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Craze

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Posts posted by Craze

  1. I did almost a full switch from Citadel to Scale75 and am really happy with most of their colours. As mentioned above the metallics are - from my point of view - without any doubt the best ones available.

  2. First of all, I have to say this: I LOVED playing 3rd and see it as a major upgrade to 2nd edition, so I just have somewhat smaller points of criticism or things I would like to change:

     

    Battle Tactics:

    I really like the system of battle tactics, the only problem I see is the balance between armies - not only of army specific tactics but also the chances of individual armies scoring the generic ones consistently. As mainly a Soulblight player I was in a very comfortable place for most of the edition when it comes to secondary scoring, as it was very easy for various SBGL builds to score at least 4 battle tactics very very consistently. If I would need to guess I would say I scored around 4,5 battle tactics on average per game, which - combined with the good primary scoring of SBGL - made for a very scary scoring output of the army. Here better balance is required to even the playing field in 4th edition.

     

    GHB:

    Never go back to 6 month cycles, keep it at once per year then it is fine. As mentioned above the physical, spiral bound GHB is one of the best, if not the best, rulebook in TT history from my point of view, just from the perspective of using the book during play. 

     

    Foot heroes:

    I really hate it that nominally powerful heroes like a Chaos/Vampire Lords or Ghoul Kings are at best really good buff pieces, but almost always next to useless/insta-killed in combat. I would like it if you somehow could gear your small heroes to be powerful combattants in their own right, perhaps somehow choosing between "leadership style" like leading from the front vs enabling your troops to perform better. Perhaps the system of 40k of Lone Operative vs leading a unit could be a way to explore this.

     

    Apart from these points, I hope that we only see small tweaks in 4th and keep the overall game as it was in 3rd.

     

    Edit: Overall I think the balance was quite ok, especially compared to 40k, where with almost every Codex release you have instant emergency changes, as we saw it right now with Necrons again. We almost never saw something like that in AoS and for me thats a big big upside that AoS has above 40k.

    • Like 2
  3. 25 minutes ago, Blairtiny said:

    im thinking 

    120 ghouls, 40 beast flayers, 40 guard, 18 horrors, 18 flayers and 6-18 (probably 18) bat knights should allow just about any build

    tbh, even though Bat Knights seem to be good, I wonder if you will ever play more than 6 of them. The Gorewarden is not a good General, so you will almost never have them as Battleline, at least in (semi) competitive lists.

    • Thanks 1
  4. 2 hours ago, Blairtiny said:

    Important question for my wallet…. 6,9 or 12 knights

    I guess it depends on what kind of list you want to play...If you want to go down the Hollowmourne route, you can not have enough Horrors/Flayers, if you lean into more of a Morgaunt/Serf style list less so. ;)

  5. 1 hour ago, Blairtiny said:

    im a flayer fan. I’d be interested to see if 10 ghoul guard can space out to get a terror g within 3”, a 4+ ward early on could be juicy 

    I think it is important to again state that Crypt Guard cannot buff wards of our big monsters + Ushoran the Handsome. Reference for this is again 1.5.1 in the core rules on measuring distances. You always only measure from the closest model. :)

  6. 3 hours ago, Leshoyadut said:

    Honestly, as much as I prefer to be at least somewhat competitive when I play and try to keep an eye on the meta as part of that, I feel like I just need to stop looking at winrates solely because it's making me increasingly annoyed with GW's balancing. Some of the early nerfs were definitely needed (zombie MWs, Neferata's repositioning ability, Endless Legions, the first round or two of points changes), but it feels bad being punished across the entire army for the sins of Legion of Night.

    But I think it is safe to say that the army was not punished for the "sins of Legion of Night" but for the Vyrkos Zombie nonsense, which was the dominant, cheesy build before the nerfs...

     

    1 hour ago, Neil Arthur Hotep said:

    Do you (or does anybody) know the current Legion of Night tech? What makes them so much better than Blood? On my initial read of the book, Night seemed good but a bit unfocused. I am surprised that it's now near the top.

    From my experience (not a really competitive player, but had some games lately with LoN), there are a couple of points:

    - "The Bait" really makes alpha striking enemy armies reconsider crashing into your walls of undead flesh turn 1

    - "Morbhegs Claw" is just really good at helping you cast Hoarfrost and/or Merciless Blizzard

    - The whole mobility gained through "Swift Form" gives you a variety of options, from getting a VL into buff range for "Crimson Feast" to teleporting out of unbind range for an easy and safe completion of "Magical Dominance"

    - Mannfred is just a beast. The dual chance to get off countercharges, once through Reposition and second through real countercharge - especially on a "Hoarfrost" buffed Manny - is really scary. 

    - The combined possibilities of several of these points generate the potential for REALLY scary turns, e.g.: Buff Manny or Grave Guard with "Hoarfrost", get your VL in the perfect spot for "Crimson Feast", charge with Manny, kill 1 model with Gheistvor, then attack with your hoarfrosted, crimson feasted & Gheistvor-powered blob of 20 Grave Guard = delete whatever they touch. You don't even need to calculate what 81 attacks at 2+/3+/-1/2 with Mortals on wound rolls of 6+ do to any unit.

    Edit:

    This is the list I played lately:

    - Army Faction: Soulblight Gravelords
    	 - Army Type: Legion of Night
    	 - Grand Strategy: Lust for Domination
    	 - Triumph: Bloodthirsty
    LEADERS
    Mannfred Von Carstein (400)*
    	 - Spells: Waste Away
    Wight King on Skeletal Steed (170)*
    	 - General
    	 - Command Traits: The Bait
    Necromancer (100)**
    	 - Spells: Merciless Blizzard
    Vampire Lord (150)**
    	 - Artefacts of Power: Morbheg’s Claw
    	 - Spells: Hoarfrost
    BATTLELINE
    Deathrattle Skeletons (330)*
    	 - Skeleton Champion
    	 - 3 x Standard Bearer
    Grave Guard (320)*
    	 - Seneschal
    	 - Wight Blade and Crypt Shield
    	 - 2 x Standard Bearer
    	 - 2 x Hornblower
    Deadwalker Zombies (150)*
    Fell Bats (90)*
    OTHER
    Black Knights (260)*
    	 - Hellknight
    	 - 2 x Standard Bearer
    	 - 2 x Hornblower
    CORE BATTALIONS
    *Battle Regiment
    **Andtorian Acolytes
    TOTAL POINTS: 1970/2000
    • Thanks 1
  7. I have one question about our "Cursed Unlife" Battle Tactic. It says:

    "You complete this tactic if any wounds allocated to your general or to 2 other friendly Vampire units are healed using The Hunger ability during this turn."

    This means that if I just heal e.g. with Chadukar in a Vyrkos list, even if I didn't PICK him to be my general I will complete the tactic, because it doesn't say "...you picked to be your general", right?

  8. 17 hours ago, Kitsumy said:

    it add some points to the total, per example skinks with normal move and no skill would cost 60p or so, higher move and that 2 dice thing make them 70 for me.

    Sorry to say that, but that doesn't sound like math at all, more like guesswork and personal preferences... 🤐

    • Thanks 5
    • Confused 1
  9. 1 hour ago, Neil Arthur Hotep said:

    The language suggests that replaced units are new units, but replaced heroes are the same hero. We will have to wait for word of god for anything more definitive. If I recall correctly, in the last book replacement units were new units.

    In case of Heroes it is also very interesting in regard to Artifacts and Command Traits carried by this Hero.

    • Like 2
  10. 13 minutes ago, TechnoVampire said:

    That’s the first time I’ve mentioned it, but I think others have also. I was mainly referring to Kroak’s warscroll spell, which he can spam and project through an oracle or skink to reach almost anywhere on the board averaging significantly more damage than Spirit Gale. 

    Ok sorry, my bad...somehow thought it was you before. 😅

    Yeah, Comet's Call is this one standout spell when it comes to dealing MW...but they had this also in the last book with the only change being that it is not a Slann Warscroll Spell anymore. And of course, targeted MW are far better than our "all over the place" MW, but the output is not higher -in many cases a lot lower - than Spirit Gale.

    • Like 1
  11. 14 hours ago, TechnoVampire said:

     

    ... especially after seeing what they’ve printed in the new seraphon book. 

     

    As you mentioned this a couple of times now, what do you actually mean? As far as I can see they retained their two main MW spells (Comet's Call & Stellar Tempest), one of them even being moved from being a Slann Warscroll Spell to a spell you need to pick (Comet's Call) and can only pick it in Starborne. Apart from this, they just gained the Cosmic Crush for Skinks...I just can't see this new big bad MW spell that you seem to see. Apart from that our Spell Lore was never mainly focused on dealing MW but also on crippling debuffs, which we still get and which seem to be stronger then ever.

  12. 31 minutes ago, Leshoyadut said:

    This sounds like everything I want from the army. I love me a grindy playstyle. Great to hear it was a positive experience!

    Same here. I can't wait to grind those pesky Mortals to dust beneath our bony feet! ☠️

    • Like 4
  13. An interesting piece that I didn't grasp while reading it the first time is the mentioning of "Seasons of War". This sound like Wyldwoods and Overgrown Terrain will have "Tides of Death"-style bonuses, which I would a) LOVE from a fluff standpoint and b) hope for good rules and solid buffs. :D

    • Like 3
  14. So, Wyldwoods an overgrown terrain will allow us to:

    • Heal each Sylvaneth unit wholly within 9" by 1 wound
    • Teleport 1 unit wholly within 9" at the end of movement phase to another WW/vergrown terrain
    • Teleport 1 unit wholly within 9" immediately after it struck in combat to another WW/overgrown terrain.

    I think the last one will be the biggest thing, as it will things the chance to hit in melee without the fear of retaliation and then teleport to e.g. grab a lone objective.

     

    I really like this.

    • Like 3
  15. 41 minutes ago, Kramig said:

    Since the flying bow have 2 wounds, I think so

    I think Gossamids having two wounds makes it unrealistic to hope for two wound Revenants, as the second wound most probably comes from the Flybug attached to them. ;)

    • Like 4
  16. 56 minutes ago, Lanoss said:

    99983780-0C58-4E78-B7A0-CD5D0217EB82.jpeg

    Ok, so Champion is just a joke, wtf. :D We have 6 shooting attacks from which on average 2 will pass the wound roll and one gets saved, so impressive 2 Damage per shooting phase for 255 points...that sounds BAD. 😕

     

    Apart from that I think that Envoys is no nerf, more to the contrary. Yes the bubble is smaller, but it allows us to use multiple AAA/AAD per fight, and if you have more than one Hunter unit than it can start to get ridiculous very fast, while I guess that it will get FAQed as soon as the book hits that this can only be used once per issueing a command.

    • Like 1
  17. I really like the dual boxes as I have a group of friends I'm regularly playing with a lot, so there is always someone that needs that "other half" of these boxes and then it is a good deal for both.

    I can nonetheless understand the frustration of people that do not have this background and always have to look for someone to take the other half and start negotiating and so on...

  18. It depends a little bit on the subfaction you use. Vyrkos for example has the command trait "Pack Alpha" which lets you use a comand ability for free per turn, which equals - if you use a command each turn - 2 command points per battle round, which is one of the better command point engines in the aspect of raw CP you get, but is of course limited to your general.

    • Thanks 1
  19. I was wondering if you guys think that the Vargskyr has any place in a semi-competitive list? From the first look it is fast, packs a decent punch for its points and thanks to its two quality attack profiles benefits nicely from e.g. "Call to then Hunt".

    Any thoughts?

  20. 51 minutes ago, MitGas said:

    I don't really see GW as the bad guy there to be honest.

    I also don't understand it.

    It starts feeling like people just want to make GW the bad guy for basically EVERYTHING they do. Yes their prices keep increasing, yes the handling of content creators was really really poor and yes the disappearance of free warscrolls sucks, but please stop trying to scandalize absolutely everything. 🙄

    • Like 16
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