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Cayseymax

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Posts posted by Cayseymax

  1. I see your point… and it’s a good one. I just thought it would be funny… I wouldn’t make them look like the Tintin tho with bones in their nose or anything like that… the naked part granted was for lolz sure, the African part no.

     

    it’s just that I usually see them in a more Viking themes tribal look… and I think African tribal would be genuinely cool! 

  2. So, I have an idea for a controversial paint scheme. I’m considered making a sons of behemoth army, painted like Africans… but I want them to be naked, like tribesmen… with visible and pronounced genitalia… granted that’s more for provocations, But The African tribe idea is legit!


    my question is this, how would you guys feel/ react if someone showed up with a naked African tribe of Behemats? 

    • Haha 3
  3. Thank  you for your respons. I am very sorry to hear what has transpired in your life... it would definitely also push gaming far in the background! 
     

    My thoughts go out to you...

     

    Regarding the tome, I hope work will continue. It’s not a bad product, but as GW continues to published new armies, and errata so does the project. Hopefully, the work will continue.
     

    Again, best wishes. 

  4. It sucks big time, but the tome is dead! @henin needs to wake up and either put this in the grave, or resuscitate this tome, now! I’m sure there are plenty of people willing to assist and support it, but without the leader present at all, it’s very difficult getting motivated! 
     

    Either do it, or kill it!

    • Like 1
  5. I just want something that is balanced. I would like to be able to win some games, but I have no need to be top tier with this army! It's all about just not sucking and effectively playing with a hcp, basically having lost before we even start. Using the GW battletome sucks major league bum hole!

  6. On 7/5/2018 at 5:04 PM, kenshin620 said:

    The problem is that Brayherds have no "point" mechanic for summoning like what seraphon or the various chaos gods have and GW didn't really feel like giving a non battletome army an overhaul.

    Right... I just thought they would get one due to how GW worded that piece of info...

     

    On 7/5/2018 at 6:01 PM, Infernalslayer said:

    They probably meant that every battletome/tournament army that could summon in AoS 1.0 would get a summoning revamp in AoS 2.0.

    Brayherds are an underdog army and they likely didn't want to spend more time on them than necessary so they just replaced the summoning spell of the Bray Shaman with a generic one. 

    It does feel that the herds lose more flexibility with each General's Handbook since 2017 and i don't think this will change in the foreseeable future, unless they ever decide to give them an update like with Daughters of Khaine. I will keep mine for casual games at home for the time being and spice up my games with some beastmen characters from the first General's Handbook compendium. ?

     

    Right... Especially since its such a small factions. If they just combined all the herds then that might be a viable option.

    So what is a Brayherd player to do? Go all in on Forgeworld monster of chaos or what?

    Any suggestions to get a playable list would be great!

  7. Question...

    Have Breyherds lost all ability to summon now in the new edition? It would seem a lot of the flexibility that they used to have is gone... Is this really true? Did Gamed Workshop nerf Breyherds???

    Reason for me asking is that GW wrote that all factions that could summon, would have their summoning system revamped... Now it seems that Breyherd just lost theirs???

    Quote from Rules Preview, Summoning: "Rather than summoning units through magical spells, every army that could summon units before now has a unique resource that allows them to bring fresh reinforcements onto the tabletop that fits with their army’s background – if you’ve got the Maggotkin of Nurgle or Legions of Nagash, you’ll have played with rules like this already."

    What happened to this???
     

  8. 18 minutes ago, Nielspeterdejong said:

    Well to be fair, the Bretonnians lack the monsters of the other races, so they will have to rely more on their strong heroes. I think the Green Knight is in a good spot right now, due to his current capabilities. If anything, making it simpler by giving the Protection of the Spirits boon for all phases (it is just for half the army), and removing the exceptional steeds in favor of a boon for the Peasantry should be enough. Though the point cost for the battalions would also help a ton!

    No... just no!

    The Green Knight is way too powerful for 160 point. That's not even an argument! If you keep him in the current form, he should probably cost 280... but I think a reduction of his powers and and increase of his cost if better. The green knight is not supposed to be a crazy unkillable powerhouse. He has never been so in any editions.

    Making it possible for nobility whole army to have 5+ save against all wounds is ridiculous! That is also broken! If anything is should only be shooting phase and as Someone2040 point out the stacking or multiple things giving by Shield of the Lady, Sirine's Locket and Virtue of Favour, should be removed!

     

  9. 13 minutes ago, someone2040 said:

    At the end of the day, I think 2 wounds or whether 160 is too high for them is a moot point.

    When you write rules, you need to fit into the existing ecosystem of the game.

    Foot Knights aren't dismounted Grail Knights. There's no justification for giving them an extra wound, as they're not really any tougher or any bigger than an ordinary Knight off his horse (and Knights only get 2 wounds because they are on a Horse).

    There are plenty of other elite infantry in the game that are also 1 wound. Greatswords don't have 2 wounds, nor do Swordmasters, Black Guard, Executioners, Bestigors, etc. Chaos Chosen don't have an extra wound over Chaos Warriors. They all show their 'eliteness' by having a better weapon profile and additional abilities.

    All of these 1 wound elite infantry units are all in the range of 140 to 200 points for 10 models. So Foot Knights while being 1 wound, have to fit into that also. They are clearly at least on par if not better than Greatswords, so can't really be any lower than 150 or 160 points. They are probably not quite as good as Swordmasters or Executioners due to not naturally hitting on 3's, so 160 points sounds right.

     

    Even if all these 1 wound elite infantry units are overpriced in game (they might be), you have to fit the ecosystem. Otherwise it just looks like you're writing house rules that aren't objective, and favour your 'army'.

    Also, even if it was justified for 2 wounds, they'd then need to cost at least as much as Blood Warriors.

    That is your point of view! I disagree! This whole idea was to favor Bretonnians...  But just disregard my comments then... I think putting a rule set out asking for comments and then brushing most of them aside is a moot point! 

     

    Im done! 

  10. 3 minutes ago, Nielspeterdejong said:

    But didn’t the alpha version cost 160 for 5? Or did you pick 10 for 160 points, 2 wounds each?

    They cost 160 for 10... according to the alpha version rules update posted a few days ago. :)


    First I tried the version presented in the alpha rules, then for fun I tried giving them 2 wounds... so still for 160 points...

  11. 1 hour ago, Nielspeterdejong said:

    Well I meant the Greatswords units from the Empire. They cost 150 points for 10 units with 1 wound each I believe. Do you feel that giving the 10 foot knights (for 160 points) 1 wound each would not be enough?

    Ahh...

    No I only tries the Alpha-rules version of the Foot-Knights (10 foot-knigts every time). Here I first tried 5 tests with longswords and shields and 5 tests with greatswords... Against 10 ardboys! I also tried 10 foot-knights (with 2 wounds) with longswords and shields against 10 ardboys.

     

    The 1 wound versions sucked in my test... the 2 wound version did not.

  12. So I did a rematch of the 10 foot knights against 10 ardboys... Now with 2 wounds. Yes I still think they should have 2 wounds because they are knights, not just footmen.

    So did 5 more battles this time they lost only 3 times and the fights were a lot more closer. Personally I think that's much more balanced. 160 points are probably the right number. My reason for wanting two wound is simple. My test with both with a longsword and shield and with a greatsword they fell very quickly... Yes 5 battle are not enough to say they would never win and my dice rolls could have favored the orcs, but I was simply sad to see them fall so quickly, and my counter thought was then why would I choose them over mounted knights? There is as I see it no reason to choose them over knights , when they die that quickly, might as well get some mobility then...

    As I've stated in my initial comments, I think you guys are really close. I thing 99% of your stuff is great, I just thing there are a few areas where the units could be even more cool.

    Personally I just think some few units need a bit more to be something that is worth choosing over more knights.

    Cheers

  13. I dont think it’s reasonable to expect them to be 10 inch from damsel when the charge 3d6! Brutes cost 180, grail 200 I lost all fights... that’s not balanced! 

     

    i still I’ll think they should have 2 wounds! Are they not dismounted grailknights??? And if not, why not then? 

    Are pegasus knights not supposed to be the best knights in the Bret realm? I don’t think it’s a stretch to give them -1 rend, grail knights have -1rend! 

     

    The test i did they had no chance! 5 battles with each unit! 

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