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Grimrock

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Posts posted by Grimrock

  1. 39 minutes ago, Baron Klatz said:

    I’d say they do when comparing the settings.

    In Wfb ghosts are a rare unit only controllable by the most potent undead generals as just a handful of the ethereal horrors can turn the tide of battle as mortal weapons fail to touch them or they can strike in a siege without pause and kill enemy generals & wizards.

    In AoS there’s billions of them swarming over the realms like Tyranids only being held back by more abundant magic the Everyman can use and literal physical gods.

    Same with Ironjawz being greenskin mega-leaders made into a full army instead of legendary figures only, Snarlfangs taking the wolf rider concept to maximum with well-armed grots and huge direwolves with Komodo dragon venom,  Fyreslayers taking the rare slayers and mythic shard dragons into a mainstay force that’s common mercenaries, etc.

    I’d expect similar for the Chuardin for their rare units and leaders to blown up into mainstays for AoS so instead one dude in a exo-suit it’s whole units, the Dreadquakes are battleline with hover capabilities to navigate the shifting realmscapes and armored ensorcelled siege gargants are a regular sight marching amongst their mechanized legions.

    Basically all cranked up to 12 as is AoS standard.

    Again most of that's lore though right? Like there's no reason you couldn't say in fantasy that W'soran or Gorst or whoever became so powerful in their magic that they learned the trick of controlling a whole army of ghosts, but the ghosts were too powerful and learned how to summon ghosts themselves, and it spiraled out of control to the point where now there are huge swathes of like... bretonia or tilea or something dominated by only ghosts roaming around. Like you could 100% port Nighthaunt directly over to fantasy, write a bit of lore about it, and boom you're good. The only problem really would be trying to rank up haha. Same for Ironjaws. Brutes are just large based monstrous infantry, something that I would have absolutely loved as an old school O&G player by the way, gore gruntas are boar boyz that have been infused massively with WAAGH energy from a ritual, maybe the megaboss on foot is a special character, etc. Stylistically a lot of modern models really aren't so unique or crazy that there's no way they could exist in the WHF universe. It's only outliers like giant floating sea turtles that would be tough to imagine. 

    As far as blowing up mainstays I feel like it can introduce massive issues even if the style is nice. Fireslayers are too easy to complain about, but you also have issues like karadron struggling for years because they focused too hard into the high tech gun side of the faction and players ended up getting steamrolled in melee. It can also mean the faction stagnates pretty quickly as there seems to be only so much GW is willing to pull out of a single concept (like Ironjaws seeing no real releases since their inception). Sure you could go pure mechanized chorfs but I really don't see a benefit to it. Maybe it's just the chaos player in me because I've been mostly using models that have barely changed since fantasy days, but armies that stay general are a lot more interesting and seem to get a lot more attention and updates. 

    Edit: also that's not to say that there's no room left for new models in ironjaws or fireslayers or whatever, I love the ideas that people put up here, but for some reason GW just hasn't shown any inclination to actually expand some of those focused factions.

    • Like 1
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  2. 22 minutes ago, Baron Klatz said:

    (also c’mon. Ghost armies that feed on fear and can swarm through fortresses without pause, magic orruks that can turn battlefields into swamp mires in an instant with shamans on greater daemon power-levels with a centaur god at their head and Lumineth wizard-infantry, kangaroos and giant spirits are nothing to put down. xD )

     

    I was trying to be tongue in cheek for sure, but keep in mind that most of that is fluff specific, not model specific. Sure Kruleboyz have a fantastical and crazy lore, but the models themselves aren't particularly out of left field. Same with nighthaunt, fireslayers, ironjaws, really the huge majority of AoS ranges including most of the ones made specifically for AoS. The lore gets big, but the models don't usually have massive deviations that couldn't work in fantasy (rank and file issues aside). You can write whatever fluff you want for the Chorfs to make them snuggle into their place in AoS, but I guess what I'm trying to get across is the models themselves don't need some massive rework and they could work perfectly fine in both games. 

    I'll give you the kangaroo mounts though. They're certainly... something anyway.

    • Like 1
  3. I think anyone saying chaos dwarves are too bland for AoS aren't really paying attention to their roster. Sure there are a couple units that could be called boring, but there is a ton of crazy flavor that is right at home in the mortal realms. As mentioned you've got your fire daemon mecha, but you've also got hyper intelligent mounts that are capable wizards in their own right, high tech mortar rounds that trigger localized earthquakes on impact, elite slayer equivalents that weld red hot masks onto their face that can only be removed after atoning for their failures, giant flaming bulls with wings that breath fire... If you're talking about crazy stuff they already put the vast majority of ranges to shame. An army of ghosts? So original. Swamp orcs with some enslaved troggs? Wow who could see that coming. High elves but with different hats? Surely this is the peak of AoS-ification. The only armies that come close to touching their crazy are the ones that went absolutely all out like Idoneth. Sure you could write some crazy fluff about chaos cogforts or whatever, buy honestly there's nothing you need to do with the models to make them mor compatible with AoS other than a shiny resculpt to bring them to modern standards. 

    • Like 6
    • Confused 1
  4. 3 hours ago, LeonBox said:

    I'm afraid not, and you'll likely struggle to find one separate, as it only comes with the Masque and is an integral part of her kit. 

    I was recently treated to this set of cards for Slaanesh, complete with a Slaanesh-specific cheat sheet, if anyone else is going to find this useful: 

    https://drive.google.com/file/d/1s6u2wqu1olIn4Xi_ATEfpMW__hsc7GMd/view

    The kit does come with two so you can pick which mask is up and which is down though. Anyone that has built the plastic version should have an extra one but I kinda doubt @Sonnenspeer is in my neck of the woods haha. Can't imagine it'd be worth shipping either, probably cheaper to just buy the model.

    • Like 1
  5. 4 hours ago, Public Universal Duardin said:

    Luckily for me, the new Chaos Dwarf dlc for Total War Warhammer is great and eases that eternal yearning for Hashut's dark embrace.

    I wouldn't, however, say no to Chorfs/Chuardin in TOW/AoS 😝

    I gotta be honest, I never really liked much of the old Chorf line from fantasy. The Legion of Azgorh stuff wasn't too bad, but still pretty clunky and weird. Seeing them modernized in total war and playing through a campaign however has made me do a complete 180 on them. I absolutely love what CA did with the models and I think it'd be amazing if they got some sort of dual release for TOW and AoS. Certainly wouldn't be impossible, they'd just have to ship them with both square and round bases, and with all the little hints and nods they're doing lately I wouldn't be surprised at all if that was their plan.

    • Like 1
  6. 29 minutes ago, Marcvs said:

    As long as they are similarly priced in terms of €/mini (so around 1€/mini)

    This is a really good point. I'm working my way through some new slaanesh models and blissbarb archers in particular are making me really crave for some old school simpler models, but not if they're going to charge through the nose for them. If they try to come out with a kit that was made back in the early 2000's and then charge modern day prices for it the system is going to be more or less dead on arrival for me. I've still got an old Orcs & Goblins army kicking around that I could try out but even then I'm not going to go through the process of rebasing everything to their new standards if there's no chance I'm going to get into the game. 

    • Like 2
  7. 8 hours ago, LeonBox said:

    This is insane. I assumed that the command(s) would have to be issued simultaneously, but this makes it even more powerful than I initially thought. I can imagine this getting FAQ'd for sure. 

    I'm pretty sure the problem with commands being simultaneous is timing related. Generally there are almost never circumstances where commands can be triggered at the same time. Unleash Hell and Redeploy might work, but others like Forward to Victory or All out Attack don't. They trigger immediately on a very specific action which can't be done simultaneously across multiple units. For example with All Out Attack you issue the command when you pick a unit to attack, but you do that one unit at a time not all at once. If you couldn't break the commands up then it would be nearly useless without a ton of additional wording in the rule. I don't think there's a good way to modify the current behaviour without making the rule overly complex.

    • Like 2
  8. 1 hour ago, KingBrodd said:

    Gotta be honest, not that taken by the new Nid.

    What's weird for me is it steps on so many toes for the faction. Stealthy pack hunters that attack from the shadows? Genestealers already exist. Small elite melee unit? We already have warriors and raveners. Not to mention the obvious fact that appearance wise it's just a smaller and slightly less interesting looking version of the lictor. 

    The unit doesn't fill any new niche or bring something exciting to the faction, it just seems to be the next in a long line of units designed to invalidate existing units that people already own. 

    • Thanks 2
  9. 1 hour ago, Unit1126PLL said:

    I think it's consistent with the "put the models on the bases they are sold with" policy, considering it coincides with the removal of the Start Collecting that came with the earlier size and its replacement with the Vanguard.

    The only Seekers still sold come on 50x25s, and rather than reboxing them, GW decided to keep them that way, thinking it isn't a big deal.

    I consider that far more likely than an unintentional change.

    It's uniqueness is just MORE evidence for this, not less. It shows that GW didn't just make a copy-paste error from another unit. This unit specifically is alone on that base size, and only recently was updated to be such. That seems extremely deliberate precisely because it is so weird.

    The thing is though, that base size used to be the size for the models ages ago. Back at the tail end of fantasy 7th edition the models were released as a dual kit for warhammer fantasy and 40k and that thin oval base was used for 40k. So the reason it's all on the pictures and such is they haven't been properly updated. Not to mention the fact that the base style wasn't even used in 40k for very long, they switched to the more rounded version a long time ago. It would extremely weird to intentionally change them to a base size that hasn't been used on models for like... more than a decade? Like absolutely bizarre. I'm vastly more inclined to believe that they updated off a weird spreadsheet like Krispy suggested. 

    Wouldn't be the first time they've made mistakes with official bases either. If you go back a couple years to when they first created the base size document they said that Skarbrand was supposed to be on a 120 mm x 92 mm oval base like the other bloodthirsters. He's literally never been sold with that base, absolutely no reason to have him on it, the person creating the doc just made an obvious mistake and set it to the wrong size because he's a bloodthirster so he should be on the same base as the bloodthirsters.

    • Like 1
  10. 55 minutes ago, willange said:

    So the new Bloodsecrator Rage of Khorne ability can only be used once per game regardless of how many bloodsecrators you bring, right?  

    I'm pretty sure you're right, the wording is the same as on the new Keeper of Secrets double fight ability. If you could use it multiple times I would expect it to say something like once per battle for each unit that has this ability or something similar, but it just says once per battle. It's a little weird because we don't usually have a rule on units that can be taken multiple times but is still limited to once per battle, but I'm pretty sure that's the intention. 

  11. 41 minutes ago, Cataphract said:

    Any thoughts on this list? Going to an RTt

    Army Faction: Hedonites of Slaanesh
        - Army Type: Pretenders
        - Grand Strategy: Glutton for Depravity

    LEADER

    1 x Lord of Pain (135)*
        - General
        - Command Traits: Strength of Godhood
        - Artefacts: Sceptre of Domination

    1 x Viceleader (140)**
        - Artefacts: The Crown of Dark Secrets
        - Spells: Born of Damnation

    1 x Contorted Epitome (190)**
        - Spells: Phantasmagoria

    1 x Lord of Hubris (135)**

    BATTLELINE

    10 x Myrmidesh Painbringers (290)*

    10 x Seekers (280)**

    20 x Daemonettes (250)***

    11 x Blissbarb Archers (150)***

    11 x Blissbarb Archers (150)***

    ENDLESS SPELL

    1 x Mesmerising Mirror (60)

    TERRAIN

    1 x Fane of Slaanesh (0)

    OTHER

    5 x Slickblade Seekers (200)

    CORE BATTALIONS:

    *Galletian Command

    **Warlord

    ***Galletian Sharpshooters

    TOTAL POINTS: (1980/2000)

    Created with Warhammer Age of Sigmar: The App

     

     

    Looks very similar to a list I've been trying out. The only thing I might change for yours is to split the seekers into two units of 5 instead of one of 10. You aren't likely to have less drops than your opponent anyway and 5 man cavalry units are excellent screens/objective grabbers. You might lose out a bit if you want to use them for euphoric killers but with coherency you'll probably struggle to get the extra attackers in anyway. Plus the slickblades will be better euphoric killers in most circumstances.  

    • Like 2
  12. 1 hour ago, CeleFAZE said:

    Points aside, a lot of the warscrolls do seem worse baseline compared to before (a small handful are way better even at a glance though), but it's the strong synergies that truly make them shine. However, I feel the (de)buffing pieces should bear the cost for their effects themselves, rather than spreading it over the whole army. That was an issue that S2D also suffered with pretty terribly at the release of their 2.0 book.

    That's definitely true to an extent, but I think the biggest issue slaves faced was their reliance on those buffs (their stats were pretty bad without them) and how frustratingly inconsistent they were. A single failed prayer or an unbound spell and your combo would just fall apart leaving you high and dry on a critical turn. With a lot of the slaanesh buffs/debuffs just happening with no dice roll things are dramatically more consistent. 

    From a game perspective I imagine that the pricing is a little tricky for buffing pieces. Sure you could make the lord of pain 250 points or something and decrease the points of all other mortal units by 10-20, but then maybe nobody would take the lord of pain. I think the current method of just assuming everyone has some buffs/debuffs and pointing accordingly works in theory specifically because the buffs are close to automatic. It does have the unfortunate side effect of creating near auto includes because people need to take the buffing pieces in order to justify the cost of their other units, but there are worse problems for an army to have.

    • Like 3
  13. I might be wrong but honestly I don't think the army is priced based on the -1 to hit or any of the other depravity bonuses or the summoning, I think it's priced based on the variety of easily accessible buffs and abilities. Just to start +1/+1 is a killer buff, and hedonites have access to it with no spell cast, no command point, nothing other than a little positioning which is generally trivial for an army as fast as this. Add to that access to a couple low cast +1 to wound spells and a sub faction where you're literally drowning in command points and you get an army that will almost always perform dramatically better than they appear on paper. Then you have a dizzying variety of tech where you can decrease numbers of enemy attacks, force them to attack certain models, reduce hit and wound rolls, forcibly dictate early game positioning... There's just so much going on once you hit the table that there's no way you can consider the units in this book just based on stats alone.

    • Like 2
  14. 15 hours ago, ibel said:

    ahh thats: i must miss read the bloodstoker and that he only can wip Bloodbound (mortal) Khorne Units. Okay he goes out and the Hex for another priest or maybe mhmm something other ?!?!

    And no the 2second list is all we have, not a game. So maybe we can build a list out of this ;) 

    Ah, I understand. Yeah it's tricky as he's cheaper than most priests. If it were me I think I'd drop him and the bloodreavers to try out the new realmgore ritualist and then put in the wrathaxe, but dropping him and the skulls for a mighty lord of khorne could work too. 

     

    12 hours ago, Lightbox said:

    So I really like the goofy looking skullgrinder and do like the idea of him (especially for only 90 points). How viable would it be to possibly take 2 of them to give each other +1 rend and get 2 gally vets for cheap or is it far better to use that +1 rend on a different combat hero? I know a lot of the gorechosen heroes in general probably aren't too useful outside of beatsticks but I do wanna consider using a few of them because I'm not used to being able to take beatstick foot heroes in my armies and it looks like fun!

    I think someone mentioned using him and the Gorecleaver relic to completely overcharge a lord on juggernaught which sounded pretty fun. If you were to go with the pair buffing eachother then I'd be tempted to go all the way with a Gorechosen battalion and the command trait for +1 attacks on all gorechosen. Really lean into the beatstick.

    • Like 1
  15. 1 hour ago, KrispyXIV said:

    Is it?  +1 to hit for them is pretty cheap (triple so in Pretenders, other sub factions can just Reinforce one big unit to make their single AoA more efficient) and they already have +1 to wound.  

    For Seekerbarbs, keeping up and positioning to trigger the buff while keeping them in the area - and in range of their targets as well - is a problem.  

    For footbarbs, it's just a minor cost savings on a CA.  It's nice, but I definitely don't see it as great.  How are you benefitting from it significantly more than just CAing the unit?

    Fair point on pretenders, but there are still some benefits. One would be to allow your general to move around freely without being tied to the blissbarb units. If your general is the Lord of Pain then sure, not a real issue, but if it's a keeper you're free to make full use of the 14" movement without any cost to core efficiency. Another would be easily getting around a -1 to hit by using both buffs. Assuming the galatian champion rules go away this summer people will be relying on look out sir again and 21 shots at a 2+/3+/-1 with no real counterplay and a potential threat range of 30ish inches will be an absolute nightmare. 

    Thinking about it more maybe I'm just carrying some baggage over from other armies. For example khorne had some good shooting tech in their 2nd edition army book that was intentional (if you believe the designer that spoke up about it) but GW shut it down immediately. Generally speaking they don't seem to want chaos to be a shooting alliance outside of skaven and tzeentch, so I'm quick to assume they'll remove anything half decent. Maybe this will stick around unaffected but it makes me nervous haha. I should probably just try to enjoy nice things instead of constantly fearing the nerf bat.

     

    • Like 1
  16. 9 hours ago, Magnus The Blue said:

    Yup, for one am really happy with the book.  Lots of really interesting rules and great characterful play style.  Tempting my opponent with 6s add a bit more fun to opponent's turns.  

    Played slaves last night with the pretenders list I posted, went well but Pretenders does feel a bit over the top. 

    I played a game against slaves last night as well and I felt the same way. The number of command points is just kind of nutty. For example S2D took the first turn to avoid a nasty alpha strike and to clear out The Masque in the backline. I redeployed the Masque and did all out defense in the shooting and melee phases and it didn't even come close to making me feel tight on CP. Afte that the keeper one shot a 14 wound daemon prince that was under finest hour and all out defense. Then she proceeded to face tank a charging varanguard unit even though she lost her ward from a nurgle prince (this was thanks mainly to the -1 to hit). Thanks to the fact that she survived that varanguard charge the Crown just absolutely neutered a unit of 10 chosen, which were subsequently obliterated by 10 myrmidesh under the Lord of Pain buff and a double pile in from the keeper. There was some good luck on dice here and there, but honestly it didn't feel outside of the standard deviation.

    The army feels just... so smooth now. Incredibly fast, hard hitting, resilient once you can get some depravity. Incredible shooting units, incredible buffs, excellent options from the book that cover pretty much anything you might need in a list, and all at a really reasonable point cost. Obviously too early to call OP, but I wouldn't be surprised at all to see a couple tweaks. The first thing I expect to see is the Lord of Pain's ability being changed to only affect melee weapons. It's just way too good with blissbarbs right now. 

    • Like 1
  17. 7 hours ago, Lightbox said:

    What are people's thoughts on how well the Claws of Karnak can slot in? I love their models but I'm not yet familiar enough with the book to know how they might stack up against our other foot troop mortal options like bloodreavers or blood warriors (warriors obv will be far more tanky).

    I've never looked at their warscroll before today, but they look kind of... ok I guess? They're sort of like slightly better bloodreavers but without a real role. They do slightly more damage than reavers (as if they have reaver blades with rend and reach and a special weapon), but they're still not doing much damage overall with a 4+/4+. They're slightly faster with the pre-game move, but they're not really tough enough to hold the points they get to and I don't think the army is hurting for alpha strikes thanks to the new movement shenanigans.

    I haven't really had much experience but honestly on paper I'm not really sure I'd reach for them. If I wanted cheap bodies I'd go for reavers since neither unit is going to do much damage in combat anyway. If I wanted infantry to hold a point I'd go for bloodwarriors. If I wanted fast cheap units I'd go for flesh hounds as they're excellent screens. I could maybe see having one unit to go grab a flank objective or something to try to split up my opponents forces, but that's about all I can think of. 

     

    4 hours ago, ibel said:

    Very nize. I had a similar Idea for my Son (10 jes he play AoS jes Khorne :D :D )

    What do u think about this list:

      Hide contents

    Allegiance: Khorne
    - Slaughterhost: The Bloodletters
    - Mortal Realm: Ghur
    - Grand Strategy: Take What's Theirs

    Leaders
    Skarbrand (380)*
    Bloodmaster (110)*
    -
     Prayer: Blood Sacrifice

    - Artefact: Halo of Blood
    Slaughterpriest (110)*

    - Prayer: Unholy Flames
    Herald of Khorne on Blood Throne (160)
    -
     General
    - Command Trait: Embodiement of Wrath
    - Artefact: Mark oft he  Bloodreaver

    - Prayer: Killer Instinct
    Bloodstoker (90)

    Battleline
    6 x Bloodcrushers (360) *
    -
     Reinforced x 1
    20 x Bloodletters (360) *
    -
     Reinforced x 1
    10 x Bloodletters (180) *
    10 x Bloodreavers (80) *
    -
     Reaver Blades

    Units
    3 x Magore's Fiends (120) *
    1 x Riptooth

    Endless Spells & Invocations
    Hexgorger Skulls (50)

     

    Battelregiment *
    Total: 2000 / 2000
    Reinforced Units: 2 / 4
    Allies: 0 / 400
    Wounds: 110
    Drops: 3

    We just need the Bloodthrone for this. Or what would u choose for a army with the folloing Models (pls he loves Skarbrand so it would be very cool if Skarbrand is in the list)

      Hide contents

    Leaders
    Skarbrand (380)
    Slaughterpriest (110)

    Slaughterpriest (110)
    Bloodsecrator (110)
    Bloodstoker (90)
    Karanak (140)
    Mighty Lord of Khorne (130)

    Bloodmaster (110)
    Battleline
    10 x Bloodletters (180)

    10 x Bloodletters (180)
    10 x Bloodletters (180)
    10 x Blood Warriors (190)
    -
     Goreaxes
    10 x Bloodreavers (80)
    -
     Reaver Blades
    5 x Flesh Hounds (100)
    5 x Flesh Hounds (100)
    Units
    1 x Khorgoraths (110)
    1 x Khorgoraths (110)
    3 x Magore's Fiends (0)
    1 x Riptooth (120)
    3 x Bloodcrushers (180)
    3 x Bloodcrushers (180)

     

     

    I really like the look of the first list, but I don't think the bloodstoker would be very helpful since you don't have many mortal units. If you swapped him out for another unit of reavers I think it would be better. Also I would try to find a way to get the Killer Instinct prayer in there, it's an incredibly good prayer for helping our army get up the field faster.

    It's harder to tell with the second list as I've never played a game that big before. I think it looks ok though and it seems to have all the important components. It would definitely be a very bloody game which is always fun. 

    • Thanks 1
  18. 9 hours ago, ibel said:

    But the think is there are rules for Kaghra's Ravagers in AoS. When i see them on the field i think on there rules and so. On a tournement sry guys as the jugde i wont let them play as a Chaoslord or a normal Sorcerer and so on... (sry)

    That's ok, I won't ever be attending a tournament that you judge so it won't be an issue!

    • Like 1
  19. I've been fidgeting with a list that I want to try out with proxies before I drop any money. It's built to help minimize costs for new purchases (I've got a potential line on a few of those old Slaanesh Sybarite boxes and a bunch of existing daemons), but I'm not really sure what to do with battalions for it. Does anyone have any thoughts?

    Pretenders

    Keeper of Secrets            400
    - strength of godhood
    - crown of dark secrets
    - flaming weapon

    Lord of Pain                135
    - stubborn as a rhinox

    The Masque                    140


    Seekers                        140

    Seekers                        140

    Blissbarbs                    150

    Blissbarbs                    150

    Daemonettes                    250
    - reinforced

    Myrmidesh                    290
    - reinforced

    Slickblade Seekers            200

  20. 4 hours ago, Primes said:

    Hey, could you or anyone sell me on Bloodcrushers? Love the models but they seem pretty underwhelming.

    Well if you look at them without considering skullcrushers I think they're really solid. 180 points for three five wound models with a 3+ save is already good. They're fast for the faction and that combines well with the extra movement we have now. They kick out a respectable number of mortal wounds on the charge with impact hits and their blades, especially in bloodlords (pretty sure they'll have the bloodletter keyword so they should get mortals on 5+ right?). I think in units of 3 they're solid advanced units to take and hold objectives and should beat most chaff with relative ease. A 6 man unit should work as an excellent anvil while also dealing a respectable amount of damage. 

    I think their main issue is how they compare to skullcrushers. I'm pretty sure they're similar for overall damage if you're taking bloodlords, but for 20 points more skullcrushers get a 2+ save and a ward against spell mortals. Skullcrushers also get access to run and charge with the bloodsecrator. The thing is with skullcrushers being better I wouldn't be surprised at all to see them get some nerfs if khorne starts doing well at tournaments so maybe bloodcrushers are a safer purchase? Also I think bloodcrushers look a lot cooler but that's just personal opinion.

  21. 5 hours ago, The Red King said:

    Just to be clear coalition units do not gain the "blades of khorne" keyword, only the Khorne keyword.

    Yeah, same as the rest of the chaos tomes so far. I also don't remember seeing anything that specifically works with Khorne so coalition units are pretty much hosed. Chaos marauder horsemen might still be decent screens, but I can't think of much else. 

  22. 1 hour ago, The Red King said:

    I'm barely on the internet these days. Anywhere to see the points changes so I can start list theorizing or just pause the youtube reviews?

    I just checked out the AoS Coach review on youtube and it has a full breakdown on points at the end. He's also really specific and did what looks like a word for word copy of the allegiance abilities/traits/artefacts along with in-depth changes to the different warscrolls. You need to have the existing book or app to know the full story, but as long as you do it's the best breakdown I've seen yet. Still hoping Facehammer will do a proper review once the book is out so I don't have to cross-reference so much but this should be good enough for now.

    After going through it again I'm feeling a little more hopeful for the book. The general allegiance rules have seen a pretty good glow up. Artefacts/traits/slaughterhosts aren't mind blowing but there are a couple cool little combos you can pull off. The new prayers are pretty fantastic and the addition of the priest keyword to so many models means you'll be able to take advantage of them regardless of what type of army you want to run (also a priest bloodthirster just sounds fantastic). Similarly the new tithe abilities are really good with Murderlust an obvious standout. Everything seems to be tuned towards making sure you get to combat quickly and at relatively full strength.

    As usual there are a number of dud warscrolls but generally we're better off than we used to be. There were a lot of sidegrade changes (like skullreapers gaining a rend and +1 to hit against large units but losing re-roll hits so they can't fish for mortals anymore and swapping Murderous to the Last for the strictly inferior murder rolls) or improvements that just don't seem to be enough (like blood warriors getting a save and rend, but still wounding on 4's for some unknown reason). There are a number of good improvements though like bloodreavers (murder rolls should do more damage then they ever could otherwise), skullcrushers, bloodcrushers, and bloodletters (2" reach! finally!). Gorechosen heroes have also gotten a lot better combat wise, but I'm still not sure if it's enough to make me want to reach for them over priests or bloodthirsters. 

    Honestly I think the biggest weakness we have is the book specific battle tactics and grand strategies aren't super great. You should be able to do a few of the tactics depending on your matchup, but the grand strategies are pretty awful all around. We'll definitely have some issues scoring points, but maybe that's ok as we'll be forced to kill the opponent off faster to make sure they can't score either. Very thematic. 

  23. 4 hours ago, Troll.exe said:

    Does anyone have any clarification on the hero phase sequence of blood tithe and prayers yet?

     

    Will we be able to blood sacrifice then spend that tithe for 3x d6 movement in the same hero phase?

    I think we might have to wait for a review that actually shows the new army book, the current ones are too vague or imprecise to really get a feel for the nitty gritty interactions. If I had to guess the hero phase tithe abilities will probably happen at the start of the phase and the prayers would be after, but I could be wrong.

    Honestly I'm having problems getting a good feel for the book in general. Maybe it's just because I can't see everything in front of me, but it seems a touch flat so far. There are improvements here and there, but they're generally only enough to just barely cover the the buffs we're losing. Heroes have gotten better which is great, but they're generally only going to a level they should have been from the beginning. I'm not really excited for any of the units other than skullcrushers and bloodcrushers. So much has stayed more or less the same but that kinda sucks when what they were was so miserable. I probably just need to get it on the table but that'll have to wait until we can get a better look.

  24. Hard to say without seeing everything (man I hate that his head is in the way of almost every warscroll haha), but it's looking pretty solid so far. Pretenders seem like a big winner even without seeing their spell lore and that crown of dark secrets is an almost Be'Lakor level middle finger to god-tier units like Archaon. Looking forward to Saturday for a better quality look at the book from Facehammer or GMG. 

    I skipped the last book because I would have had to essentially re-buy the entire army as all my daemons were relegated to summoning fodder and nothing else, but this is definitely looking more promising. There definitely still seems to be a slant towards the newer mortal models but at least some of my collection will be playable again. Having to pick up a few boxes is a lot more palatable than re-buying a whole army. 

     

    • Like 2
  25. 24 minutes ago, Flippy said:

    The text allows for both interpretations; I think we should not choose the one that is clearly unintended as it would lead to absurd results.

    Oh yeah, +15 damage and -15 rend is an obvious oversight. That's why I figure we'll get a day 1 FAQ on it. Something like 'If this general has issued any commands to a different...'. It's just funny to take the obvious mistake from GW to the maximum silliness. 

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