it is. Could it be done and keeping the game we have, not really.
  4. My first tournament I had issues but I have now made several changes and now I don’t have any real issues with time anymore. My last two tournaments I had no issues with my time, but since we used chess clocks one time my opponent timed out. This is what I do: I have a homemade cheat sheet. First page is setup reminders, movement rates, shooting profiles, and CC profiles. Second page are all spells structured so its really easy to read and see. I use counters for spells casted. I have several coins that I place next to a model when they succefully cast a spell, and another when they fail. That way its easy to see what have been done, and what is left and its also easy to count summoning points afterwards. I have a 2 dicepools of 10 dice each in different colors. So if I cast Infernal Gateway I just pick up all my red and then remove one dice. I don’t have to count 9 dice. I prepare my summoning pools. I have all my blue horrors on a magnetic tray, when my opponent kill say 5 pink horrors I immediately take 10 from the tray and place them somewhere where they are not in the way (usally a corner of the table). Sometimes I can have 5-6 groups of 10 blue horror already prepared for setup. I have all my endless spells on a tray, a spell is ALWAYS on the tray or summoned, that way I always within seconds now what spells are available to cast... Measuring sticks, several 3 and 9 and atleast one that is 12. I try to be organized at the table. I TRY to constantly clean up my play area, collect dice and put them in groups, remove measuring sticks. I do as much work as possible in my opponents turn, think about your next move, organize stuff... or even just drinking water. I write down the values for my summoning points on papper with numbers, not tally marks (or “lines”) so there is no risk for confusion and also I have a record of what has been going on. Use a separate dice pool, that has a different size and color, for destiny dice. I roll them into a box on the side of the table and I also take a photo of the dice pool if ANYTHING happens to it. When a game is completed I always collect my things and organize them in the same way. Summoning pool on one tray, spells and characters in one, battleline in a box. I also have a sorting tray with my dice, measuring sticks, counters, coins, objective markers, laser pointer and so on so its easy to find everything once I start. I also put all things like larger measuring sticks, pen and papper, rulers, cheat sheets and so on in the same pockets on my bag so I always find them fast. I always try to print out the scenarios, agendas, rules pack, whatever before the tournament so I have them handy. I try to find time to read them before the tournament and also between rounds. I make sure to set up “my battle” in the Warhammer app with the warscrolls im using. Even with a cheat sheet I will need to reference them sometime and I don’t want to clog the cheat sheet with to much info. My general advice otherwise would be: Use a chess clock when you play casual games. You should be able to finish a game in half of the game time, make sure that you only use half of the game time. Don’t panic if you use 30minutes for turn one, that is normal. Use a chess clock at the tournament if the tournament allows it. You don’t have any time to give away, you need your half of the game time. Its always nice to atleast be able to say with confidence to yourself that “It was not my fault that we could not finish”. Train with your army and resist to do to many changes between games, if you have an acceptable list only make small changes over time. A list that you know is always better than a list that is unknown. Think about your personal needs to stay sharp, because you don’t have any real time to give away by being confused J I prioritize taking a short walk outside alone very high, after that I can be social and go inside and check games, talk to people and so on, but first for me, reset my brain. Find the things you need to stay sharp.
  5. Same. I bought my first Ipad to read comics, my plan was just to get stuff that was out of print... Im almost 100% digital today
  6. I started with warhammer in the 80s, Ill choose digital any day over physical copy so its not just an "old guy" thing.
  7. It has had same effect as every other time they have done this... nothing changed.
  8. That’s a tough list for a 1000 points but the weakness is that it just have two characters. Summoning have several rules that are important. For Tzeentch you need to summon 9 away from the enemy, wholy within 12 from a hero. So make sure that you block areas were you don’t want summons to happen and kill the Shaman as soon as possible. He needs to keep the Gaunt summoner back, otherwise just kill him too. Also if possible avoid killing Pink Horrors, if no spells are cast by you and no pink horros are killed the first possible summon will be on turn 4, now I assume that he has arcane sacrifice, but even with just that there will not be any summoning turn 1 and maximum 10 blue on turn 2.
  9. They do alot of damage and are quite flexible too. Since a lot of support characters require “wholly within” you can usually get at least a larger unit and a character hit with most endless spells. But its also very common to get situations where you can hit 3-4 units or even more. I have cases were i hit maybe 5 units with Geminids, first in my turn and then again when all endless spells move between rounds, that’s 10d3 damage. Or you get a pendulum in the front of 2 characters. Since it can only move forwards it will now hit them again between rounds guaranteed, that’s 4d6. Spells like purple sun can make A LOT of damage if you hit say two 40man units, or lets say a units of around 10 multiwound models. I’ve also put down, for example, a ravenak and a gravetide in front of large blocks making it impossible for them to move forward. A lot of spells also have additional debuffs, besides the obvious Geminids there are several spells that hits bravery. So if you hit them with ravenak and gravetide they will take 2d3 moral wounds, so 4 on average AND then take a bravery with -2…. that adds upp. You also don’t really need to have good rolls, it helps of course, but even below par rolls will work. I would say that generally it’s the other way around, if you have bad damage rolls you will still do a lot of damage so its still fine, but if you get good rolls that will break a lot of armies. Its also very hard for you opponent to do real damage against you with endless spells. Usually you can place them so if they turn the spells on you they will just kill things that will generate summoning points, fine Ill take it J But one of the main reasons to play with endless spells in changehost is that you can attack yourself with them. I usually get 8-10 summoning points from spells, 10 is max so if even one spell gets dispelled nothing will be summoned. Just hit your own pink horrors with a d3 damage, generate 2-6 summoning points and then take a 1 on the destiny dice to create new pinks. Its quote common that I hit all three Pink horros with d3 each, they work just as fine with 7-9 models as with 10 even if I don’t get a one the bravery roll. Its not uncommon to get 10-20 blue horrors down turn 1, with more pink horrors on the board than you started with and have a couple of points saved for next turn.
  10. I would say that you need: Pink Horror: Pink Horrors in list from start+10 Blue Horror: Pink Horror in list from start*2+Blue Horrors in list from start, + 10-20 extra Brimstone: Same as blue I guess since you get them anyway... but you wont use as many as the Blue. I dont have enough blue (only have 60) and it actually has happend that I could not summon since my models run out.
  11. Changehost is such a focused build and the room to maneuver within it is so small that there is not really a best version of changehost and the optimal one will be tailored to the local meta, your personal playstyle/preferences and the tournament pack.
  12. 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”….
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