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RaiderX

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Posts posted by RaiderX

  1. 13 hours ago, whiskeytango said:

    man, in the (admittedly few) games I've played my Awakened Ones haven't done anything except be Visage triggers. my Ascended Ones have done way better. Then I come here and hear they apparently suck. Who knew?

    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. 6 minutes ago, Lior'Lec said:

         @RaiderX, how do you get the Thrall can tip your game over a bad roll? If you’re thinking about the opposing player taking control of your fury that only applies to wild beasts not thralls. Thralls are considered friendly fighters and a part of your warband. 

    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)

    • Like 1
  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. On 8/25/2019 at 5:44 AM, GDD said:

    I'm a bit sad that the ascended turned out to be such a poor pick in the warband. They are the models that made me want to buy the band in the first place.
    We could see them doing points changes whenever the next update is going out, but I strongly doubt it. But I feel like they might need to drop 5 or 10 points to justify their place in lists. With their current costs it's hard to fit them in a way to make good use of them too.

     

    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. 11 hours ago, carnith said:

    General thoughts on this warband.

     

    I don't know what to do with the snakes. I end up using them for some objectives, but I have to keep them away from fighting because rarely do they do anything. Only against other mooks/chaff do they survive because any fighter who does a flat 2 damage at least ruins the snakes. Any suggestion on how to utilize them more, especially because I see people running multiple snakes. 

    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.

    • Like 1
  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. 13 hours ago, Sleboda said:

    There, now with that said, yeah, I suppose I'm sorta saying that (given that the only difference between some of the Orruk fighters in Warcry is that some have, for instance, two swords as compared to a sword and club or an axe) if you don't match up the weapons in the pictures on the abilities card to those on the models, then it seems a bit off to me - especially, again, because those weapon looks -are- the differentiator.

    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,...

    992a70f0-6c1c-44ad-b7a0-ad804b17f965-wat

     

    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. 3 hours ago, Sleboda said:

    But this isn't using the AoS models in Warcry. It's using a-kit-containing-orruk-models to represent the orruk troops on the warcry orruk abilities card. The models do not match what is shown.

    As was pointed out earlier, it's a simple conversion, but as sold, they don't match. In Warcry it's going to be very important for the models to match since individual loadouts have different unit cards and often times the appearances are already very similar between models in a warband - with the distinctions between them often coming down to only the weapons they hold.

    It would not be fair to an opponent to essentially tell them to remember that "the thing that looks like the thing shown on the card is actually another thing that looks like the thing on a different card."

     

    It's already tough to tell the differences in some warbands (looking at you Cypher Lords) even using the purpose-made models. When a player removes identification a step further it is incumbent upon that player to ensure his opponent can still identify the models at least as well as he/she could were they the standard models.

    Not saying I'd deny an opponent the use of non-converted Gurzag dudes. Just discussing what I see as a fair standard and an ideal to which we can aspire.

    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?

     

     

  10. 9 hours ago, Txplays said:

    With only a 3” inch base move, does that mean we cannot climb up to platforms and will be forced to use the ladders?

    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.

  11. 42 minutes ago, spenson said:

    Right now I'm the same as everyone and plan a list with only 1 box.

    The list is:

    1 Trueblood,

    1 Serpent caller

    1 Serpent

    2 Truebloods

    1 Venomblood with dual blades

    1 Clearblood with dual blades

    3 Clearbloods with shield

    You end up with exactly 1000 points.

     

    I didn't expect the clearbloods to look this good IRL when I saw them on the box art. I'm not a fan of the venomblood with dual blades/whip because I love those gladiator helmets.

    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.

  12. 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.

    • Like 3
    • Haha 2
  13. Most 2/X fighters can still taking out fighters without crit.

    For 1/X fighters yes they had to crit if they want to kill

    Crit was there as a compromise for the simpler combat rule.

    I'd say its fair game and is not the only unpredictable mechanic in this game, the battleplan cards themselves is random and also influence your chance to win.

    • Like 4
  14. 1 minute ago, tom_gore said:

    But the net dude has just used the net and boom, you cannot make that bonus move since it blocks move and disengage actions.

     

    Did you read my post? I said it wouldn't be a problem if the ability was worded to bypass the net ability,

  15. 3 minutes ago, tom_gore said:

    It's still just 3" bonus move in most cases. Not very powerful. Of course combo it with Waaagh! and you'll have a Brute charging 12" across the board and then hitting something. That's a triple 6 and a double in the same turn though, so...

     

    3" is enough to engage and smack the net git as it only had 3" activation range. For something like the Unmade it could be more difficult as their range is based on dice value.

  16. 1 hour ago, Acid_Nine said:

    honestly, you could probably get some witch elves for that?

    You mean 40k Wyches? Then it wouldn't be as fun for me.

    Actually I think I might end up with just 1 box tho. I like the Serpent Caller and the Pureblood, rest just look meh and uninspiring. Especially the Dual blade Venomblood, who look like Nosferatu.

  17. 40 minutes ago, Acid_Nine said:

    really? how so?

    He is expensive, can (potentially) deal lots of damage with buckler, but can also (potentially) drop quickly with only 10 W, especially in a mirror match with another Splintered Fang . He's expensive for his potential of both being tanky and killy, but for me I prefer something a bit more consistent at 135 points.

     I think I should reevaluate my statement, he is expensive and his usefulness heavily depend on the matchup. an overall risky choice but  I think bringing 1 is fine for the most parts. For Tank/Tarpit role I think bring 2 clearblood is a better Idea.

  18. 50 minutes ago, Tankman said:

    I'm excited for this warband.  I think people are underestimating the strength of causing enemies with 1 inch range being unable to move while you can hit them with 2 inch range attacks

    That's The Unamade's style more than Splintered Fang. Splintered Fang focus more on consistent damage and flexibility with some utilities.

  19. nvm I found it. Turn out the 85 points fighter is the best fighter in the game atm. For 5 points more than thrall you get +2 Wound which is great, along with their double they can deal very consistent damage.. Too bad building them can be costly as each box only give you one unit.

    X39B7JG.jpg

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