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Vextol

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Posts posted by Vextol

  1. I've always used nerf as 'make less effective' .  If you hit someone with a baseball bat, it hurts.  If you hit someone with a baseball bat wrapped in "nerf foam" it hurts way less.  

    Ironically, people use the term "hit with the nerf bat" as a means of indicating they were weakened a lot... though... if you were hit with a "nerf bat" it shouldn't hurt that badly so I'd rather be hit with a nerf bat  than hit with a bat and nerfed 😬

    I like "nerf" when the effectiveness of a unit is reduced and "nerfed into the shadow realms" when a unit is ruined. 

    Maybe we could say "Foam grand slam" if a unit is ruined.  Keep those bat similies going. 

    • Like 1
  2. 1 hour ago, Duke of Gisoreux said:

    I also considered to buy those, but I didn't like them as they are too small compared to their price and how much storage they provide for miniatures. So I bought Ikea Billy racks with glass doors and installed LEDs  in them. They are much better for the purpose as they provide about double the space each compared to the floor space required. Of course they were much more expensive, but who cares when you look at all the miniatures?

    Well geeze, I liked them.  I mean, I'm sorry they're not big enough for someone who has a game room large enough that they literally have a DUNGEON door that enters into it 😂

    At least now I know what and actual "problem" looks like.  

    Seriously though, that is quite the collection!  I also looked at those shelves and did in fact want them.  It's a better system but as you mentioned it does come with a much steeper price tag.

  3. On 1/11/2019 at 11:40 PM, Skabnoze said:

    Very nice.  Those look like something I could better fit into my office and game room with existing furniture than a traditional curio cabinet.  I used to have a curio cabinet for my stuff but we bought a new house a few years back and my wife took it after the move.  I have not bothered getting another one yet.

    Yeah, these were very generic but they work great.  They don't seal so they aren't good for formal collections like coins, cards , comics  or "dust free" things but they are amazing display cabinets and the construction is definitely acceptable.  They are NOT adjustable though so what you see is what  you get. 

    Mine are begging for the rest of my sylvaneth and Idoneth forces to be finished 😂

  4. 6 hours ago, Feanor said:

    Why fuetan makes them worse? 2 attacks on the warscroll benefit the reroll. 

    Btw i have 3 fat sharky bois and i love them but never really want to field them in a tournament( aside one for the batallion) : 

    Shark have 4 wound less 10 attacks less 2" slower and no great abilities (compared to the defensive eels) 

    I think they need a warscroll buff or like the small KO ship a decrease in point cost :/

    Worse for eels because they lose the retreat and charge turn in the tides 

  5. 11 minutes ago, Sactownbri said:

    Akhelian Corp is great, really the only one I ever play. Fuethan + High tide, + Allopex  + Supreme Lord of Tides makes Allopex look too cheap. You also need to commit to using them, one alone is meh.

    Yeah but...with no buffs at all, a unit of morrsarr does more damage on the charge (by a lot), they aren't monsters, they have 2 more wounds, they move faster, and deal mortal wounds.  Alloplexes feels like a tax in the Corps.

    Given, supreme Lord of tides does help this, but spears only loses a little bit of ground on the bite per command point spent and the buffed fanged maws and lashing tails of the guard are enough to outperform the buffed hooks and fins of the alloplexes.  Adding attacks to these outweighs the potential benefit of the increased attacks on the bites.

    If you're worried you can't charge the enemy, then yes, alloplexes will outperform on damage but you're probably in a bad way.  Fuethan actually makes eels worse so it's a good one to pick for eel-badness.

    I think alloplexes feel like they're "missing" something.  That's why I want a rend on their shooting.  

    As a side note, I'm currently painting 3 of them.  Don't get me wrong, I love these guys.  But I can't defend that they are a good competitive choice.  I love the models and I think they're fun and fully support anyone who wants to field them.  If I ever played against alloplexes when someone had a box of eels they could field,  I would buy them a beer. 

  6. 22 hours ago, Sactownbri said:

    I use two Allopex and am considering a third. I always feel that the people that say they are not good have never played with one. I particularly enjoy using them to outflank with a soulscryer and Reavers.  That squad has assasinated a large number of heroes using the almost auto charge rolls, my biggest kill to date is a charge kill on Arkan the Black. The one reroll a phase you can get on the Leviadon with the Akhalian Corp is also quite great, and requires an Allopex.

    I don't think it's that they're not good.  I think they're not worth it.  You're almost always better going for eels point for point.  The typical response would be to make the eels cost more.  BOO.  I think the aloplex should be tweaked instead.  Maybe toss a rend on those shooting attacks.  That way, the major melee units don't canabalize each other and instead, alloplexes can serve a different function.

    • Like 1
  7. 4 hours ago, Glazer said:

    Just for the record, the precis of the Soul Cage rule in the OP is not what appears in the Nighthaunt book. Here is the text from Nighthaunt (note the emphasis on the word fight):

    'Soul Cage has a casting value of 6. If successfully cast, pick an enemy unit within 12" of the caster and visible to them. Until the start of your next hero phase, that unit cannot retreat. In addition, until the start of your next hero phase that unit cannot fight in the combat phase unless all other enemy units that are eligible to fight have already done so.'

    TLDR Soul cage says fight, not attack.

    Haha!  It was fight!  Not a GW typo then but a general typo 😂

    That basically clears it up for me.  Thanks!

  8. 1 hour ago, Isotop said:

    I agree, an eligible unit must fight. I do not see how not being able to attack makes a unit not eligible. I think we can agree that every "must" includes the implicit statement "if possible". So, yes, a unit picked to fight must attack after piling in, if possible. If you disagree with this implication, feel free to dicuss.

    The problems I am seeing with your understanding are the following:

    (1) A unit that charged in the same turn is eligible to be picked for fighting (even if it is not within 3" of an enemy unit when it is picked). Would you say a unit that can not reach enemy models with their pile-in + weapon range become not eligible (because it will not be able to attack)?

    (2) A unit engaged with an enemy model equipped with the Dopelganger Cloak will not be eligible before the bearer of the Doppelganger Cloak attacked. Is this your intention?

    (3) Imagine the following scenario: There are two units in melee combat with each other (within 3" of each other). There are no other combats happening. Both units are affected by Soul Cage. What happens here?

    I don't necessarily agree with the notion "must" being "if possible" because it would call every other "must" in question.  I always read must as a definite must unless a warscrolls specifically says they don't have to. 

    You cannot fight unless you attack because you must attack to be able to fight.  That makes attacking integral to activating because fighting is integral to activating and attacking is integral to fighting. It's the big difference in our logic.  I do not read an implicit "if possible".

    1. Interesting and something I hadn't considered.  That's a legitimate question in any form actually.  I think the intent behind the rule was that if you killed a charged unit with a different unit, you could pile into a second unit with the one that charged so as not to waste the charge.  I've never considered what would happen if your second pile in didn't actually make it to anything. 

    2. I suppose yes but I know this community at large would disagree.  If not, I'm invisioning a stardrake with the cloak in the house that let's you attack in the hero phase.  If you had enough stuff in combat, he could easily wait until the end, eat 6 people (and break cohesion killing a ton) and never himself be attacked.  

    3.  I considered this actually.  I believe what would occur would be the first player whose turn it was when there were only soul cage units left in the field would get to attack.  Not super clear though.  

    I think I'm on the fence right now.  I don't like the idea of making a unit lose all their attacks.  It's one thing to make someone attack last, it's another to take 100% of their combat capability simply with some tricky activation 

    • Haha 1
  9. 3 hours ago, Isotop said:

    Yeah, it must attack. Not being able to attack (because of Soul Cage) does not make the unit not eligible. What I am saying is: You can pick the unit to fight - if you do so, you can pile in (Soul Cage does not stop you from doing so) but you will no be able to attack.

    What exactly is not clear about this? The core rules do not say a unit has to be able to attack in order to be eligible for fighting.

    Actually, it does.  It is the transitive property of equality.  If a unit is eligible, this means it is able fight.  If a unit is able fight, it must attack.  Therefore, a unit that is eligible must attack.  If a unit cannot attack, it isn't eligible to fight because eligibility hinges on the necessity to attack. 

    If the wording said "If you pick a unit to fight, it first piles in, and then the models in the unit can attack" then it would work.  But the presence of the "must attack" means a unit that has been hit with soul cage cannot fight and a unit that cannot fight isn't eligible to be activated.

  10. On 11/22/2018 at 1:48 AM, Baldur said:

    Thank you for the quick reply.

    @Isotop I always thought that when you activate a unit you have to attack as well. Would not you waste your attacks by activating?
    And if you can activate them then you have to activate them by the turn order?

    According to the core rules, if you fight with a unit (aka activate) you must attack.  Under section 5: Fighting.

    I don't think you could choose the soul cage unit to 'activate' though.  You can only choose an eligible unit.  As the opposition hasn't attacked with all their options yet, your soul cage unit still isn't eligible.  If they were your last unit, you'd be forced to pass

    Thanks to the FAQ (page 5 under "attacking"), your opponent cannot also pass if they have eligible units to fight with.  So what you end up with is that you will continue to pass until all their units have fought.  Then, when it's your turn, your unit would finally be eligible and could fight.

    I think what's happened here that's causing the confusion  is a simple typo.  Most likely, soul cage should have said "...that unit cannot fight..." and not "...they unit cannot attack...".  

    Edit: It was pointed out that the real rule is actually "fight".

  11. Almost done with my Iron Clad.  Need to base (and finish the mountain underneath :D).  So far this is the least 'matching' army I've ever built.  Literally every model is just a "lets go for this this time!".  It's pretty funny looking on the field.  

    They don't call them 'clowns' for nothing!

    IMG_20180205_233628.jpg

    • Like 9
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