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angrycontra

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Posts posted by angrycontra


  1. What I want is probably too controversial for most people but basically I would like to make the game much much simpler on some areas while making it more complex / interesting in other areas. Here's my idea basically: 

    Make the combat and many aspects of it much simpler. I'm talking warcry level simple (without crit unless unit has special rule). One roll to hit the target and then one save roll maybe. No more weird rerolls and massive rule stackings. BUT... I would also introduce warcry style activations, you activate 1 unit at the time, do like 1 move action and 1 attack action (which is either shoot or melee, but no double attack actions and move always before attack) and you and opponent keep alternating activations until both have activated all units. Hero phase and bshock phase would be seperate but players would still alternate which hero casts spell first etc. The reason for simpler combat is to make game faster because alternating actions for every unit makes game slower so some balance is needed.

    Obviously this would require major rework and it would invalidate all current btomes and general's handbooks, but gw does that every now and then, so if they do it for aos, I want something big like this.

    In terms of updating basic aos, besides toning some of the bs that is present in the game currently (activation wars, tellyporta armies, super alpha strike forces, megashootas, power spells), I would remove double turn. I know some people like it but I know for a fact that that mechanic has ruined more games for me than anything else in the game. Learn2play argument doesn't really fly here because of the "fun" mechanics I listed above. I also know personally players who have either quit or never started aos because of that mechanic. Double turn worked in aos 1.0 starter set, it doesn't work anymore.

    • Thanks 2

  2. Could fyreslayer models look better? Sure. Should they have more dynamic poses / faces? Absolutely. But as to their overall design, I like them a lot. The important thing to remember is that fyreslayers are not slayers in the same old style as old world slayers were. I also would massively resent if gw went and retcon changed them with pants and no helmets to please the nostalgics. I think a lot could be done for their popularity by simply updating some of their models and introducing some new ones.

    • Like 4

  3. While I'm not writing new slaanesh btome out, it kinda feels a waste to build all this hype just for that. My point being that if they wanted to show off slaanesh btome, they should've revealed it when those models were shown. Now it would almost feel kinda anticlimatic "hey look at these rumour engine pics that are clearly showing off some vampires and ooh what is this mysterious new btome aaaaand... oh it's slaanesh". Personally, I'd be happier if slaanesh release was broken realms side release and the next btome was this mysterious new death faction.

    • Like 5

  4. Important difference with Katakros legion compared to pre-nerf petrifex is that katakros is really expensive support hero. In combat he is actually pretty abysmal for his cost. This means that obr player has to make a hard choice between having tougher to kill guys but with lousy board presence, or easier to kill but with more numbers (and speed/power/anti-magic depending on legion). And let's not forget that no-one is gonna put katakros and nagash in same legion, 'cos there's not gonna be room for anything else.

    Gaunt summoner nerf was good but damn, I'm really disappointed that those leaks were true. Like I still don't understand those maniak weirdnob and weirdnob shaman increases (or cities battlemage increase but with no touching on sorceress). Does anyone actually use maniak weirdnobs and that weirdnob shaman has always been massively overshadowed by warchanters (and now even more so). 


  5. Those std (and other "faq" points) should be taken with a grain of salt. There were some really skewed point changes in that list. KO part of the list looked like someone's wishlist, insane reductions to various good popular KO units, orruk warclans for some insane reason does not touch warchanter but INCREASES the points to maniak weirdnob and weirdnob shaman, 2 underwhelming wizards. Basically if they're true, GW has really lost its brains or faq is changing more than just points.

    • Thanks 9

  6. 1 hour ago, Malakithe said:

    I saw this on fb. I changed up some items. This looks very inspiring and ridiculous. With the buffs a single Grimmy can pile in and attack 4 times in the combat phase. 5 if he dies. The CA will allow multiple to attack one after another which is why I went with the Glowhelm to try to get more command points. 

    Allegiance: Fyreslayers
    - Lodge: Greyfyrd

    Auric Runefather (100)
    - General
    - Command Trait: Battle-scarred Veteran
    - Artefact: Obsidian Glowhelm
    Auric Runemaster (120)
    - Artefact: Helm of Obsidia
    - Prayer: Prayer of Grimnir's Fury
    Battlesmith (140)
    - Artefact: The Nulsidian Icon
    Auric Runesmiter (120)
    - Forge Key
    - Artefact: Ash-cloud Rune
    - Prayer: Searing Heat
    Grimwrath Berzerker (100)
    Grimwrath Berzerker (100)
    Grimwrath Berzerker (100)
    Grimwrath Berzerker (100)
    Grimwrath Berzerker (100)
    Grimwrath Berzerker (100)
    Grimwrath Berzerker (100)
    20 x Hearthguard Berzerkers (400)
    5 x Hearthguard Berzerkers (120)
    5 x Hearthguard Berzerkers (120)
    Lords of the Lodge (140)
    Runic Fyrewall (40)


    Total: 2000 / 2000
    Extra Command Points: 1
    Wounds: 124
     

    How is grimwrath supposed to pile in that many times? Grimwrath's own extra pile in triggers only once at the end of combat, regardless of how many times he attacked before. Prayer gives him one extra pile-in/attack in hero phase. He can get 4 only if he dies during the "end of combat phase" but that happens very very rarely as it requires some specific end of combat ability. Greyfyrd Command doesn't also give him extra pile ins, merely allows him to cheat at pile-in order.

    • Thanks 1

  7. All I'm gonna say for seraphon players is this: Don't expect anything new (apart from the pyramid) and you won't be disappointed. Gw does not hide models that they know will make people excited, they just don't. At least there haven't been a single case of that in their recent 3-4 year run. Why would they not show new fancy plastic slann or new sc in one of those seminars? And no, the answer is not "it wasn't ready to be shown" because if that was the answer, then there is even more reasons why there ain't gonna be anything other than the pyramid because it takes long time for finished models to get in production.

    And trust me, I do want to see new seraphon stuff myself too but I'm a realist, I base my expectations on gw's previous actions. It would be nice if I'm wrong, but so many here seem to be content setting themselves up for a disappointment.

    • Like 6

  8. 7 minutes ago, Kadeton said:

    I'm honestly not even sure what the "cannot be rerolled or modifier further" stipulation was supposed to achieve.

    What would be the point of rerolling a die whose value you'd set using a DD? That's literally just wasting a DD for no reason, unless there are circumstances where spending a DD would provide some other advantage... but I strongly doubt it would be difficult to burn any number of DDs if that was all you wanted to do.

    Would it somehow be a problem if the DDs were affected by other modifiers? Most players have a tendency to think of their rolls in terms of what they need after modifiers anyway.

    The modifiers that are really important, and would be of greatest benefit to the Tzeentch player to ignore, are the ones they're no longer allowed to ignore!

    I don't understand why they felt the need to make this rule so convoluted. They could have just changed it to "In addition, any rolls that have been replaced count as unmodified rolls, and are subject to any modifiers or rerolls as normal." The world would keep turning, and nobody would be confused - you literally just replace the die that you would roll with one that has a predetermined result, and then treat that die exactly as if you had rolled that number.

    I believe that the "no rerolls" thing is there to eliminate all the "reroll any successful rolls" (like that tzeentch shield artifact, nurgle wither staff/allegiance ability etc.) Abilities. Modifiers I do agree with though, they make the rule unnecessarily complicated.


  9. On 1/23/2020 at 1:09 PM, Wengiel said:

    I got a question: why do Big Stabbas get 3' range for?  I get these are big spears, but the range doesnt help them in anything. They have to charge up to 0,5 inch anyway and their models are too big to benefit from 3' range as savage orruks with stikkas do.

    There are couple ways to utilize their 3" range. First you can keep them screened behind other units. This means that if opponent dares to charge that unit, you have big stabbas to bring some serious hurt to them. Secondly, you can use that range to minimize opponent pile ins. You put one guy within 0,5" range and the rest 3" from your opponent, opponent will be unable to make efficient pile in due to distance his guys have to walk. Thirdly, let's say you charge opponent with say 5-10 boarboys. You charge same unit with stabbas but in a way that only 1 model is within 0'5" of the enemy and rest are behind boarboyz (or any other ork unit). This means that your opponent has very few attacks (assuming the unit being attacked is not some monster) to hit your stabbas with, which means that you can safely attack with boarboyz first and then stabbas. Finally 3" range means that if opponent has done some aggressive pile-in moves, they may end up pulling your stabbas into combat and having 3" range plus 3" pile-in should make it very easy to get all stabbas in combat.


  10. I disagree her being bad addition. She has +1 to her wounds and +1 to her save compared to regular sorcerer. If we take into account that she can also once per battle double cast, then compared to standard sorcerer she'd be about 140 without her bodyguards. Of course whether or not original sorcerer is worth 120 is another topic, but even if original was worth 100, this would be 120, which would mean that you only pay 40-60 for 2 blightkings which in both cases is a bargain compared to normal blight king costs (and making her pretty damn tough as a wizard thanks to the bodyguard rule). 

    • Like 2

  11. I think flamers are facing a bit similar issue as old plague monks in that glass cannon units are incredibly hard to balance. You increase their price too much and they're useless, too easy to destroy. You make them too cheap or give some other outside buffs (changehost) or both and you have one broken unit. I mean even now, stormcast and nighthaunt (which are both relatively unpopular among tournament players) could probably build super easy hard counter lists to flamer changehost spam because both of these armies can leave all their more powerful units up in the sky / down underground and destroy all key flamer units in single turn with no fear of retaliation. Could probably work against horror spam too. Problem of course is that these armies are unpopular because their power level is kinda low against other top armies so winning a changehost would not do much good if you lose against most other armies.

    Almost easiest way would be to just change flamer warscroll. Make them more durable but less damaging. Like imagine if all flamers got +1 wound and let's say 5+ fnp but only dealt 1 dam attacks (ok they could get +1 attack on their profile so that they wouldn't be completely useless on damage front). This warscroll wouldn't be anywhere near as obnoxious and it would be 100% easier to balance. They could maybe even make flamers a bit cheaper with this scroll.

    • Like 1
    • Haha 1

  12. While I agree changehost/horrors/flamers needs nerf (and sooner rather than later) however I don't really understand what this nonsense is about horrors being immune to bshock. That roll of 1 making them immune (plus res) ONLY applies to unit when pink horror icon bearer is alive. I don't disagree that doing 50-100 wounds to a unit with -1 to hit is going to be hard, but 10-20 pinks should literally die in 1 combat/shooting phase (and you must always allocate wounds to pinks first) and succesfully killing any heroes near them will remove the whole -1 as well (not to mention bshock immunity through commands).

    • Like 1

  13. Here's something that has been bothering me lately: can spellcasters cast spells even if there are no eligible targets for it? As far as I know, no rules directly prevent this and many spells have wording "if successful pick enemy blaa" meaning that you wouldn't necessarily need any targets before casting the spell. Tzeentch needs to cast spells to get those fate points and most spells require target so it would be nice if you could cast spells on ground basically just for the points.


  14. What I would like is that they keep subfactions but make command traits/artifacts optional. However I think all subfactions should be designed like flesh eater courts. In Fec, choosing subfaction means you lose delusions which means that there is extra penalty for taking subfaction. As for balance well gw should never release stuff like petrifex elite in the first place (also good example on why c. Traits/artifacts don't really help on balance when you get good ones on the subfaction).


  15. I'm gonna list my personal favorites and least favorites. Any book not listed is somewhere in the middle. 

    Best (in order of release)

    Nurgle - Lots of fun options and synergies. Sure it was released bit too early (lack of wholly within and unmodified rolls) but overall when it was released it was easily the best btome released up to that point and over the years the point and other errata fixes have improved the book.

    Gloomspite - Like some others here have said, aos would be near perfect if every tome was designed with the same mindset as this tome. Inner balance is great, nothing too weak or too broken, fun allegiance power (even though it is rather underwhelming at times), great battleline and battalion options.

    Flesh eater courts - This book has its issues (and gristlegore was broken at launch) and FEC need more models but overall it is great battletome. Inner balance is overall pretty good and lots of battalions to choose from. I also like how there is actually small punishment for taking grand court (losing delusions in addition to c.trait and artifacts) something I wish became a norm with these subfactions.

    Fyreslayers - apart from the still underpriced Hgb and maybe the fact that Hermdar lodge is a bit too good I genuinely think that this tome is great. Every unit has some purpose, number of options is surprisingly great for a faction with so few models. I actually feel sad for all the super competetive players out there who can't see anything that Hgb spam, to me they are missing all the fun that comes with this book (really hope gw at least remove that ridiculous mass bonus from hgb in the future.)

    Orruk warclans - other than grossly underpriced warchanters, there is little I find to complain here. Lots of viable unit options in mixed lists. Improves both pure bonesplitterz and ironjaws. Great list of spells, battlelines, battalions etc. Love the different clans too, pretty much every clan in the book is viable in some way and thanks to big waagh even clanless faction works. 

    Disciples of tzeentch - Yeah sure, it's probably too early to say this now but looking at the battletome, it's looking great. Many weak underpowered ****** units from previous tome have received significant changes, allegiance power is fun (like the agendas and how they synergize with destiny dice), internal balance seems goodish and the balance of those various cults seems good. 

    And then time for the...

    Worst (in order of release again)

    Stormcast eternals - this book is a mess. The internal balance is terrible. Many units are very underwhelming by today's standards. Tons of useless subfactions/battalions. Too many units overlapping and doing same thing with varying degree of success (this is why I don't want to see any mixed duardin tome in the future, I don't trust in Gw's ability to balance that properly).

    Nighthaunt - Biggest mistake gw did here was giving most units from the faction to legions of nagash which has much better allegiance power. Nighthaunt do have some good stuff in them but the battletome also suffers from having way too many units filling exact same role (reapers, bladegheist, harridans, glavewraiths). 

    I'm not gonna list beast of chaos here, because as underpowered faction as it may be, I find the battletome quite fun plus most of the issues could be fixed in future ghb/errata/new warscroll for gors etc.

    Skaventide - as someone who loves skaven, I sure hate this book (although less now than before thanks to plague monk warscroll change). The whole fact that there are gazillion ways to make the most cowardly faction in all of aos immune to bshock is just baffling (orruks are much more cowardly now than skaven). Terrain for skaven is awful to transport and its effects on the battlefield are too meh. Inner balance is still poor and battalions are terrible (which means less artifacts to play with). Battleline options are worst of all the factions as they limit your unit choices massively.

    Slaanesh - Do I even need to state all the problems with this book? The summon mechanic is broken, and it forces slaanesh players to spam heroes and this doesn't even reflect properly in points. Force enemy to fight last is too abusive mechanic and more reasons to just spam keepers. Combine previous mechanic with double pile in command ability and you got one broken faction. I'm sure the recent errata at least somewhat helped to fix this book but in all honesty, I doubt slaanesh will be properly balanced until it gets new book.

    Cities of sigmar - ok this book technically isn't that bad. There are lot of great ways to build this army and it is very inspiring book to make your own cool themed armies... But... the balance between cities pretty terrible. Just compare best (hallowheart and tempest eye) with the worst (anvilgard and phoenicum) and you know what I mean. Once again too many bad unit options that do same thing. Darkling covens (minus sorcerers and maybe darkshards) are terrible. Battalions city locked and realms are city locked too (and there's only fire and life to choose from). Extremely limited command trait and artifact choices. 

    Ossiarch bonereapers - I just need to say two words: Petrifex elite. This sub faction is the heart and soul of ALL the problems that plague ossiarchs. Now I don't necessarily deny that ossiarchs would be overcosted without PE but if PE didn't exist gw could easily lower their points or give some units (that are not mortek guard) +1 sv by default. Obviously katakros save bonus would also have to go (otherwise his faction would become the new PE). I also dislike bshock immunity being allegiance power, I mean that's just stupid, just remove bshock phase already 'cos so many factions ignore it anyway.

    • Like 3

  16. Yeah I don't see the fuss about horrors. Unit of clanrats costs 200p and that's 40 wounds with 5+ sv and nobody is complaining about them. There are powerful killer units out there that can just delete your horrors in one turn. In fact, if you play tzeentch mirror, unit of 6 tzaangor enlightened on discs with the +1 attack on charge (maybe even without it) can super easily delete one horror unit before they get to do anything and they don't even have to go second in combat. 

    And if you're talking about how broken or whatever horrors are in changehost, well that is changehost issue, not horror issue.


  17. 4 hours ago, azdimy said:

    I feel those nerfs from initial faq are more corrections of the rules to reflect what was intended than a nerf based on power levels. Those usually take another round of faq to take place 

    This right here. People who think this rule was nerfed, go read the original warscroll. You can easily interpret the rule in both ways that the ability either deals bazillion mortals or it deals just d3 mortals after attacks have been resolved. To me this was clearly just gw clarifying how they originally intended it to work.

    But before anyone thinks anything, I'm not blaming people for interpreting the rule the way they did (like I said, you can read it both ways), I just think it's good idea to be cool about instead of grabbing pitchforks and torches.

    • Like 6
    • Thanks 1

  18. 2 hours ago, millies1919 said:

    im thinking a witchfyre coven list to start my tzeentch journey as the mortals and arcanites have always enthralled me (though one day i will get a LOC and play some changehost)

    witchfyre coven: 160

    heroes: 

    tzaangor shaman: 150

    tzaangor shaman: 150

    herald on foot: 110

    battline:

    acolytes x20: 200

    acolytes x20: 200

    acolytes x20: 200

    other:

    enlightend x9: 300

    skyfires x6: 400

    tarus: 80

    cmd point: 50

     

    ive thought about making the herald a magister on disc (as i bought the box) and ditching the extra cmd point as i get one with withfyre and i can add a 20 endless spell. Also is 2 shamans too many? let me know!

    As far as I know (from squinting at blurry video), witchfyre coven no longer grants all the units in battalion double shots but rather only one unit gets it per turn (which would mean that you want at least 1 x 30 man unit of acolytes to max it out).


  19. Man, those kairic acolytes are great now. 4+ 3+ ranged attacks by default (3+ 3+ in pyrofane cult) and +1 to wound rolls on melee and 2 dam with big blades (still kinda terrible in melee but nowhere near the level they used to be) and all this + casting for only 100p for 10. Oh yeah and 5+ sv now. I knew buying 50 of them at launch would one day pay off.

    • LOVE IT! 1

  20. 1 hour ago, Sinfullyvannila said:

    In a vacuum the changes to Acolytes makes them worse. Rend only maths favorably to Hit when the damage is greater than 1.

    What they became useful towards is generating extra fate points.

    We don't know yet the full extent of their warscroll changes. Maybe they now have 4+ hit with shooting by default. Maybe they can cast other spells than the one in their warscroll. Maybe they have 2 ranged attacks each or 2 melee attacks. This one was just short preview where they showcased the most important change to acolytes. Same with how pink summoning works, they just gave the baseline to how the rule works, we don't know full details yet.


  21. 7 hours ago, Kramer said:

    Wait am I missing something if I conclude this means all lord of changes are always -1 to hit in combat?

    image.png.b2951dea4e722ec9b63495ba7ca1692b.png

    Community team has done this before, where they crop up rules to few sentences and make it look different. We don't yet know whether there'll be extra line in there that restricts it to some specific units. 

    But in all honesty, I am personally fine if this rule is true and works for heroes since tzeentch is really squishy army. 

    • Like 2

  22. I love the new warscroll. It makes playing plaguemonks gazillion times faster while still keeping them as glass cannon infantry. High saves hurt them but like I said earlier in this thread, so it should. Also as a side note, verminlord corruptor's command ability just became much more useful, since now plague monks with blades don't have hit rerolls by default. Also this also makes censer bearers more useful (not competetive still probably) since they have rend while plague monks don't.


  23. My issue with slaanesh summon changes was that gw didn't into account the fact that it is still much better to summon new heroes as they will generate more dp. I mean look at the big chariot and herald on big chariot, their difference is just 3 lousy dp. Unless you really need something out now (and you are couple points short), there is no reason to ever summon the heraldless chariot. They could have fixed this issue by making these big multiwound heroes more expensive (both points and dp) so that you would have to make hard choice: "hmmm, do I summon this unit that can't generate dp now or wait for at least 1 turn to summon this hero instead"

    Still, complaints aside, I'm glad they nerfed slaanesh. In general I'm reasonably positive about most of the changes. Even if they won't have massive impact on giving a power boost to underpowered factions, the fact that we get more viable unit options is always a plus in my mind. 

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