Jump to content

angrycontra

Members
  • Posts

    333
  • Joined

  • Last visited

Posts posted by angrycontra

  1. You know I find it kinda weird how almost none of the tzaangors vs bestigors or tzaangors vs enlightened arguments mention the fact that tzaangors have 2 wounds. For mere 60p (50%) price increase, they have twice the survivability of the bestigor unit (plus higher wound count means less chance to ****** bshock). For mere 40p, they have 8 more wounds than enlightened unit and 6++ save on top of that. Not to mention they also have mortal wound inflicting banner and larger body count than enlightened (which is useful for holding objectives). I'm not saying that they are better than bestigors or enlightened overall, but claiming that they're strictly worse than these units is a bit silly when it's more of a case of trading attack power for survivability.

    • Like 1
  2. It should also be noted that there is still the non-debunked (as far as I know) fyreslayer november/late october release rumour. While I don't always put much weight to these "l heard from a guy at my store"-rumours, there is some credibility to this particular rumour, mainly that it would actually coincide with the release of Brian Bl- Gotrek Gurnisson audiodrama, and if I were a businessman, I'd use the audiodrama to promote fyreslayers and vice versa. Maybe get Brian Blessed dressed as gotrek and do video for warhammer community team, then I could die happy.

    • Like 1
  3. 11 minutes ago, Hvy said:

    Can anyone give me a reason to use Plague Censor Bearers? They do nothing better than plague monks and are more expensive for a similar sized unit. Even as a cheap screen I'd rather just spend the 10 extra points for 10 plague monks. What am I missing?

     

    Thanks

    Well one use for them is to leave a unit of them behind ranks of plague monks. This means that any enemy charging your plague monks will also get hit by plague censers on the back, thanks to their 2" range.

    Also guaranteed rend is guaranteed rend. In faction with no proper rend tools that is something to remember. With that said, I agree that they're not too great (wish their cost would've been dropped to 50).

  4. 6 hours ago, Sev said:

    I heard about a new Fyreslayers battletome coming late october/november  ... dunno if anyone already talked about it here :o 

    Fyreslayer tome has been mentioned here, but I don't think there was any mention it being released that soon (would be happy if that was the case).

  5. Although I would be really happy for skaven btome, I would be really disappointed if there's no new models. Skyre stuff is mostly metal models and stuff that isn't easily accessible (isle of blood stuff), moulder rat ogres are old and lame, pestilens stuff is fine but eshin stuff is super outdated and there's not a lot of it to begin with. It would also be cool to get some brand new stuff (I want skyre battle mechs).

    • Like 1
  6. 2 hours ago, Kirjava13 said:

    Let's get this chat back to the real issue here: giving Sylvaneth a good raddishing. How does the Fly rule interact with Wyldwoods? If models run or charge across Wyldwoods they have a chance to get tree-buggered, but surely flying troops who can just go over the top with all the enthusiasm of Frenchman at Verdun are immune to that? 

    I'm pretty sure flying units can ignore wyldwood charging "deadly terrain effect". After all if you read core rules, on flying it states something like this: "...when doing any type of move (including run/charge/pile-in), flying units ignore other units and terrain AS IF THEY WEREN'T THERE..." that last bit clearly shows that charging or running across woods should have no effect. Not 100% sure if ending charge/run on woods will work on flying units though and of course when those woods awaken and slam those mw.s around, that works against flyers as well.

  7. My take on this whole Lords of the lodge controversy: While it may be true that this whole "warscrolls triumph over rules" makes lotd currently usable with its "seizing the turn for yourself", however... There are few things that indicate clearly that this is not the intention by gw:

    1) Lotl was one of the most expensive batallions in the original ghb. Back then it took into account this powerful turn roll altering ability. Now it has standard price for cheap batallions and that is WITH artifact and command point thrown in.

    2) Lotl is literally the only warscroll remaining where this turn altering stuff exists. No other ability can directly or indirectly alter turn roll. Why on earth would gw make fyreslayers exception when they have clearly intended that no-one touches turn roll ever?

    3) You know it, I know it, that if Gw were to make errata addressing lotl/new battletome, lotl's turn roll altering would be gone for good, and I write this with 100% confidency. You may try to twist gw's rules to your favour, you may try to use RAW as some guideline, you may try throwing some bullcrap about "fyreslayers needing all the help they can get", but the fact is simply this: We all know this ability is not going to stay as is. If you claim to think otherwise, you're either lying to yourself or you haven't been paying any attention how gw has been handling ability controversies such as this lately.

  8. Well it looks like in most recent faq gw reverted the whole "you can use this command ability if this model is your general" with all fyreslayer command abilities. But runeson on foot c.ability is now wound re-rolls of 1 for all friendly fyreslayers wholly within its range rather than giving full wound rerolls against 3+ wound models.

    • Like 1
  9. I'm really sad and disappointed by this Skyre allegiance change. Why on earth would anyone want to risk taking d3 mw for 1 extra lousy damage, it's absurd. Well, I guess my Skyre will be on shelf until new battletome arrives (or better rules), not that I have any shortage of armies to play but still, what on earth were they thinking...

  10. 1 hour ago, SleeperAgent said:

    Knight of Shrouds on Ethereal Steed (general, ruler of the spirit hosts, midnight tome) -140
    Lady Olynder -240
    Reikenor the Grimhailer -180

    Spirit Hosts (battleline) -120
    Spirit Hosts (battleline) -120
    Spirit Hosts  (battleline) -120
    2x Bladegheist Revenants (10 total) -180

    Black Coach -280
    Black Coach -280
    Mounrgul -300

    Geminids of Uhl-Ghysh -40

    Mounrgul may become another unit of 10x Bladeghiest Revenants and a buff of 3 more spirit hosts to one of my battlelines.
     

    Why don't you have any spirit torments/chainghasts? Bladegheists only get full hit rerolls near them. Without those hit rerolls, grimghast reapers will likely do much better job than bladegheists and for cheaper. 

  11. Engine of gods is pretty easy to fix. Just make it like screaming bell, in other words, that summoning works only once per game (regardless of how many engines you got) and if you roll the summoning result later, you get to pick the result of your choice (lower than 18 obviously).

    • Like 2
  12. 1 hour ago, Almace038 said:

    What were your thoughts regarding the Vulkite weapon loadouts? I see you brought all of the different options. A friend of mine has just started playing the army and is looking to your success and insight for guidance.

    Although pickaxes + shields are generally considered the better, axes are so much more reliable at actually hitting stuff, plus with nighthaunt released, rend isn't that great thing against them so having one unit of axes is pretty good imo.

  13. 45 minutes ago, Bimli said:

    can anyone point me in the right direction here i cant find where only a wizard can unbinde an endless spell

    Anyone who can unbind can unbind endless spell, but only wizards can dispel them. They're 2 different mechanics. Dispelling means spending one of your casts to remove active endless spell from table.

  14. On 7/4/2018 at 5:09 AM, Bimli said:

    ok so now since we had a chance to digest the new ghb our good old fyreslayer took a hit i.e. point increases, wholly within, command abilities that are less than stellar, and no more vulkite horde rules. what is the general game plan people are considering? 

    here is my consideration list. Not sure on the magic items yet and I am wondering if magadroth are worth it... heck im nit sure if the runefather is worth it but below is what i got for competitive. So the game plan for the rune lord is clearly magic defence and the KO are for character and monster sniping. my vulkite amd runesmitter to teleport where needed and the vulkites, battle smith (reroll saves) and runefather hold the lines and basically smash face. thoughts?

    fyreslayers 2000 pts

    fyreslayer allegiance ability

    heroes
    Runefather on magmadroth (leader)
    battle smith
    runesmiter
    grimwrath 

    battleline
    30 vulkite berzerkers war-pick and shield, hornblower
    30 vulkite berzerkers war-pick and shield, hornblower
    30 vulkite berzerkers war-pick and shield, hornblower

    allies
    rune lord
    arkanaut company light sky hook x3
    arkanaut company light sky hook x3

    Couple thoughts about that list:

    First of all, the current allies rules prevents you from taking more than 1/4 of your units as allies in addition to that 400p limit. Since there's no 12 units in your list, this list would be illegal. Obviously easiest workaround would be to just fuse both arkanaut units in one big one.

    However second thing is that I honestly feel some dispossessed infantry would work lot better than kharadron since you have runelord. Problem I see with runelord is that his unbind ability isn't good enough for justifying his point cost. Those buffs he gives are very strong but they're only for the dispossessed. Obviously if you don't have any dispossessed (and no intention of getting any) then I guess there's nothing much to do.

  15. 47 minutes ago, RatOfGod said:

    I honestly struggle to read this as being a permanent effect in any way. I'm also a little unsure in what sense you read this as having an effect on 'all successful attacks by that model'. If the rattling cannons do 3d6 attacks at one damage each, then as per the core rules a successful attack is one wound roll for which the corresponding save has been failed. It goes on, in the core rules, to then describe how 'each successful attack inflicts damage on the target unit' and so on.

     

    Per the wording you've quoted from the GHB, then, it stands to reason that after rolling your 3d6 attacks on the rattling cannons, for instance, and working out how many wounds should be allocated, you then double the damage characteristic of 'a successful attack'. That is, if one successful attack deals one damage, you double it, only adding one to the total wounds allocated. It specifically does *not* say that you 'add 1 to the damage characteristic [...] for each successful attack'. And further still, if it specifies 'a successful attack', then it certainly doesn't imply 'each successful attack that the model makes for the remainder of the game'.

    It says "increase damage characteristic of the WEAPON by 1" weapon implies the entire weapon for that model which in turn would mean that all attacks benefit from that damage increase since all attacks happen at the same time.

    But hey what do I know, I'm no rules writer. Maybe this ability is just crappy massive nerf to the original but the wording used is pretty terrible either way. I'm not trying to powerplay here, I'm just showing that there is multiple ways to interpret this ability. Anyway, until faq comes, I'm going to play this ability assuming that it buffs all the attacks made by model but not as permanent effect, because if it is literally nothing more than +1 damage to the total, it is literally the worst allegiance ability in the history of aos period and I'd like to believe gw doesn't just shat on skyre just for the sake of it.

    • Like 1
  16. Ok I just got the ghb 2018, and got to have a proper look to see how skyre allegiance ability was changed. Before I begin any analysis, here's the changed part in the ability (word for word):

    Add 1 to the damage characteristic of a weapon used by a friendly skyre model that has made a successful attack.

    This obviously replaces the old double damage thingy. Anyway here's few points:

    1. Based on core rules, successful attack is when enemy fails save roll so that is when this ability triggers.

    2. Nowhere in the ability could I see mention that this is temporary effect. I'm not sure if that was intended or not (or if I missed some key detail) but I'd assume wording for temporary effect would be something along lines of this: "add 1 to the damage of each successful attack this turn" or similar. This could mean that you can stack the damage boost for single model at the time for every shooting/combat phase. (So even without the spark you could shoot 2 damage with each succesful ratling gun shot next turn for that model).

    3. Regardless whether the effect is temporary or not, 1 thing is clear: it affects all successful attacks made by that model (so ratling guns and shock gauntlets are amazing with it).

    This however creates one rather annoying thing: you have to roll every single model seperately until you choose to boost the damage. After all, if you roll all at once, how do you know (without different color dice) which model made which attacks. This is somewhat cumbersome and a slow way to do things.

     

    So anyway there's my analysis. What do you think? Is it temporary effect or permanent buff? If you ask me, I wouldn't see permanent buff be a op in any way (not with all the other crazy allegiance abilities coming with new armies) but I think this is something that needs faq clarification (or someone better reading rules than me).

    Edit* forgot to mention, kickback damage for using spark is now only d3 mw instead of d6 if it triggers.

  17. Also magmarunesons ability is now simply full charge reroll aura instead of the roll 3 dice and pick the 2 highest results. Ultimately though, fyreslayer command abilities never were really worth stacking in the first place. The only real disappointment to me was that they made that change for runeson on foot. Nobody is ever gonna pick that guy as their general so his ability is just pointless (again).

  18. I don't think lady ollynder is undercosted. Her abilities have relatively short range and she herself has only 7 wounds which is nothing to write home about. She's good, no question about that, but she's very easy to shut down too. She might even die before she gets any healing done. Obviously final verdict can only be given once full allegiance abilities are revealed.

    • Like 1
  19. My biggest gripe with these releases is that based on that picture, grimghasts will indeed be min size of 10 like the ghb point leaks suggested, which would mean that the 4 guys of the starter set will be basically completely useless without some trickery. Fortunately for me, my brother is also buying the set so I get 8 of them through that, then I can simply make one of my extra cairnwraiths into grimghast (nobody'll notice the difference anyway) which just leaves 1 model short. Considering that the glaivewraith unit appears to be min size 4 (which is also stupid but believable if it is based around that easy to build kit), starter set should give me 1 extra which I'm sure can be cleverly converted into grimghast. Still, it's a real bother if this is true.

  20. I don't know what gw has said in its millions of faqs but I've been under the impression that negating wound through any way is not same as the wound having already been allocated to the model. I mean in Morathi's case (if that was intended) it would be the stupidest rule they've ever made period. "Oh look I managed to roll 3 lucky 6s, well I guess you can't do ****** against my gal this turn har har". If it does work like this, I'll bet my lifesavings it will be faqed later. 

    In fact, if there ever was a character that might see rules changes/nerfs in the future, it's probably Morathi. Now I'm not screaming nerfs here (yet), she might be very expensive and so forth but I can see her being easily one of the more troublesome characters ever released in age of sigmar and not in the good way. We'll see.

    • Like 1
  21. Even though it's a cool model, I'm really disappointed that it's stormcast (with that said, if all sce were designed closer to this model's design, I would have like stormcast more from get go). With all the other factions they took some of the smaller non-battletome factios but here they just couldn't resist giving order yet another stormcast hero.

    I do hope though that gw has enough smarts to show early showcase of some of the new death models (assuming they exist) when they reveal malign portents, even if they won't be released until march earliest. 'cause based on number of comments I've seen here and on other comment areas/facebook, Gw will have to face full wrath of death playerbase if they show nothing but some new campaign book or similar.

  22. I would be very careful not to overhype regarding this malign portents release. I suspect it will mostly be some new campaign/realmwars/firestorm-esque release with the 4 heroes (1 for each grand alliance) being the center focus. Now there might be new death announcement but I strongly believe that nurgle is the next in line to be released and I don't think gw wants 2 releases to clash with each other (unless ofcourse this is a surprise new aos edition (with new logo and all) with a new starter set for nurgle and death but I doubt that).

×
×
  • Create New...