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Made in us
Esteemed Veteran Space Marine



Ottawa

 EnTyme wrote:
It sounds to me like you had already decided against playing, and that's fine, but for anyone else reading this thread, it really is a vocal minority lamenting the changes. The vast majority of online discussions I've read about the 2.0 changes have been extremely optimistic.


Well, if that makes you feel better, then who am I to argue...
   
Made in us
Longtime Dakkanaut





Lemondish wrote:
 EnTyme wrote:
It sounds to me like you had already decided against playing, and that's fine, but for anyone else reading this thread, it really is a vocal minority lamenting the changes. The vast majority of online discussions I've read about the 2.0 changes have been extremely optimistic.


Well, if that makes you feel better, then who am I to argue...


I think whats most important is what you and your group want out of a game. Where I am there is only a tiny number of us who play, but we have a good time with it, we all know each other and do things other than gaming as well. Sounds like you have a pretty tight group, you might have a good time with it.
   
Made in si
Charging Dragon Prince





"Shrugs"

The game will still be here, should a person changed his mind in the future. Meanwhile, happy gaming with whatever you choose to get involved.
   
Made in us
Humming Great Unclean One of Nurgle






Lemondish wrote:
 EnTyme wrote:
It sounds to me like you had already decided against playing, and that's fine, but for anyone else reading this thread, it really is a vocal minority lamenting the changes. The vast majority of online discussions I've read about the 2.0 changes have been extremely optimistic.


Well, if that makes you feel better, then who am I to argue...
So he's right, then.

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 es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

I actualy realy like aos and have 0 resentment over the death of fantasy. I just hate the double turn, is the only thing I strongly dislike about aos. The rest things i dont actively like or love are just annoyances, like shooting out of combat.

I have actuakly convinced 2 friends of mine that really hated sigmar (one called it age of s*itmar) to play it. The s**tmar guy has started a daugthers of khaine army, and as much as he disliked the stormcast, hes in love with the new ones for three reasons :
-Robes
-wizard-warriors
-Female heroes and mixed gendered units.
And I have to agree with him for the same reasons. Stormcas were a meh for me, a 4/10. But this sacrosant Chamber, its a strong 9/10.

(he still calls it age of s**tmar )

This message was edited 1 time. Last update was at 2018/05/19 18:49:20


 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

I would have preferred Age of Squigmar.

Funny thought, if they had set the game prior to the events of WHFB during Sigmar's and made it a prequel of sorts, Age of Sigmar would have a really good name for it. Probably even more than now.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Clousseau




Slaanesh summoning mechanics revealed today. Deviant points based on how many wounds your heroes do but dn't kill and how much damage they themselves take but not get killed by.

I like the new summoning mechanics. Reserve points never went over well because you no longer got free stuff, and that was largely why you summon in the first place, and while this is moving us back into getting free stuff, you at least have to work towards earning it.
   
Made in us
Dakka Veteran




Seattle, WA USA

Interesting. They added a Look Out, Sir! rule, but I'm not sure what to think about it yet.


Better than nothing, but not sure how much it will really stop character sniping.

https://www.warhammer-community.com/2018/05/20/20th-may-rules-preview-look-out-sirgw-homepage-post-2/

This message was edited 1 time. Last update was at 2018/05/20 16:22:45


 
   
Made in au
Sneaky Sniper Drone




It'll mean that Eidolans of Mathlann are basically always gonna be at -1 unless the Deepkin player is being stupid.

Cape dude infront so they have to be shot first, a unit behind him for -1, a turtle nearby for cover and Mystic Shield to taste. Oh boy.
   
Made in si
Charging Dragon Prince





I'd prefer to see changes to how drawing the LoS works. However as that is something that GW design team seems unwilling to change, this is hopefully going to provide some protection to the heroes. I do hope there will be a reasonable limit of how many negative penalties you can inflict on a roll.

This message was edited 1 time. Last update was at 2018/05/20 17:02:07


 
   
Made in us
Fresh-Faced New User




So in the Maggotkin preview today, they mentioned their battletome was designed with 2.0 in mind... my question is how greatly does the Maggotkin book differ from the Blades of Khorne book, and will it be very noticeable that BoK is an older book and thus obsolete with the new edition??

Can anyone speak to the differences in the 2 books and how one might be made for 2.0 and the other not?
   
Made in au
Sneaky Sniper Drone




There's no real difference between the two books in terms of contents (all have allegiance abilities, all have battalions, extra artefacts, prayers, spells, ect.). All they mean by that is when they were designing the Maggotkin book, such as with the Contagion Points summoning mechanic, it was with AoS 2.0 in mind.

All Battletomes are going to be useable in the new edition, even the old pre-Sylvaneth ones like Pestilence and Ironjaws.
   
Made in ca
Unhealthy Competition With Other Legions






Are Ironjawz not useable right now?

5,000 Raven Guard
3,000 Night Lords  
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 Valander wrote:
Interesting. They added a Look Out, Sir! rule, but I'm not sure what to think about it yet.


Better than nothing, but not sure how much it will really stop character sniping.

Given that you don't have many actual shooting units being the ones doing 'character sniping', but rather you have Mortal Wounds from casters and garbage like that...no, it won't.


Automatically Appended Next Post:
MalfunctBot wrote:
It'll mean that Eidolans of Mathlann are basically always gonna be at -1 unless the Deepkin player is being stupid.

Cape dude infront so they have to be shot first, a unit behind him for -1, a turtle nearby for cover and Mystic Shield to taste. Oh boy.

Or alternatively, they can use the artefact on the Eidolon that makes it so they can't attack/be attacked and just soak up your fire...that can't do anything to it and has to target it because of Forgotten Nightmares.

Enjoy! People whined about a nonexistent problem in many places(character sniping from ranged attacks) and it got addressed, but it does nothing to stop the actual issue of spamming casters and abilities with Mortal Wounds.

This message was edited 1 time. Last update was at 2018/05/20 18:01:14


 
   
Made in gb
Master Engineer with a Brace of Pistols






 Skimask Mohawk wrote:
Are Ironjawz not useable right now?


No they’re useable. Believe me they’re usable (looks at wrecked Overlords army destroyed by a single mawcrusha).

I think MalfunctBot meant that all existing battletomes will be ok under the new rules. Some of the early ones (Fyreslayers, Ironjawz) didn’t come with the latter trademarks like an alligence ability, artifacts and battalions, so they’re arguably underpowered. Arguably.
   
Made in us
Auspicious Aspiring Champion of Chaos






 Kanluwen wrote:
 Valander wrote:
Interesting. They added a Look Out, Sir! rule, but I'm not sure what to think about it yet.


Better than nothing, but not sure how much it will really stop character sniping.

Given that you don't have many actual shooting units being the ones doing 'character sniping', but rather you have Mortal Wounds from casters and garbage like that...no, it won't.


Automatically Appended Next Post:
MalfunctBot wrote:
It'll mean that Eidolans of Mathlann are basically always gonna be at -1 unless the Deepkin player is being stupid.

Cape dude infront so they have to be shot first, a unit behind him for -1, a turtle nearby for cover and Mystic Shield to taste. Oh boy.

Or alternatively, they can use the artefact on the Eidolon that makes it so they can't attack/be attacked and just soak up your fire...that can't do anything to it and has to target it because of Forgotten Nightmares.

Enjoy! People whined about a nonexistent problem in many places(character sniping from ranged attacks) and it got addressed, but it does nothing to stop the actual issue of spamming casters and abilities with Mortal Wounds.


Spell sniping is trivially easy to fix: "A hero cannot be targeted by a spell (other than spells effecting all units within a certain area) unless that hero is the closest visible model". If GW doesn't implement something to this effect, just propose it as a house rule.

This message was edited 1 time. Last update was at 2018/05/20 18:39:48


2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
 
   
Made in us
Humming Great Unclean One of Nurgle






Spell sniping shouldn't be changed, for some armies that's all they have (especially with the look out sir addition). Spell sniping isn't a problem--Tzeentch is a problem.


Automatically Appended Next Post:
 EnTyme wrote:
 Kanluwen wrote:
 Valander wrote:
Interesting. They added a Look Out, Sir! rule, but I'm not sure what to think about it yet.


Better than nothing, but not sure how much it will really stop character sniping.

Given that you don't have many actual shooting units being the ones doing 'character sniping', but rather you have Mortal Wounds from casters and garbage like that...no, it won't.


Automatically Appended Next Post:
MalfunctBot wrote:
It'll mean that Eidolans of Mathlann are basically always gonna be at -1 unless the Deepkin player is being stupid.

Cape dude infront so they have to be shot first, a unit behind him for -1, a turtle nearby for cover and Mystic Shield to taste. Oh boy.

Or alternatively, they can use the artefact on the Eidolon that makes it so they can't attack/be attacked and just soak up your fire...that can't do anything to it and has to target it because of Forgotten Nightmares.

Enjoy! People whined about a nonexistent problem in many places(character sniping from ranged attacks) and it got addressed, but it does nothing to stop the actual issue of spamming casters and abilities with Mortal Wounds.


Spell sniping is trivially easy to fix: "A hero cannot pick targeted by a spell (other than spells effecting all units within a certain area) unless that hero is the closest visible model". If GW doesn't implement something to this effect, just propose it as a house rule.
Stormcast would rejoice as their heroes are now nearly invulnerable.

This message was edited 1 time. Last update was at 2018/05/20 18:30:06


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.

 EnTyme wrote:

Spell sniping is trivially easy to fix: "A hero cannot be targeted by a spell (other than spells effecting all units within a certain area) unless that hero is the closest visible model". If GW doesn't implement something to this effect, just propose it as a house rule.

Even easier fix: make it so spells are a ranged attack on the unit's profile, with Mortal Wounds being reserved for actually challenging spells or trigger effects like on 6s.

Welcome to being a ranged unit, kiddos. Have fun seeing what life is like for the Glade Guard!

Automatically Appended Next Post:
 NinthMusketeer wrote:
Spell sniping shouldn't be changed, for some armies that's all they have (especially with the look out sir addition). Spell sniping isn't a problem--Tzeentch is a problem.

Spell sniping is a pox upon this game. Summon up a Vortex and double your casting range while effectively making yourself immune to melee. When do I get to summon up a siege tower for an archer character?

Stormcast would rejoice as their heroes are now nearly invulnerable.

Every army "would rejoice", because heroes tend to get hidden away to throw up their buffs.

This message was edited 2 times. Last update was at 2018/05/20 18:47:08


 
   
Made in us
Humming Great Unclean One of Nurgle






 Kanluwen wrote:
 EnTyme wrote:

Spell sniping is trivially easy to fix: "A hero cannot be targeted by a spell (other than spells effecting all units within a certain area) unless that hero is the closest visible model". If GW doesn't implement something to this effect, just propose it as a house rule.

Even easier fix: make it so spells are a ranged attack on the unit's profile, with Mortal Wounds being reserved for actually challenging spells or trigger effects like on 6s.

Welcome to being a ranged unit, kiddos. Have fun seeing what life is like for the Glade Guard!

Automatically Appended Next Post:
 NinthMusketeer wrote:
Spell sniping shouldn't be changed, for some armies that's all they have (especially with the look out sir addition). Spell sniping isn't a problem--Tzeentch is a problem.

Spell sniping is a pox upon this game. Summon up a Vortex and double your casting range while effectively making yourself immune to melee. When do I get to summon up a siege tower for an archer character?

Stormcast would rejoice as their heroes are now nearly invulnerable.

Every army "would rejoice", because heroes tend to get hidden away to throw up their buffs.
I'll give you the vortex, I should have included that. Tzeentch AND vortex are a problem. But enact the suggestions your making and the game would need a re balance from the ground up to account for it. The point values of characters and spellcasters would swing wildly. Alternatively, address Tzeentch and the vortex then avoid needing to do any of that.

Also Glade Guard are awesome and amazing at character sniping, dunno why you would be having a problem with them.

This message was edited 1 time. Last update was at 2018/05/20 18:59:29


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
Auspicious Aspiring Champion of Chaos






 Kanluwen wrote:


Welcome to being a ranged unit, kiddos. Have fun seeing what life is like for the Glade Guard!



Even only hitting heroes on a 5+, how is a -3 rend once per game not enough to make Glade Guard character killers?

2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
 
   
Made in us
Humming Great Unclean One of Nurgle






4+, they get +1 to hit at 20+ models.

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.

 NinthMusketeer wrote:
4+, they get +1 to hit at 20+ models.

So you need to bring a block of 20+ models with 6+ saves that hit/wound in CC on 5s, so that when they are above 20 or more models and have no enemy models within 3" they get to hit on 3s and Wound on 4s still?


Automatically Appended Next Post:
 NinthMusketeer wrote:

I'll give you the vortex, I should have included that. Tzeentch AND vortex are a problem. But enact the suggestions your making and the game would need a re balance from the ground up to account for it. The point values of characters and spellcasters would swing wildly. Alternatively, address Tzeentch and the vortex then avoid needing to do any of that.

Alternatively, add a thing for ranged hero hunters to be able to shoot characters with no penalties. If spellcasters can do it, why can't a Waywatcher or a Knight-Venator? It's their whole schtick.

Also Glade Guard are awesome and amazing at character sniping, dunno why you would be having a problem with them.

Because they already hit on a shoddy value, wound on a shoddy value, and have no save worth mentioning or protection against return fire to speak of?

This message was edited 1 time. Last update was at 2018/05/20 20:48:46


 
   
Made in us
Regular Dakkanaut




Anyone else find it odd they’re still releasing a generals handbook this year? I guess for point adjustments to older tomes?
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 EnTyme wrote:
 Kanluwen wrote:


Welcome to being a ranged unit, kiddos. Have fun seeing what life is like for the Glade Guard!



Even only hitting heroes on a 5+, how is a -3 rend once per game not enough to make Glade Guard character killers?

You answered your own question. How many heroes do most armies bring along? How many times do you get to use Arcane Bodkins?

Now compare that to the garbage that wizards can throw out there even before these new endless spells. And see why I've shelved my Wanderers until we get an actual book. Because right now, they've got one trick and that is Arcane Bodkins.


Automatically Appended Next Post:
dosiere wrote:
Anyone else find it odd they’re still releasing a generals handbook this year? I guess for point adjustments to older tomes?

They said that the core mechanics are the only thing changing/being tweaked. They're probably going to be adding Allegiance Abilities, etc to older books to bring them up to snuff.

Edit note: This preview made me grumpy. I'm going to take a break for awhile and go back to working on building my Deepkin. These eels are super sweet models and easy to build(the eels are basically one piece!).

This message was edited 2 times. Last update was at 2018/05/20 20:55:52


 
   
Made in us
Auspicious Aspiring Champion of Chaos






 Kanluwen wrote:
 EnTyme wrote:
 Kanluwen wrote:


Welcome to being a ranged unit, kiddos. Have fun seeing what life is like for the Glade Guard!



Even only hitting heroes on a 5+, how is a -3 rend once per game not enough to make Glade Guard character killers?

You answered your own question. How many heroes do most armies bring along? How many times do you get to use Arcane Bodkins?

Now compare that to the garbage that wizards can throw out there even before these new endless spells. And see why I've shelved my Wanderers until we get an actual book. Because right now, they've got one trick and that is Arcane Bodkins.


That "one trick" is basically a delete key for any non-monster enemy hero, though. Most lists only have at most three-four heroes that actually matter to the list. Two units of 30 Glade Guard could easily wipe them out or at least cripple them. I'm not saying magic and wizards don't need to be rebalanced, I'm just saying Glade Guard are good at taking out characters. Spell sniping is a problem, but so is ranged sniping. Thing "X" being more broken doesn't mean thing "Y" is balanced.

2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
 
   
Made in us
Humming Great Unclean One of Nurgle






 Kanluwen wrote:
 EnTyme wrote:
 Kanluwen wrote:


Welcome to being a ranged unit, kiddos. Have fun seeing what life is like for the Glade Guard!



Even only hitting heroes on a 5+, how is a -3 rend once per game not enough to make Glade Guard character killers?

You answered your own question. How many heroes do most armies bring along? How many times do you get to use Arcane Bodkins?

Now compare that to the garbage that wizards can throw out there even before these new endless spells. And see why I've shelved my Wanderers until we get an actual book. Because right now, they've got one trick and that is Arcane Bodkins.


Automatically Appended Next Post:
dosiere wrote:
Anyone else find it odd they’re still releasing a generals handbook this year? I guess for point adjustments to older tomes?

They said that the core mechanics are the only thing changing/being tweaked. They're probably going to be adding Allegiance Abilities, etc to older books to bring them up to snuff.

Edit note: This preview made me grumpy. I'm going to take a break for awhile and go back to working on building my Deepkin. These eels are super sweet models and easy to build(the eels are basically one piece!).
So your stuff is bad, their stuff is good, and they need a nerf.

Btw, 20 shots at 4+/4+ is an average of 5 wounds, easily able to kill a foot hero in that turn they have rend -3. Arcane bolt won't do that.

Though I would totally get behind heroes ignoring look out sir when making their own shooting attacks, that's a good idea.

This message was edited 1 time. Last update was at 2018/05/20 21:54:36


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.

NinthMusketeer wrote:So your stuff is bad, their stuff is good, and they need a nerf.

EnTyme wrote:
That "one trick" is basically a delete key for any non-monster enemy hero, though. Most lists only have at most three-four heroes that actually matter to the list. Two units of 30 Glade Guard could easily wipe them out or at least cripple them. I'm not saying magic and wizards don't need to be rebalanced, I'm just saying Glade Guard are good at taking out characters. Spell sniping is a problem, but so is ranged sniping. Thing "X" being more broken doesn't mean thing "Y" is balanced.

And "ranged sniping" is being addressed. Remember that we've been told that ranged units cannot fire out of combats. Magic sniping isn't being addressed at all, or at least we haven't seen anything suggesting it has been.


And if you can't
NinthMusketeer wrote:
Btw, 20 shots at 4+/4+ is an average of 5 wounds, easily able to kill a foot hero in that turn they have rend -3. Arcane bolt won't do that.

Arcane Bolt can be used multiple times during the course of a match and can be buffed up with a Balewind Vortex to have more range than a Glade Guard's Longbow.

Btw, suggesting that a 20 model block requiring no enemies within 3" of them at 4+/4+ with a "once per game" ability active is an "easily able to kill a foot hero" thing is a bit disingenuous, don't you think?

You're not talking about a single Hero giving a buff there. You're talking about quite a bit of caveats and blowing a once per game ability to 'delete' a character--that's a one trick list and it's getting nerfed between the locking of units into combat and the Look Out Sir silliness.

Though I would totally get behind heroes ignoring look out sir when making their own shooting attacks, that's a good idea.

This needs to be handled very specifically though. It can't be just a blanket rule, because then it still makes Wizards get a boost. Look at the Aspect of the Sea for example; it gets to make ranged attacks as well as cast and have CC attacks too. It also benefits some Heroes that get ranged options for whatever reason.

It needs to be specific to units like the Waywatcher, Knight-Venator, and the Ironweld Engineers. Characters that aren't super fighty, aren't super commandy--they're basically just monster/character killers.

This message was edited 1 time. Last update was at 2018/05/20 22:07:04


 
   
Made in us
Auspicious Aspiring Champion of Chaos






 Kanluwen wrote:

NinthMusketeer wrote:
Btw, 20 shots at 4+/4+ is an average of 5 wounds, easily able to kill a foot hero in that turn they have rend -3. Arcane bolt won't do that.

Arcane Bolt can be used multiple times during the course of a match and can be buffed up with a Balewind Vortex to have more range than a Glade Guard's Longbow.

Btw, suggesting that a 20 model block requiring no enemies within 3" of them at 4+/4+ with a "once per game" ability active is an "easily able to kill a foot hero" thing is a bit disingenuous, don't you think?

You're not talking about a single Hero giving a buff there. You're talking about quite a bit of caveats and blowing a once per game ability to 'delete' a character--that's a one trick list and it's getting nerfed between the locking of units into combat and the Look Out Sir silliness.



Once per game abilities are meant to be used to do things that turn the tide of a battle like eliminating the enemy's commanders. That's why they're powerful and only usable once per game. And those "caveats"? They're present from the first battle round. There is no way the enemy should be able to get within 3" of your Glade Guard unless you're leaving them completely open. Eternal Guard are also battleline and fairly cheap. If they're too expensive for you, ally in some Dryads. Set up a screen in front of your Glade Guard. Now use your once per battle ability to kill the enemy wizard, and he'll get to cast Arcane Bolt zero times in the battle. Worst case scenario, Wanders' allegiance abilities allow them to fall back from combat and shoot in the same turn. I never like to use the "get good" argument, but if you're having trouble firing from more than 3" away from the enemy as Glade Guard, you aren't using all the tools at your disposal.

This message was edited 1 time. Last update was at 2018/05/20 22:41:57


2000 Khorne Bloodbound (Skullfiend Tribe- Aqshy)
1000 Tzeentch Arcanites (Pyrofane Cult - Hysh) in progress
2000 Slaves to Darkness (Ravagers)
 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 EnTyme wrote:

Once per game abilities are meant to be used to do things that turn the tide of a battle like eliminating the enemy's commanders.

"Commanders" being plural and "once per game" abilities being once per game.

That's why they're powerful and only usable once per game.

So do you support making spells "once per game"? Command abilities "once per game"?

And those "caveats"? They're present from the first battle round. There is no way the enemy should be able to get within 3" of your Glade Guard unless you're leaving them completely open. Eternal Guard are also battleline and fairly cheap. If they're too expensive for you, ally in some Dryads. Now use your once per battle ability to kill the enemy wizard, and he'll get to cast Arcane Bolt zero times in the battle. Worst case scenario, Wanderers' allegiance abilities allow them to fall back from combat and shoot in the same turn. I never like to use the "get good" argument, but if you're having trouble firing from more than 3" away from the enemy as Glade Guard, you aren't using all the tools at your disposal.

You're also, again, ignoring that we have literally seen that they're doing something to address ranged units but have not seen anything to address the spamming of Wizards.

I have no trouble keeping Glade Guard away from enemies. And for the record, Wild Riders do a much better job of keeping crap off your lines.
What I do have trouble with is the idea that Wanderers should be hamstrung with this -1 to hit crap when they're not a force that is realistically being an issue. When we have units like Dark Riders getting harmed by it or Shadow Warriors or a ton of other ranged units that just aren't that great.

Glade Guard are competitive because of the Arcane Bodkins. End of story. It's a crutch for the Wanderers' list and suggesting that someone listbuild around it is asinine given that we know GW isn't afraid to nerf the crap out of specific units. Commissars still are unplayable. I don't want that for Wanderers.

This message was edited 1 time. Last update was at 2018/05/20 22:47:45


 
   
Made in ca
Fixture of Dakka




dosiere wrote:Anyone else find it odd they’re still releasing a generals handbook this year? I guess for point adjustments to older tomes?


Some would say GW is just sucking money out of their customers. Others would say GW is a business and needs to do to make money. Me? I would say the point costs should be in the rule book and we don't need to go down the road of having multiple books, but here we are starting a new edition with multiple books now. Not upset or surprised, just find it funny that Age of Sigmar was suppose to be about streamlined and making it easier, but already starting out the gate on being cumbersome because of a minimum of 3 books or two books and a bunch of printed out pages of Warscrolls to start playing a game.

What ever happened to having just one book to start with?

Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.

Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?

Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong".  
   
 
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