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Sheriff

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Posts posted by Sheriff

  1. 8 minutes ago, Tutenkharnage said:

    Can someone explain the deal with the living rock and the living mushroom that he flying saying is perched on? I’m totally lost here. 

    Don't over-think it. Its a mushroom capable of thought and movement, just like a grot. The rock is like a little rogue idol i guess. 

    • Like 1
  2. 6 minutes ago, sal4m4nd3r said:

    I cant see why spiderfang armies WOULDNT use the Fungoid shamen as the general. I mean for 80 points being able to run and charge is HUGE.. especially with a natural +2 to run (+3 with bellowing tyrant). I'm sorry for the constant post spamming. This is all new (and exciting for me).

     

    On the new maps the threat range doesnt need to be so long (18 instead of 24 inch), and you can get that by other means than fungoid (cogs, destruction move, realm spells, Gordrakk, etc.). Personally I tend to just sit on objectives rather than charge to enemy anyway. 

    • Thanks 1
  3. 6 minutes ago, sal4m4nd3r said:

    Ok so what is the "go to" command trait? 

    Bellowing Tyrant if using fungoid general, because it gives +2 threat range to the unit the buff is put on, with command ability. 

    If using a spider hero then I still like Bellowing Tyrant just for the +2 bravery buff on spider riders. 

  4. 16 minutes ago, sal4m4nd3r said:

    How do you the A-rok to cast three a turn? And why are they awful? What problems do you run into with them?

    Cogs gives the arachnarok a third spell as well as re-rolls o save, which is super strong when you have the ethereal trinket. Basically in the new edition it very efficient to have one arachnarok in your list when realm spells are in play, but the second one is far less points-efficient. I find that without an arachnarok in the list, no grot units really get much value out of artefacts like she does. 

    Spider riders are too reliant on stacks of buffs, and a smart player can just ruin the chain of buffs. Multiple dependencies is a recipe for frustration imho. I do plan to play with a screening list to help them perform though (with gordrakk)

    • Like 3
  5. 6 hours ago, PlasticCraic said:

    block of 60 Arrow Grots + Shaman as a buliding block for a lot of Destruction armies.

    I can't make lists without this. Its ALWAYS in the list. Usually with the burning head for even more arrows hitting. 

    They are such great value and absolute murderers when used right. I usually put the destruciton move on them as priority to get in shooting range, then charge as well if sneaky goes off just to get in place for the turn after. 

    • Like 4
  6. I've completely changed how I use spiders in 2nd edition. The arachnarok is now a general in a mixed destruction army that is a buff-machine with realm spells, that is also un-rendable and re-rolls saves, just a big anvil that is thrown at the rendiest unit the enemy has, and they can't ignore it due to its value in casting 3 spells a turn. 

    The little spiders are still awful unless you go full gordrakk build but it costs too many command points to be worth it. 

    • Like 1
  7. 2 minutes ago, xking said:

    That stuff only works on physical undead, It had very little effect on ghost With the exception of the  barrier of saints around the city. That was sabotage. 

    Nighthaunt army is something new, they had never encountered many malevolent spirits before. 

    Humans are smart and adaptable, and could come up with a new solution if needed. But no, apparently only the mighty super-smart immortal stormcast can have such powers. 

    If stormcast have a monopoly on defeating baddies, then that is rather limiting for story-telling. 

    • Like 1
  8. 13 minutes ago, xking said:

    Maybe it's because I listened to the audiobook or maybe it's because I like paladins. I never find stormcast to be boring. I also don't know what you thought normal  humans and  dwarfs were going to do against an army of ghost, when even the liberators were falling over and dying.

    they seemed to have all manner of wards, traps, special ammo, etc. for dealing with undead stuff, and had survived hundreds of years with these tricks. To dismiss them as useless was just lazy given all the evidence they were not useless. 

     

  9. so i just finished it and here are my take-aways. For context, its the first aos book i've read. 

    Spoiler
    • Glymsforge and the humans and dwarfs etc in it were super interesting. I only wish they were the focus of the story more. It was sad to see the humans treated as liabilities and burdensome fools rather than the able-bodied fighters of dead-things that we know they are and can be. There was a bit where an interesting warrior priesty dude (the vulture?) showed up and i was like "aaaah, up til now the author has made me think humans are useless deliberately, and now this guy will shatter that expectation!" ... nope, he was dead the next page. 
    • I loved the little glimpses into other 'factions' perspectives and POV of the quake etc, like the slaanesh dude chapter. caught me off-guard with the story (thinking he would be a continuing part of the story but then wasn't), in a good way. would have been nice to get an equivalent chapter for a grot shaman POV of what was going on with the quake etc. (i appreciate its an order versus death book though)
    • I thought the cats were going to be tzeentch spies, and I'm sad i was wrong!
    • Stormcast characters other than Balthas and Pharus were boring and inter-changeable - even at the end I couldn't remember which was which. I'd heard the criticisms about aos books before which was part of why i'd never bothered reading them (they're almost all stormcast books), and sadly i've discovered this is still true. Regardless, I enjoyed the book overall. 
    • I wanted Pharus to win, was a good character. so was sad to see him get vaporized forever. Malenrek seems cool too, hope to read more about him at some point. What 'unit' was Pharus in the Nighthaunt army? Was he another Knight of Shrouds? I get the feeling he was something else but I couldn't figure it out. Loved the description of him and his armour, and how he feels when wearing it. Basically all the Pharus POV bits were great. 
    • Loved the dancing ghoul jester too -  i wanna hear his backstory! i reckon he pissed off nagash somehow and this is a great punishment.

    I think i will read another aos book, but will pick very carefully, prioritizing the non-stormcast ones, or only the 'best' ones like this one. 

     

    • Like 1
  10. I get the feeling that the way GW plans to speed up games is to make everything die really quick by boosting damage by 500%, through command point combos that inspiring and mystic shield will barely reduce. 

    Spoiler

    (and I'm fine with that)

     

    • Like 4
  11. 2 hours ago, BarrowLord said:

    The rumored change to charges is a really interesting topic, but I think RuneBrush is right.  We're starting to move past legitimate rumors and delving into the theory of a mechanic that hasn't technically been confirmed yet.

    Not confirmed. Like a ... rumour? What is a 'legitimate' rumor then?

  12. 2 minutes ago, Charles said:

    I hope by speed up they mean limit the number of thins that can be done in the Hero phase, because that phase takes an age when playing vs. Death, Nurgle or Tzeench 

    yet from the teasers so far it seems they are adding more stuff to it (e.g. command point stuff). probably just creating a new magic phase on top of a command phase or something. 

  13. They said they assessed ways to speed up the game and have been successful, so I wonder what they concluded? I play a large horde army right now and it can take ages to play when there is tons of scenery (and it seems they want MORE scenery not less), so they must have figured out a way to drastically speed up piling-in or got rid of the need for it. That and setup take ages. Maybe setup is now fast somehow... I dunno. Can't see the  scenery issue being solved so it must be pile-in or setup thats faster now. 

  14. Just now, Imperial said:

    In warhammer legends dark elf bolt thrower don't have separate crew! I think we will get same update in our grot artillery

    This adds to the hype for grots getting better in 2nd Ed. Will be nice to not have 2 rock lobbas killed by a single nurgle infinite range D3 mortal wounds. 

    • More resilient artillery
    • Fast cheap chaff chariots can shut down enemy ranged attacks
    • Multiple little heroes become useful (many command abilities, dead heros not as big of a deal)
    • Magic spell list available
  15. 8 minutes ago, smucreo said:

    My guess is that command points will be used to trigger command abilities, but how will you earn them? By taking battalions and being legal for matched play? Will artifacts work in a similar fashion than in 40k (in that you pay cp for the extra artifacts) then or will you still be granted an extra artifact for just taking the battalion?

    What do you think will come in regards to changes?

    Guessing it will be like for the portents scenarios, i.e. 1 point per hero, plus D6 per turn. I really hope it isn't based on battalions as many armies are not allowed battalions. I'm hopeful that GW will end the 2-tier battletome / non-battletome situation as it stinks. The magic changes hint at this getting fixed to some extent at least. 

    • Like 2
  16. 58 minutes ago, Thebiggesthat said:

    Same reason that two podcasters that are in the #pleasantforplastic inner circle are making Moonclan armies I reckon ?

    Follow The Paint gets mocked but it's been a very reliable predictor of releases. 

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