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Tonhel

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Lord Castellant

Lord Castellant (8/10)

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  1. It probably sounds that I want unkillable foot heroes, but that's not the case. Although an Archregent should be able to kill a decent amount of clanrats per combat. 😄. Survivability of combat orieanted foot heroes was bad during 3rd. The damage output was also bad (i.e Chaos Lord). With the Weirdnob and Slaughterpriest it already looks like everything will have more or less have the same stat line. The weapon range is now a fixed 3", you aren't forced anymore to divide your attacks when fighting two units. So if there is no other rule to give some protecion for foot heroes. They are dead the moment they enter combat. This is a certainty with the rules we currently know.
  2. Great post! But we all know that some factions will have their battletome almost at the end of the edition cycle, so they are stuck with the index for a long time. The index system is a great tool to do a rules reset, which I agree was needed with AoS 3rd. But they could have easly done a Grand Alliance book as TOW did with Forces of Fantasy and Ravening hordes, which are full armylists with loads of options and still arn't many pages. But it's a business thing, if they provide the full package at start, they can't sell a battletome each edition... But the biggest problems I had was the meaningless of heroes, especially foot heroes. This doesn't seem to be fixed with the rules we know sofar. Infact if there are no specific rules for foot heroes, they will even die quicker as it seems that lethallity in melee is increased. The amount of melee damage a Krogixor unit can unleash against infantry is insane. 3 Slaugherpriests versus 3 Krogixors, is three very dead Slaughterpriests. 😉 So one Slaughterpriest will not live long in combat, while he has to be in combat range to use his abilities and ofcourse as a chosen of the god of war it fits thematic to be in combat, sadly he will be the first one to die. TOW gives a lot of options. It's not only that. I don't agree with your claim that it doesn't push you in a direction First your wizards aren't clones, they are individuals, that dabt in different magic directions, an illusionist, a battle wizard, an elementalist and etc... It creates immense potential for background stories, to make your wizards unique. In AoS, the wizards of your army all studied the same thing. It's just wizard 1 and 2, or maybe even wizard 3. Nothing special about it. They all have acces to the same spells. Perfect replaceable and zero tactical choice for where to place wizard 1 or 2, as they are clones all knowing the same stuff. Its done for tournament players, to have maximum control over the game and to speed things up. But for immersive playing, less competitive gaming wizard 1 and 2 are soulness clones. This was always a bit of a problem for heroes with AoS, as there was almost no customization for heroes, but now with magic the doubled down on it. It was cool to have CoS Aelf and human wizards that aren't clones of each other in your CoS army. Ofcourse we still have to see the warscrolls and I am still hoping to see a lot of different types of wizards in CoS. I love the Alchemite Warforger and I hope to see more of this kind of differentiation. I want to see CoS wizards from different realms, that control different elements. I don't want generic wizards that all know the same spells. But for that it is to early, but from what I saw so far, I do fear a bit for that.
  3. Exactly, they are chosen of Khorne, the god of war, hate, rage, martial prowness and etc... + and the mini's are huge. And most importantly they are heroes. Have you seen the Slaughterpriest mini? The Kroxigor isn't twice the size at all. In AoS 3rd almost no foot hero could have a chance to a Kroxigor. Not even a Soulblight Vampire or Chaos Lords. The most combat orientated heroes by fluff. I hoped that this would change with 4. A bit more attention, combat prowness and survivability for foot heroes. Foot heroes mean nothing in AoS. They aren't heroes. They are babies that have to avoide combat. If they enter melee, they are dead and they are "currently" with the rules we know sofar even easier to kill, as you can't force the pinned enemy unit anymore to divide its attacks. So you can't minimize the attacks back to your hero anymore. We will see when we know the rules for human heroes, but in AoS 3rd, all foot heroes have more or less the same stats. Again, the Khorne priest is a chosen one of the God of war. It are heroes, legendary figures that rised to such a status. Foot heroes are weaklings that have to avoide combat and from what we seen now, melee is even more lethal. The Slaughterpriest can't survive one round of combat, and to use his abilities the best he has to be almost in combat. It's a bit ridiculous. I can't be the only one that finds foot heroes really underwhelming in AoS? Chaos lords, Vampires... weakling is combat.
  4. WAAC players and tournament players do that. When you play with friends you build a thematic list and enjoy the experience. You are both responsible for a nice evening of gaming. Be it one of the past editions of warhammer, TOW or AoS. Maybe I am just lucky with my friends, but we never abuse options to WAAC. Now it seems more and more options are taken away because somethings are abused by WAAC players. I am fine with a lots of things that we have seen with the previews, but why limiting one spell lore per army and not per wizard. Certainly when that army contains different races or beliefs.
  5. We don't know what will be possible with CoS, nor what it means for the duardin, aelves and humans command traits, orders, artefacts. What we do know that the 11 free cities are gone, which are replaced by 4 battle formations, With the SCE we know they have 4 battle traits and 4 formations. Will 4+4 be enough to replace all the cool stuff CoS 3rd edition had. I don't know. So 11 free cities gone and one lore per army. While there was one for humans and aelves and prayers for duardin and the cool Lethis ability. With their focus on streamlining and speeding up the game am I a bit worried what this will do with CoS. I can't say the signals that the greenskins are getting is very encouraging. + foot heroes still seem to be super squishy.
  6. I understand that view, but it depends if the spell lores are good and fun. But to me with CoS as one of my armies it seems that it is only losing stuff, first the 11 free cities are gone and replaced by 4 battle formations. Now it seems that CoS humans and Aelves lose their own spell lore. What's next, removal of artefacts for duardin, Aelves and human? I don't really care about competive play and certainly not about tournament play or extreme balance or the battlescroll point adjustments if it is at the cost of losing options. In the old days GW was to nonchalant about balance, but now they are to focused on balance. It seems that the AOS team is way to concentrated on tournament play. "And no more thinking which of my fungoid shaman that had which spell and cursing that I wished that it was the other way around..." True, but with this line of thinking you can also scrap artefacts as the exact same problem can ocure as you described with the fungoid shaman. 😜
  7. Lol, you are baffling. 🙂 What we know so far is that 11 armies lost their additional spell lores. We will see how it will look like with the indexes and the first battletomes appear. But I don't see the benefit of limiting the spell lore choice per army instead of per hero or race. Like in CoS Humans and Aelves had their own lore. It's not because I really like TOW, that I stopped playing AoS. My small group is still more AoS focussed. It's what they collected and played the last couple of years. Half them never played Warhammer before. I can't magical expect them to drop AoS, certainly when a new edition is coming with beautiful mini's. Useless foot heroes was a reall problem during AoS. All foot heroes having more or less the same stats and avoiding combat. My Chaos Lord is a coward in AoS. And baffling about casting the same two or three OP spells is laughable. It seems to me you only played/play AoS and nothing else and have no clue how other games play.
  8. CoS, Seraphon, BoC, DoT, MoN, Skaven, Soulblight, Gloomspite, Ogors, Lumineth and Warclans. So a few. 😉
  9. Orruk or not, if nothing is changed for foot heroes compared to AoS 3 than it doesn't look good for foot heroes that want to join the melee combat.
  10. Haha, come on. It's a choice you are given. If you take two wizards. You could chose the same spell lore if it is to hard to remember a couple of spells. Or make spell cards and etc.. . I play historical and fantasy games. The cool thing about fantasy that it has magic, so a diverse range of spell lores and spells is a must. We will see how it pans out, but I am curious what this mean for CoS. Now humans and Aelves chose a different lore, with how it was written in this article. This wouldn't be possible anymore.
  11. Yes, and my biggest problem with AoS was that heroes on foot are worthless. A Chaos Lord, Soulblight Vampire were nothing special in combat. All foot heroes have more or less the same stats. Only small variations. My Chaos Lord avoided combat. The Weirdnob has more or less the same damage output 3/4/3/1/D3 vs 4/3/3/1/2 isn't a huge difference. In the shooting phase the Weirdnob can seriously weaken or kill the Slaughterpriest and than combat has to start. As a priest of battle and blood it's best for him to avoide combat, if he don't want to die the second he enters combat. You can't force the enemy unit anymore to divide its attacks. So every foot hero with wounds between 5-6 is probably death the moment he/she enters combat.
  12. Maybe, but my biggest frustration was how characters on foot were done in AoS 3th. My Chaos lord was famous for hiding and avoiding combat. When looking at the Shaman and Slaughterpriest. The Slaughterpriest doesn't seem a living beacon of the lord of battle's power. 😞 He will get his but kicked by the Weirdnob Shaman. It is 4/3+/3+/1/2 versus 3/4+/3+/1/D3. The difference between damage output is minimal. The Shaman can seriously weaken or kill him in the shooting phase.. And both will probably be butchered by a single Kroxigor. If all foot characters from all factions have again more or less the same profile. Puf. One thing I really like about TOW is that your characters are a real force to be reckoned with. A WoC Chaos lord is a combat monster, In AoS 3 he is a baby. 😞. Looking at the Slaughterpriest profile it doesn't look very good for foot heroes. Imo, heroes need to matter and not only the heroes on a big monster. With the info we have, that you can't force your opponent to divides it attacks by pinning, A slaughterpriest that wants to enter melee combat is immediately death. Lol, there goes looking at the mini's and background to make warscrolls. 😞
  13. My main concern from this preview is the survivability of foot characters. The Slaughterpriest his melee damage output is barely better than the Weirdnob Shaman + the Weirdnob Shaman has a good ranged attack. Both stil die easly from a gentle push from a Kroxigor.
  14. Looks good. It's a shame that the chosen lore has to be per army and not per wizard like in TOW. Also, looking at that Slaughterpriest, I hoped for a bit more survivability for characters on foot, but it doesn't look promising. A Kroxigor only has to look at the Slaughterpriest and the Slaughterpriest is dead. It seems that AoS 4th edition will be very, very lethal. Nothing will last long in melee combat. Edit: The damage output of the Slaughterpriest is not really impressive compared to the Weirnob Shaman 😞 Sigh, He is a warrior priest of Khorne...
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