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  • I don't see myself buying into ToW without a huge change of the rules (which could do well or backfire completely). I think the warhammer rules are getting very dated. T9A has pushed them to their limit in how clear and streamlined they can go. The bones of the rules go all the way back to the nineties. You go - I go. 6 turns, 24in away. Etc. I think any new rank and file game might want to check in on their 21st century peers for ideas, before just updating the warhammer of old. It's not enough…

  • Deleted. Wrong thread.

  • It's been along time, but I think the GW forums were pretty toxic with complaints until they got shut down. It's not like the company cared or took any action prior to that though. I recall a bunch of third party websites hosted warhammer-themed forums to pick up the slack, to better or worse community sentiments. Basicially, I think complaints are everywhere, whether you listen to them or not.

  • (Hidden Content) My previous two feedback posts in the spoiler tag. I've now done another 5 games with alpha 2... making it 13 games total which is more ninth age than I've ever played in just a few months, so thanks for that. Previous feedback was 4 games with a druidism build (went well, but the lore was disappointing), followed by 4 games with a divination build (super disappointing). First, two games with the divination concept - this time borrowing from a certain german player and trying to…

  • Snipes and unity at extreme range can be rough for VS. Same goes for massed bows that simply always hit a 1/3 of the time. I wouldn't want to bring sphinxes into VS, but relatively cheap T4 combat units (such as necroguard) can also be a problem for VS legions and halberd blackfurs. However, UD units are no more immune than anyone else to be vaporized in a single round to cannister launchers, but as this is universally shared pain... let's focus on the positives

  • It was pretty common for GW bases - especially cavalry and chariot bases - to be short in both length and width. I use movement trays that are accurate, then just leave my models with a bit of space in between them. If the movement trays are painted the same colour as the bases, it is not always noticeable.

  • Wow! The raptodons don't look too oversized, they might fit a 25x50 well. The saurus look big, maybe better as tegu mystics where ranking isn't as critical.

  • So if you read what he suggested, it's "always set." Thats a different thing to what you're suggesting. And yes -1 can be stacked. But stacked with... what? Failing a fear check? That's a fairly conditional corner case. There's not a ton of options for SA to stack modifiers. That honestly goes for most armies in most things, and generally why stacking options are usually removed when possible (I.e. dwarf runes recently). OK and SA pyromancy with access to double -1 to wound spells are some of th…

  • Most powerful? It's basicially scrying without attribute/augment advantage and with a conditional discipline effect. It's actually a neat idea, I kind of like it. But calling it most powerful is a stretch. I'd probably want to see a boosted version. But I like the simplicity of it.

  • If it was too strong before, the pendulum has swung too far the other way. Distracting plus a mindshifting attribute is way better than -1 to hit / hex vs MR / gives out +2 dis. Beast + 1 toughness / cinders is way better than -1 to wound for same reasons. I still have taken it more often than not taking it (as a fifth spell if I have acess), so it's making the cut from that perspective. However I'm not using it until the binding scroll turn.

  • The last two replies are... weird? I don't know what to tell you guys if you're using language like that towards a friend you're playing a game with... Personally, I'd like my opponent to use a whole suite of strategies to block/obstruct/deny my ability to score. My best memories of playing the game are when we're both planning several turns ahead with all sorts of movement tools.

  • I have never used the H spell to boost leadership of my own units. I posted about it a few weeks ago and got a similiar answer from others... no one else using it on their own units either. If you are using it as such, please speak up! As a combat debuff, I've also stopped using it on alpha 2 most of the time. It's now too weak. I'd much rather have an augment vs hex, attribute, not boosting enemy discipline. I'll take it if I have access to 5 learned spells, but I noticed I was only using it as…

  • A few other things I was thinking of: - mystics should have tooth and claw as said above. Cuts a special rule and improves their combat punch. - pteradons could probably lose their drop rocks ability if you need to cut special rules on next patch. When it was a one-use only it was impactful. Now that its just 1 attack? Over a dozen games with pteradons and I think I've averaged no more than two wounds PER GAME with them. It's barely worth taking up a special rule slot - give them an extra bow sh…

  • Can we please give mystics the same tooth and claw rule as caimen, rather than their own similiar-yet-different unarmed rule.

  • New Year’s Revolution BH Lists

    Doug_L - - Beast Herds (BH)

    Post

    I've played against List 4. It has economic magic and the minotaurs are neat but it's a bit weak on flank protection. List 6 is great. It's like old school aggressive OK but on steroids!

  • Quote from DanT: “Actually, how about this for an idea. Why don't people post images, with 1-2 sentences of context, of the situations they've had happen in games (with congas) that they find problematic? Context being things like why the situation mattered in the context of the game, or what the outcome was and why a non-conga'd unit would have led to a different outcome. (not hypothetical ones, that will get too nebulous, but the literal exact things that have happened to them that causes them…

  • I generally don't deploy my frenzy units backwards. Doing so removes your ability to project force which is probably more important than the off chance of a failed rerollable maximized discipline 9 check. Instead I put a unit of dogs in front of the gortach. Now frenzy is blocked, and if I need a charge I can charge both units. The dogs will surely get murdered... but that's their job! Clearly this not immersive as no little dogs can contain a gigantic murder beast that is the gortach and I shou…

  • I think you have to look at them as a unit that's very specialized in protecting their character vs enemy mobile characters (equtaine lords, omen etc). They are very poor points-wise vs other infantry. I would even rate core tegu as being poor points-wise against other infantry... fortunately we have access to lots of stomps. Whether or not guards are useful in that specialized role is debatable... but to expect them to go toe-to-toe and point-for-point with elf infantry is unfair I think.

  • I think the problem is competition and pick rates. On alpha 1 they were basicially the only way to get discipline 8 unless you use a foot Tegu vet (who has only 1 viable build). Now we have wardens, carnosaur vet, caimen elders for discipline 8. So now they will be picked for their usage as an anvil unit, rather than being forced into every list for discipline. Pick rate should figure out their cost. I suspect they're a little pricey right now, but probably not too far off. Unlike most other bod…

  • I was thinking on this a bit further since my post above and I'm wondering if things that some people find "abusive" aren't actually some of the primary tactics of the game? I'm not saying whether or not that's good... but that may simply be what it is. They're all symptoms of having individuals inside a unit. Conga lines or other janky reforms. Corner clipping. Casualty removal and nudging. Blocking character attacks. They're all related to having individuals grouped together, rather than havin…