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RaiderX

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  1. In a campaign your fighter gain command trait and artefacts, which might be a good idea to give them to your Ascended One. The ability isn't the best thing ever, but among the damage abilities, it's still a decent one to try if you got a high double (5-6)
  2. Oh silly me, In that case the Fury is better. Having a mobile unit with fly is very handy, you can grab objectile or lock down annoying range fighter like Stormcast (or in most cast as a distraction since your opponent probably kill them first)
  3. The Fury is more useful, but taking another pawn is ultimately a better choice, as they're always reliable, while the thrall can really tip of your game over some bad roll. If you just want to fool around then Thrall all the way, if you want consistency don't ever take them.
  4. They cost alot because of their T4 and roll5-6 ability, which rule writer probably consider "amazing". Same thing for the Shield Venomblood, similar ability, but worse, and lo and behold, his point cost is through the roof, because he is also T5. Wouldn't say they are amazing, but I'd take at least 1 because it's the cheapest option for a decent fighter. And hey, they wear sandals, and had a female fighter on top.
  5. You say the quad is great but somehow say you don't know how to use snake. That's the best unit to apply the quad on. They're cheap crit bait glass canon that can potential bring back huge value when you send them after high value target.
  6. I think I care more about "how exactly do you play the Armator" (other than "battle plan and crit", and dumb opponent on top) more than "point per wound" Because Move, weapon's range and ability (damage, movement,....) is also an important factor in point cost. You could give me a 90 pts 20 wound sloth with 1 move and no ability to move, and I'd still call it bad The grave guard can actually move faster than the Armator, and his +1 damage ability make it reasonable to justify for his 90 pts cost.
  7. At 1 damage min he won't be killing anything unless he crit, which made his S4 completely pointless At 90 points he is more expensive than many sub-100 fighters When you look at the other warband, you can see they had much better and cheaper sub-100 fighter in comparison : Venomblood, Spear cabalist, Mindbound, and even the Awakened One, because they're so cheap. The only 2 good thing about him is that he had 12 wound, which allow in to take 1 or 2 more hit, and he's the only sub-100 hitter for the Iron golem. So he's : -Expensive -Range 1 -Slow and took age to get into combat -Had to rely on crit just like the other cheap/spammable unit -Had no special abilities +Can take 1,2 more hit. What other 90 points similar fighers out there? Skeleton Shield Graveguard, just as slow, (with abilities that help them move) 2 less wound, but deal 2/4 (3/5 with abilitiy) damage, which make this fighter infinitely more reliable than the Armator. So how exactly do you make an expensive crit-bait sloth like him work? Pray for better battleplan? I can see that he *might* be useful against some factions and players, but never that great that I feel like i need to take a bunch of them.
  8. I don't even see why is this a problem, a club/axe/stick/bone blub/blade/sword/knife/chicken leg/drumstick/guitar... all function exactly the same for Ardboys. The only things matter is it's a 1-handed weapon or 2-handed weapons. This isn't only Ironskull Boyz things, this is Orruk/Ork in general, they usually have lots of different flavor of weapons. This is the normal Ardboys weapon's choice, as I already told you, you see blade, club, axe,... The brute is the one who'd had trouble telling the weapon apart if someone was using conversion/proxy, not the Ardboys, even if I give them any weapons outside of their kits, if they still follow the 1-handed/2-handed for their weapon profile, they'd be fine. The brute's spiky club is a specific boss weapon, while the gore choppa and boss choppa also have vague description on how they'd look like.
  9. You'd do well with any fighters if you roll that many crit. Points for stat wise The Armator is amongs the worst fighters in the game, with no ability on top. And his sluggish 3" MV certainly didn't help.
  10. Most AoS kit can look different from the cards because of their greater customization in their kit. Ironskull boyz is Ardboys, they have the exact same armor style, their weapon varied in look (even in the ardboy kit) ut they are still the same weapons you'd find in the normal Ardboys kit : blade, axe, club, big axe, which actually doesn't matter because you only care if the weapon is 1 handed or 2handed. Unless you tell me you had a hard time recognize the models now because his club isn't spiky?
  11. Well they do well against new players who just want to sprint at you as fast as they can. The Brutez kit though, such a fun kit to convert and put together.
  12. I'm sure you can stand directly underneath the edge of a (almost but still count as) 3" platform and climb up, and it'll count as 3". Still, it'd probably best stay away from climbing.
  13. You mean pure blood? You only get 1. And you miss the Venomblood with shield, also you only got 1 clearblood with shield I think.
  14. As long as GW keep making new content and sponsoring those tournament with big prize there will be a scene for this game. Crit is also a things in WU, alongside the unpredictable in drawing cards. For WC you at least don't have to worry about a bad draw.
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