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Made in fr
Crazed Spirit of the Defiler






Ouch. Less nice then

-"For the Ruinous Powers!" 
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

Sweet, glad I waited to move my spare sets of warcry cultists, Ill do 40USD ea instead of the 30 I was planning

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in us
[DCM]
Savage Minotaur




Baltimore, Maryland

Happy for all the Nighhaunt players who stuck it out for the past 3ish(?) years, after reading Goonhammers reviews of their new battletome. Going to be some wild builds coming soon.

"Sometimes the only victory possible is to keep your opponent from winning." - The Emperor, from The Outcast Dead.
"Tell your gods we are coming for them, and that their realms will burn as ours did." -Thostos Bladestorm
 
   
Made in gb
Jovial Plaguebearer of Nurgle






 nels1031 wrote:
Happy for all the Nighhaunt players who stuck it out for the past 3ish(?) years, after reading Goonhammers reviews of their new battletome. Going to be some wild builds coming soon.


It's a great book. Been loving running them since the book was leaked.

Chaos | Tau | Space Wolves
NH | SCE | Nurgle
 
   
Made in fi
Locked in the Tower of Amareo





Two things i'm worried. Army wide no inspiring which can screw some armies hard(gloomspite in particular) and subfaction providing flee&charge and mw's on charge. More mw's not fan of.

2024 painted/bought: 109/109 
   
Made in us
Humming Great Unclean One of Nurgle






Looking at the Lady of Vines warscroll, I am reminded of how much I dislike once per game abilities that activate on a 2+. It just creates a feels-bad moment when a 1 is rolled, it fails, and the cost of the ability (be it points, tactical, etc) goes to waste. It is one thing for an ability that activates on a 3+ or worse because then a certain amount of planning for failure is involved, but 2+ generally means a unit paying points for an ability to always go off and that just sucking once in a while for no gameplay benefit. It isn't like it's super fun for the opponent to see that happen (if anything, in my experience it is frustrating because I don't want to win a game simply because my opponent rolled a 1 on a once/game ability roll).

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in gb
Decrepit Dakkanaut




UK

Part of this is the issue with how GW wants the game to have those kind of dice moments.

Personally I think that's ok. The problem I have is that GW tends to over-reach with a lot of abilities. So the dice failing or succeeding isn't an inconvenience its a "oh crap I'm just lost the turn/game".


It's like the double turn system, which is about the most extreme GW has ever gone with the power of dice. Again it generates this "epic moment" in the game. Which might sound cinematic and epic and such but actually isn't.

The player who wins because they got a double turn (which is almost every time if they get a double) can oft feel its a hollow victory.
Meanwhile the player who sat there doing not all that much save roll for saves and take their models off the table, is left feeling like they didn't really get a chance to play.
3.0 is a little better as there is some more to do, but its still representative of a cinematic style to game design that I really wish GW would abandon.

A Blog in Miniature

3D Printing, hobbying and model fun! 
   
Made in us
Humming Great Unclean One of Nurgle






I don't mind abilities that work on a 2+, or 1/game ones that have a realistic chance of failure, I dislike when it is a 2+ 1/game ability; either it is a bunch of points spent, because the unit needs to be priced assuming it goes off, or it is an annoying extra roll for a small effect that doesn't warrant it. If the game didn't have tons of random factors everywhere else my opinion would be different. The practical time spent certainly adds up too, when there are dozens of such rolls over the course of the game.

Kind of the inverse but I've been trying to avoid 6+ wards in my lists for that reason; the time is adds to gameplay isn't worth the benefit.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Stealthy Warhound Titan Princeps






There's two teams, I think, working on AoS rules.

1 team likes once per game 2+ abilities. They made Nighthaunt and Sylvaneth.

The other team loves to just let you have your once per game ability. They made Daughters of Khaine. Haven't seen enough of Skaven yet to know which team worked on them.

I'm on a podcast about (video) game design:
https://anchor.fm/makethatgame

And I also stream tabletop painting/playing Mon&Thurs 8PM EST
https://twitch.tv/tableitgaming
And make YouTube videos for that sometimes!
https://www.youtube.com/@tableitgaming 
   
Made in ca
Nihilistic Necron Lord




The best State-Texas

 nels1031 wrote:
Happy for all the Nighhaunt players who stuck it out for the past 3ish(?) years, after reading Goonhammers reviews of their new battletome. Going to be some wild builds coming soon.


I'm a little sad I sold mine about 8 months back, but at the same time I won't miss the spindlyness and constant breaks.

Maybe I'll come back to them again at some point, I do love me some death!

That being said, I am crossing my fingers they do wyldwoods and Sylvaneth right for once. It's one of my favorite armies, and I really want to play and enjoy it!

4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
:Necron: Necron Discord: https://discord.com/invite/AGtpeD4  
   
Made in us
Humming Great Unclean One of Nurgle






I hope whichever team decided that -thank goodness- frightful touch should auto wound on a 6 to hit instead of dealing mortals gets to call the shots. Seriously, mortal wounds on hit rolls are the second bane of AoS.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Executing Exarch




JSG wrote:
 NinthMusketeer wrote:
Automatically Appended Next Post:
JSG wrote:
Fifteen elf battletomes and we haven't even seen a proper dark elf yet.
What is your definition of 'proper dark elf'? Honest question, and I do see your point regardless.


Ones that work for Malerion not his mum.


I'm getting this odd feeling that GW would prefer they quietly get forgotten.

But it's probably just me.
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

Sylvaneth article.

Spoiler:




These verdant nexuses change their effects with the Seasons of War, providing varying benefits for armies that chose to wage war under the Aspects of Spring, Summer, Autumn, or Winter. But you’ll need to grab a copy of Battletome: Sylvaneth when it hits pre-order to find out more about that…
   
Made in us
Humming Great Unclean One of Nurgle






 NinthMusketeer wrote:
I hope whichever team decided that -thank goodness- frightful touch should auto wound on a 6 to hit instead of dealing mortals gets to call the shots. Seriously, mortal wounds on hit rolls are the second bane of AoS.
So I wrote this before I read the new NH tome. I take it back. That thing seems like it was patched together by underpaid interns, and a few well written rules do not make up for the army having its soul sucked out.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in fi
Locked in the Tower of Amareo





Nice change on sylvaneth to make them less reliant on summoning wyldwoods(especially if they go 2nd)

2024 painted/bought: 109/109 
   
Made in de
Been Around the Block




So strike and fade is another mechanic that removes interaction from one player and allows the other to safely do their stuff without a real way of counteracting. Awful game design choice in my opinion. While this is very interesting in competitive environment, I really see no benefit for such rules in casual play. It is especially ridiculous when you consider 3rd Core Rules did several things to improve interactions and now we see one of the more controversial rule from 2.5 LRL come back…or do you guys see it differently?
   
Made in us
Stealthy Warhound Titan Princeps






It being once per turn and only doable after the unit fights does a lot to keep it semi-interactable.

On your turn, don't charge multiple Sylvaneth units and you get to fight them before they fight + teleport.
On their turn, try to keep them only able to hit expendable chaff (what you'd normally do anyways).

Also, if you're on objectives, they're not likely to *want* to run away, depending on the mission and how many points they need to score.

I'm on a podcast about (video) game design:
https://anchor.fm/makethatgame

And I also stream tabletop painting/playing Mon&Thurs 8PM EST
https://twitch.tv/tableitgaming
And make YouTube videos for that sometimes!
https://www.youtube.com/@tableitgaming 
   
Made in fi
Locked in the Tower of Amareo





On related note had been worrying about the new winged archer unleash hell&retreat but noticed it's fairly trivial to make useless if you suffer 1-2 casualties from unleash hell so not as strong as it appeared at first

(and so far haven't seen melee hit&run been issue with other armies so not worried yet)

This message was edited 1 time. Last update was at 2022/05/26 16:47:43


2024 painted/bought: 109/109 
   
Made in us
Pious Palatine




 NinthMusketeer wrote:
 NinthMusketeer wrote:
I hope whichever team decided that -thank goodness- frightful touch should auto wound on a 6 to hit instead of dealing mortals gets to call the shots. Seriously, mortal wounds on hit rolls are the second bane of AoS.
So I wrote this before I read the new NH tome. I take it back. That thing seems like it was patched together by underpaid interns, and a few well written rules do not make up for the army having its soul sucked out.


All the new battletomes have been really boring, structurally. You have a couple of good warscrolls keeping things interesting while your army special rule is 'plus 1 to hit after jumping through some hoops that are slightly different than everybody else's hoops.'


 
   
Made in us
Humming Great Unclean One of Nurgle






ERJAK wrote:
 NinthMusketeer wrote:
 NinthMusketeer wrote:
I hope whichever team decided that -thank goodness- frightful touch should auto wound on a 6 to hit instead of dealing mortals gets to call the shots. Seriously, mortal wounds on hit rolls are the second bane of AoS.
So I wrote this before I read the new NH tome. I take it back. That thing seems like it was patched together by underpaid interns, and a few well written rules do not make up for the army having its soul sucked out.


All the new battletomes have been really boring, structurally. You have a couple of good warscrolls keeping things interesting while your army special rule is 'plus 1 to hit after jumping through some hoops that are slightly different than everybody else's hoops.'
The army mechanics for NH are the good part actually. As for the rest, that's just completely untrue. I cannot fathom how you came to that position.


Automatically Appended Next Post:
charles_the_dead_lizzard wrote:
So strike and fade is another mechanic that removes interaction from one player and allows the other to safely do their stuff without a real way of counteracting. Awful game design choice in my opinion. While this is very interesting in competitive environment, I really see no benefit for such rules in casual play. It is especially ridiculous when you consider 3rd Core Rules did several things to improve interactions and now we see one of the more controversial rule from 2.5 LRL come back…or do you guys see it differently?
There IS interactivity; the devil is in the details. The terrain piece they jump to needs to be more than 3" from all enemy units. The opposing player can shut it down with positioning, and considering it is only certain kinds of terrain and not any piece that is very doable.


Automatically Appended Next Post:
tneva82 wrote:
Nice change on sylvaneth to make them less reliant on summoning wyldwoods(especially if they go 2nd)
Yes, I am very encouraged to see that.

This message was edited 2 times. Last update was at 2022/05/26 20:15:19


Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

Personally, I think the "wholly within" part will be a big determining factor. Sylvaneth are not small based models for the most part.
   
Made in ca
Preacher of the Emperor






Its nice not to be reliant on having to place wyldwoods on a crowded board but the abilities feel geared a little too hard toward giving up ground.

Have there been any rumors as to what the season effects are going to be?

   
Made in fi
Locked in the Tower of Amareo





First time i heard seasons at least. Not much rumours about sylvaneth rules been floating around

2024 painted/bought: 109/109 
   
Made in ca
Preacher of the Emperor






tneva82 wrote:
First time i heard seasons at least. Not much rumours about sylvaneth rules been floating around


By seasons I mean the 'Seasons of War' mentioned in the article those earlier snippets were from.

   
Made in fi
Locked in the Tower of Amareo





 Captain Joystick wrote:
tneva82 wrote:
First time i heard seasons at least. Not much rumours about sylvaneth rules been floating around


By seasons I mean the 'Seasons of War' mentioned in the article those earlier snippets were from.


Yes i know. That was first time i have heard gw mentioned them and so far haven't heard rule leaks for sylvaneth

2024 painted/bought: 109/109 
   
Made in us
Humming Great Unclean One of Nurgle






 Captain Joystick wrote:
Its nice not to be reliant on having to place wyldwoods on a crowded board but the abilities feel geared a little too hard toward giving up ground.
They may be moving towards more of a 'lure' playstyle as opposed to just blocking off sections of the board with 'do not step on grass' signs.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in fi
Locked in the Tower of Amareo





 Rihgu wrote:
It being once per turn and only doable after the unit fights does a lot to keep it semi-interactable.

On your turn, don't charge multiple Sylvaneth units and you get to fight them before they fight + teleport.
On their turn, try to keep them only able to hit expendable chaff (what you'd normally do anyways).

Also, if you're on objectives, they're not likely to *want* to run away, depending on the mission and how many points they need to score.


Also noticed on rereading need to be wholly within 9" of suitable terrain piece which isn't quaranteed and will at least allow positioning so that sylvaneth won't be able to get all to attack. More so if you set up terrain.

2024 painted/bought: 109/109 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

Skaven battletome preview

Unlike the subfactions employed by less cunning (and mercenary) cultures, there’s nothing stopping Skaven generals from mix-and-matching units from each Great Clan to create the army of their ambitious dreams. The new battletome does offer a devious twist for those showing uncharacteristic loyalty, however…

On top of a unique selection of command traits and artefacts, each of the Great Clans now has a two-tiered allegiance ability – include one or two HEROES with the same Great Clan keyword, and they’ll unlock a nifty battle trait. If you take three or more HEROES from that Great Clan, however, that trait will get much stronger – strength in numbers, yes-yes!


This pick-and-mix approach gives you a tremendous amount of wiggle room when building your Skaven army. A matched play army of 1,000 points can squeeze in the full three HEROES from a single Great Clan, or trade power for versatility by spreading its choices around. At 2,000 points, you can maximise two Great Clans at once, focus on one Great Clan to fully indulge in its boosted battle trait, or sprinkle in leaders from every Great Clan and enjoy a buffet of weaker abilities.


On top of that, every Skaven also benefits from three updated universal battle traits – keep a watchful eye out for those when Battletome: Skaven scurries into pre-order shortly.


That's super nifty, in my opinion.

This message was edited 1 time. Last update was at 2022/06/03 13:06:22


 
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

I like it, fixes some big issues with Skaven army building in the past, glad to see skaven armies can be skaven armies again instead of the bizarre subfactioning approach they were trying to push in the past.

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in fi
Locked in the Tower of Amareo





One thing of worry is that unless it's intentional you can pile in again when you attack(don't see nothing in rule saying no) the pile in all at once can cost you attacks when opponent removes models in range of unit that hasnn't attacked yet(but piled with this rule).

And can't do at the double for army wide 6" run

2024 painted/bought: 109/109 
   
 
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