Jump to content

Malakree

Members
  • Posts

    2,760
  • Joined

  • Last visited

  • Days Won

    5

Posts posted by Malakree

  1. 3 minutes ago, Black_Nexus said:

    Gorkamorka’s Blessing
    Healing potion
    Sidestep
    Brutal but Kunnin’
    Kunnin’ but brutal
    ‘Avin a good time
    Distraction
    Leadin’ by Example

    I had all of these 8 and  dual strike/Scrag em, which are explained above. That said against the undead I really would have loved confusion, it's so key to get on the warden and he can block it off from you.

     

    6 minutes ago, Black_Nexus said:

    Great Fortitude
    ‘Ard Head
    Waaagh!
    Crush and Cleave
    Brutal Swing
    ‘Eadbutt
    Unkillable

    Again I ran these 7, I almost ran the basha/hakka get +1 dice if they charge. Their abilities and the fact they inspire to 1/3/2 means they can become monsters in their own right. Hackka getting cleave on a crit is brutal on 1/4/2.

    There's also an upgrade card which is helpful whispers - "if this fighter treats (1 support) as a success if they are unsupported" not sure on the exact wording but it's a great neutral for us because all our inspired fighters are so solid. Again on had 2 floating upgrades which were meh.

  2. 2 hours ago, Killax said:

    Great Fortitude
    Confusion
    Healing Potion
    Sidestep

    I used all of these, healing potion is fantastic. I'd say autoinclude.

    2 hours ago, Black_Nexus said:

    Hold objectives early for early glory, fight and try to force the enemy into his own board

    There are so many good objectives, especially for early scoring, that I think they are unnecessary, they also detract from your primary goal of moving forward/supporting all your fighters. For early objectives you've got deres more of us, biggest and da best. Good scrap

    Plant the banner - "score in an end phase if your leader controls an objective I'm the enemy territory."

    A - "score immediately if 3 of your fighters make a charge action."

    - "score this in an end phase if each of your your remaining fighters 2+ has attacked a different enemy fighter this phase, 2 glory"

    Swift advance - "score this in an end phase of all of your remaining fighters are in enemy territory"

    - "Score this in an end phase if each of your remaining fighters, 3+ is adjacent to an enemy fighter" 2 glory

    There is also a very cool objective which combos with 1 (2) potential ploys. The cards read

    - "score this immediately if one of your fighters attacks with support from 2+ more fighters than your opponent"

    Scrag em and dual strike - "for the next attack each of your fighters counts as 2 fighters for support"

    Before you say anything, yes this does work, I had it FAQ by the guy who designed the game before I handed my list in!

    So you can see there really is no need for 1-5 in your objectives deck. That's 9 cards for your deck all of which are pretty easy to score running at 1/2 glory each. This let's you play the objective game of messing with your opponents ability to cap while leaving you free of the same trap.

    I loved my 2 of my final 3 which I would keep

    Conquest - "score in 3rd end phase if all your surviving fighters are in enemy territory. 

    - "score this if you scored 2+ other objective cards this round".

    The final card is my question. There's no obvious one I could find and you probably want a 3rd end phase big scorer. Possibly ard as iron for an opponent who is playing really defensive.

     

  3. So I played ironskulls boyz at the bad dice tournament on Friday. Managed to finish in 6th, don't remember my deck list but can find out next week if people are intrested. 

    I only had about 30mins to build the deck so there is easily room for refinement.

    The warband is hyper aggressive with a lot of amazing warband specific cards. You are very dependent on both board setup, you want to have as many linking hexes as possible, and on objective placement. Since you generally won't have the 1-5 cards you want to use your first placement in your opponents half to block good placement for him and put it towards the front of his board. Plant the banner let's you score 1 if gurzag holds a point in the enemy territory so a nice east score is great and it denies your opponent good defensive objectives to.

    The deck itself is very aggressive but with great tricks. In the poly phase you can trigger a free attack, get a move off that attack and even trigger charges. This let's you act out of sequence a lot.

    Only gurzag is good uninspired but with 4 health the others inspire easily. Once they do there is no bad fighter.

     

    • Like 1
  4. 10 minutes ago, Sangfroid said:

    Brutes are literally the answer to every question posed in AoS, wonder if a list with 40 in might get branded a bit overkill.... 

    Allegiance: Destruction

    Leaders
    Orruk Megaboss (140)
    - General
    Orruk Warchanter (80)
    Orruk Warchanter (80)
    Orruk Warchanter (80)

    Battleline
    15 x Orruk Brutes (540)
    - Ironjawz Battleline
    10 x Orruk Brutes (360)
    - Ironjawz Battleline
    10 x Orruk Brutes (360)
    - Ironjawz Battleline
    10 x Orruk Brutes (360)
    - Ironjawz Battleline

    Reinforcement Points (0)

    Total: 2000 / 2000
    Allies: 0 / 400
     

    WAAAGH!!!

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

    It not being effective of course is no reason to not fix it. An ability that doesn't leave the opponent even a chance to react is not something desirable either. Unfortunately there are quite some abilites in the game that do exactly that. The scoring point issue is just the icing on the cake, because who can survive a triple turn?

    Definitely needs fixing, that's a no brainer, I still don't see it as so unique in how it is able to break the game.
    The amount of game breaking stuff in AoS is just too big for that.

    But then again that's my personal opinion on it. :)

    I think the complaint largely revolves around it scoring multiple times in a turn.

    If your opponent takes first turn, grabs 3 objectives, of 4, scores 3 then gets a 2nd turn, scores 3 again, takes a 3rd turn and scores another 3.

    At that point you start YOUR first turn and it's 9-0 on points. You get 5 points for seizing objectives so if you sieze on your turn 1 it's now 9-5. For the next 4 turns you score 3 and he scores 1.

    So you get 12 he gets 4, the score at the end of turn 5 is 13-17.

    That means there's 4 points in it, ie. If it takes you till turn 2 to seize or he manages to reclaim you lose.

    All of this assumes you come out of the first tripple turn in enough of a shape to completely DOMINATE the rest of the game.

    Considering all the advantages gained from just having an extra turn being able to score multiple times in a round is overwhelming. 

  6. 24 minutes ago, Aginor said:

    Correct. I'd still prefer solutions not tailor-made for just ONE problem. So the solution does not belong onto the EotG warscroll but into the core rules and/or the battleplans

    I don't think anyone would suggest otherwise as that prevents the problem from occurring in any other situation as well.

    One of the problems is that there is a limited amount of time the player testers have and their going to be limited in perspectives and thought patterns. It's like in wow, the player base puts in more playtime in the first day than they can in months.

    It's why iterative game design works, because they design the weirdfist, we find all the problems with it and discard it as useless then we all say "if only it did X" suggest it to them and they have a variety of options they could potentially choose from while not having to commit their limited resources to that ONE problem.

    The interaction between eotg and points battles is Super niche. As you said you could play over a hundred games and never have it happen. That's one interaction of one model out of thousands.

  7. 4 minutes ago, Aginor said:

    I somewhat agree, but then there are other battleplans massively favouring some armies that can outright win the game if they go first (there is that new one with the terrain breaking off for example, forgot its name). Those also eliminate the chance to even score an objective point.

    ...in the end I think for me it comes down to:

    -> yes, it is a bit broken, but it is quite unlikely to happen
    -> other stuff is just as broken but also just as unlikely to happen
    -> yet other stuff is just as broken or more, and has to get fixed much more urgently since it breaks game balance.

    ...also I think that's really my main gripe with AoS. There is no real balance. It is getting better, it definitely is, but it is still bad, and that makes me angry sad.

    Given that the fix is so easy and doesn't impact the army in any other way it's an easy and obvious solution. 

    Something else is just as exploitive in a different scenario isn't an excuse to fix this exploit. 

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

    I totally agree on the rule interpretation and it not being cheesy regarding pile ins.

    On a slight side track though the tactical removal of casualties is never something that's sat right with me - again I agree that it's totally legitimate, but for me it just breaks the immersion if that's the right word. It just doesn't make much sense.

    I think it'd be a nice improvement if the rule was to remove the model(s) closest to the attacking model(s).

    Look at it like this, a guy on the front row is always the one killed.

    Does the next rank step up, if yes then the model at the back is removed, if no the one at the front.

     

    Jesus those ardboyz look like ardwork, mine takes a while to do but I can't imagine it's anything close to yours...

×
×
  • Create New...