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![[Post New]](/s/i/i.gif) 2015/10/04 20:25:04
Subject: Azyr Comp updates
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Clousseau
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Azyr Comp updated to 1.5.5. Added cockatrice, taurus, bloodbound Aspiring Death Dealer, Bloodbound Formations. Fixed PC version of Scyla which had him as a hero and not a monster.
Added clarification for formations that break comp guidelines (such as the mostly hero formation)
Chaos lords 3 pts instead of 2 due to summoning.
Zombies go to units of 10 due to the undead banners so that the cost of zombies wouldn't be so high for hordes.
www.louisvillewargaming.com Resources tab
www.louisvillewargaming.com/Files/AzyrComp.pdf
PC app updated as well - run your updater.
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![[Post New]](/s/i/i.gif) 2015/10/06 20:35:45
Subject: Re:Azyr Comp updates
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Regular Dakkanaut
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I took a look at Azyr comp and so far it seems like a solid way to approach army-balancing for AoS.
I had one question though. Right now the Stormcast Eternals do not have any monsters/wizards in the army, relying primarily on force magnification from heroes rather than magic or big beasts. My question is whether or not you have had any discussions with people around this, and whether it makes sense to lessen some of the hero restrictions for Stormcast Eternals since they don't get to "take advantage" of monster scrolls?
Or, has this been shown to be irrelevant for the army under the current structure and are they balanced in other ways?
Thanks for all your work on this!
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![[Post New]](/s/i/i.gif) 2015/10/06 23:28:31
Subject: Azyr Comp updates
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Clousseau
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The big thing to remember with Age of SIgmar is that the concept of a mono-army is no longer applicable. Stormcast Eternals are part of the Order faction and players can mix models from the Order faction (well technically they can mix any models from any faction) so I would say that this would not be applicable to the overall Azyr structure (giving stormcast eternals the ability to take more of something) as that is artificially induced by a player wishing to do a mono-faction and self-imposing that restriction on themselves.
That doesn't stop someone from making a campaign packet that allows for this though if they are trying to enforce people to only take from one faction.
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![[Post New]](/s/i/i.gif) 2015/10/06 23:54:33
Subject: Re:Azyr Comp updates
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Regular Dakkanaut
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That makes sense, my group has been primarily playing mono-army for aesthetic reasons as much as anything so I am biased that way!
Just out of curiosity, if you were going to modify for single faction armies, how might you structure the Stormcast comp structure?
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![[Post New]](/s/i/i.gif) 2015/10/07 01:44:23
Subject: Re:Azyr Comp updates
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Longtime Dakkanaut
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for example...
My Stormcasts use Warrior Priests from empire. For the real reason is mono Stormcast dies horribly to magic, such as Tzneetch.
My Bloodbound/Khorne will be mono, as a mix of mortals and demons, all things Khorne.
Third army is going to be the Sylvaneth/possibly wood elves, with Vampire Spirits. Using Spirit Hosts/ Banshee, possibly other stuff from vampires. Theme is to use Durthu and he vengeance dryads/undead forest spirits. Think the theme fits
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![[Post New]](/s/i/i.gif) 2015/10/07 02:53:45
Subject: Azyr Comp updates
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Hurr! Ogryn Bone 'Ead!
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I like the Azyr comp.
Been playing several games with it, bringing all the armies out.
I think it would work really well for tourneys
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Thought for the day: It is better to die for the Emperor than to live for yourself
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![[Post New]](/s/i/i.gif) 2015/10/07 16:08:36
Subject: Re:Azyr Comp updates
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Clousseau
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themadlbb wrote:That makes sense, my group has been primarily playing mono-army for aesthetic reasons as much as anything so I am biased that way!
Just out of curiosity, if you were going to modify for single faction armies, how might you structure the Stormcast comp structure?
I would have to sit down and really think about it to be honest. That would require a pretty good analysis of each faction by itself and what they have and do not have and how a good structure could exist to make that work.
like the Azyr comp.
Been playing several games with it, bringing all the armies out.
I think it would work really well for tourneys
Thanks! It can work for tournaments (in fact its been used for many and has been a part of our playtesting group results) though its lack of precision pointing bothers some people.
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![[Post New]](/s/i/i.gif) 2015/10/07 19:00:23
Subject: Re:Azyr Comp updates
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Regular Dakkanaut
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auticus wrote:themadlbb wrote:That makes sense, my group has been primarily playing mono-army for aesthetic reasons as much as anything so I am biased that way!
Just out of curiosity, if you were going to modify for single faction armies, how might you structure the Stormcast comp structure?
I would have to sit down and really think about it to be honest. That would require a pretty good analysis of each faction by itself and what they have and do not have and how a good structure could exist to make that work.
like the Azyr comp.
Been playing several games with it, bringing all the armies out.
I think it would work really well for tourneys
Thanks! It can work for tournaments (in fact its been used for many and has been a part of our playtesting group results) though its lack of precision pointing bothers some people.
I imagine it would be difficult to rebalance the entire thing.
In my mind, the modified structure would probably be something like:
For factions that do not have warmachine/monster choices, they may take one hero in place of a monster slot if they have already maxed their hero points. Hero points must be "spent" on the most expensive heroes first. If a hero does not fit within the allowed hero points under this structure, it must take up a monster/warmachine slot.
ex. I want to play a small battle with my Celestant Prime, Lord Celestant on Dracoth, a Knight Heraldor and a Knight Vexillor.
I have to allocate hero points to my Celestant Prime first since it is most expensive. Doing so costs 6 points, leaving me 2 points. Next most expensive is my Lord Celestant on Dracoth. Unfortunatey he costs 5 points, so I cannot place him in my hero slot. He will need to take up a warmachine slot. Because I couldn't allocate hero points to my second most expensive hero, I must now place all remaining heroes into warmachine slots. So, I have allocated hero points to the Celestant Prime, and my three monster/warmachine slots to the Lord Celestant on Dracoth, Knight Heraldor and Knight Vexillor respectively. I have now reached the max number of heroes allowed under this structure for a small battle.
Obviously I know that fully thinking this through would require more effort than you have time for, but at first glance does this seem reasonable?
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![[Post New]](/s/i/i.gif) 2015/10/07 23:54:05
Subject: Azyr Comp updates
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Clousseau
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At first glance sure it looks reasonable. Also nothing stops you from not using the slot restrictions either and just using the points
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![[Post New]](/s/i/i.gif) 2015/10/08 01:25:44
Subject: Azyr Comp updates
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Regular Dakkanaut
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Played a few games with the comp with my VC's and I'm getting rolled left and right.
The hero costs alone seem a little ridiculous compared to other armies heroes.
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![[Post New]](/s/i/i.gif) 2015/10/08 02:03:03
Subject: Azyr Comp updates
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Lieutenant General
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Screaming Echo wrote:Played a few games with the comp with my VC's and I'm getting rolled left and right.
The hero costs alone seem a little ridiculous compared to other armies heroes.
According to the feedback results posted in this thread, Vampire Counts have the highest win percentage of all the armies.
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'It is a source of constant consternation that my opponents cannot correlate their innate inferiority with their inevitable defeat. It would seem that stupidity is as eternal as war.'
- Nemesor Zahndrekh of the Sautekh Dynasty Overlord of the Crownworld of Gidrim |
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![[Post New]](/s/i/i.gif) 2015/10/08 12:52:39
Subject: Azyr Comp updates
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Clousseau
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Yep Vampire Counts are the most complained about army in the entire comp. Them and tomb kings. Not for being weak, but for being too strong. I just got done answering an email about 10 minutes ago about making VC more expensive (i explained why that was not going to happen)
Our vampire counts and tomb kings players in our campaign are both undefeated currently.
The undead heroes have a bonus to their score simply for being able to summon. Summoning is huge in this game.
We had a stormcast player that was complaining his army was too expensive and it wasn't fair. So I went down to the store and watched him play. I saw why he was complaining - because he was playing poorly and his opponent was taking advantage of that. When after his game we sat down and discussed the errors that I saw, he at first denied that those were errors, and then his next game I noticed he corrected them. And won handily.
So I'm not saying you are playing bad because I haven't seen you play at all, rather the most important thing for me is to see detailed analysis of why one thinks things are too expensive in a game context and why one is being "rolled left and right".
Most people immediately jump to they lost because the points were not fair or the other army was over powered... and have done so since I started playing warhammer in the 90s.
So far our data is that the vampire counts and tomb kings are quite potent and have along with the stormcast eternals the highest win/loss playtest percentage of the entire game.
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This message was edited 1 time. Last update was at 2015/10/08 12:55:07
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![[Post New]](/s/i/i.gif) 2015/10/10 19:52:05
Subject: Azyr Comp updates
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Clousseau
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Added official format to ignore slot restrictions if you want to just use as many heroes as you want etc
Clarified models NOT within 3" of an enemy may fire at whatever they want thats valid instead of if they are in a unit engaged in combat due to some gamey situations where 5 small models were able to block an entire unit of 40 models from shooting out of combat.
Cave Squigs up a point
Ogres up a point
Chaos ogres up a point
Chaos Plague Ogres up a point
Shamans up a point (NG and regular)
Currently at 589 playtested games. Looking to report the 600th win/loss percentage soon.
www.louisvillewargaming.com -> resources tab
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![[Post New]](/s/i/i.gif) 2015/10/10 23:11:37
Subject: Azyr Comp updates
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Longtime Dakkanaut
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Just want to pop in and say I applaud the great work you guys are doing on making a balanced point system.
Keep up the great work!
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![[Post New]](/s/i/i.gif) 2015/10/11 14:54:34
Subject: Azyr Comp updates
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Clousseau
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Thank you sir
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![[Post New]](/s/i/i.gif) 2015/10/24 06:47:35
Subject: Azyr Comp updates
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Been Around the Block
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Your doing God's work auticus. I'm running a 10 player campaign using the Azyr Comp now and it's going quite well. Keep up the good work.
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![[Post New]](/s/i/i.gif) 2015/10/25 15:10:09
Subject: Azyr Comp updates
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Clousseau
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Thanks - any feedback send me an email I'd appreciate it.
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![[Post New]](/s/i/i.gif) 2015/10/25 16:29:09
Subject: Azyr Comp updates
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Executing Exarch
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Agree!
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![[Post New]](/s/i/i.gif) 2015/11/08 20:33:34
Subject: Azyr Comp updates
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Clousseau
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Version 1.7 of azyr comp. New seraphon units and formations. Moved khorne units to the khorne category. Executioners 3 for 5. See the new release notes at bottom of doc for more details.
www.louisvillewargaming.com -> resources tab
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