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Kremmet

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Everything posted by Kremmet

  1. Korben Dallas Multipost.
  2. CB has a stern policy on, if there is a sniper version, they make the sniper version. Never shall they drift from this path.
  3. I vote we skip what they do and move right along to calling them A/S/L-mines.
  4. Seriously, that intro is amazing as are the new Magister Knights. I'm not sold on the new Raicho, but that's probably a render problem.
  5. It's the only way to be sure full Yiff Mode is achieved.
  6. I agree—I don't see this post as positive for FRRM let alone hopeful. I'm just glad they're not stringing people along about whether they're going to revisit them nor did they invalidate the current army people can play. Gamers—especially miniature gamers—fear change, but it is necessary and it's nice to see a company treating their consumers as adults rather than loonies.
  7. The first thing to do is to take Uberfallkommando until army builder cuts you off. You may not like it, but that's what peak performance looks like.
  8. But they're not doing that? The rules are still legal and the conversion policy would allow you to use their more-modern models (or your existing collection) to play FRRM if you want. They're just being honest about whether they're working on the sectorial instead of keeping fish on the line.
  9. https://www.infinitythegame.com/blog/news/item/514-the-most-epic-battle-of-merovingia Sounds like somebody got tired of people asking when Merovingia was coming.
  10. I like a list that puts all its hot tricks into tight packages.
  11. Yes, and you chose to do so in an unbecoming manner. GW is the one saying this one model has been worth the wait and thus we should probably judge things on what they've said and shown rather than their potential. 🙂
  12. It was in reply to Pax talking about how it wasn't any better than the metals. Chill.
  13. Calling that model only as good as the existing metals is more than a little hyperbolic, but I do agree that it's also not "worth the wait." It's demonstrates solid execution with some small design alterations, but it's also not really showing off what GW can do. A static-posed model with only minor design alterations does not make up for a 20+ year wait.
  14. Eh, without Claw+POMB, 2k's pretty fun too. 1500-1800 is a little too heavily in favor of cheap teams like Dwarfs. Not saying that 2k isn't elf+Chaos town, but teams just perform better at wildly different TVs. There is no ideal.
  15. The KoW community is an oddity in that it's very active on Facebook and really nowhere else. I know Pittsburgh has its own page, but I'd recommend a broader view in joining your Masters region group (Northeast for PA) along with the Kings of War Fanatics group to really get into the community.
  16. The undead look to be a mix of Privateer Press' Bog Trog Shamblers and Blackbane'a Ghost Pirates.
  17. Eh, there can be a problem when the design is rooted in satire and that same satire has become more literal in the modern day. You shouldn't have the SoB in fetish gear and remove the satirical approach to the Imperium the game was founded in. I think we see this understanding in the removal of the heels although I wish the corset had been redesigned slightly to showcase this as well.
  18. If only Lord Tremendous wasn't such a dbag. I've heard he's...adjusted a little since the old WHFB days, but I haven't seen any actual remorse for how he treated people just yet. Mastercrafted makes a pretty good battle report, but they're a little too heavy on the catch phrases. Andy2d6 is pretty solid as well if you want something without constant mentions of Pizza Jesus.
  19. No, it won't give you the same one-hit impact, but it will give you more impact on average. Once an artillary piece is over 100 pts, you're often better off swapping it for something that can move and shoot, shift on its axis to deal with flankers, and take items. Even the best artillary isn't worth it in terms of the math or opportunity costs all the time and neither the Undead nor the Trident Realms have anything close to the best. That same one-shot impact that you're valuing is just too much of a gamble compared to spending your points safer elsewhere. It's like putting all your savings on 23 instead of in a Roth IRA: it could payoff big, but the retirement fund is waaaaaaaay more likely to.
  20. Neither the Undead nor the Trident Realms war machines are much worth taking. Spend those points on spellcasters instead if you want a firebase.
  21. Here's the thing about Trident Realms: they're a scenario army through and through. You're not going to out bash most dedicated combat armies, your nerve is around one pip lower than the average across the board, and you are a little more expensive than similar troops and pay for rules (Regen, Ensare, Phalanx, etc) that can be circumvented by a competent opponent. But none of that is actually bad because you're dominant in one area: time. Your opponent must spend time to get around all the weird rules your units have or suffer the consequences. Here's a link to a podcast that can explain what I'm talking about rather than me paraphrasing for the next few paragraphs: https://directmisfire.podbean.com/e/kings-of-war-trident-realms-review/ As for your list in particular, I can provide a quick rundown of that. I think you're going a little too hard on the Placoderm package here. The Defender isn't necessary and could easily be swapped out for the Siren for more list flexibility (on top of the ever-important ranged attack) and true Inspiring. I'd find the 30 pts to nab her by swapping one horde of Placoderms for a horde of Ensarers with the Dragonshard Shield (-40 pts for the list). This will give you a better rounded list through a mix of defensive measures while also allowing you one turn of nightmare defense (the Dragonshard Shield is an on-use item that gives you +2 DEF to any unit provided it doesn't move). As for the Gigas, they're good and that's about all there is to it. They'd benefit from the Brew of Strength if you can find the points. First off, I'll start with a rules clarification: allies cannot take items so there's no way to make the Necromancer inspire their troops. You could swap for a Liche or Revenant, but I don't think that's necessary. Speaking of what's necessary, I don't think these allies really are. If you want undead-themed sea creatures, just convert up some units that are in Trident Realms or, if you really want allies, try Night-Stalkers for spoopy allies or even Forces of Nature. The problem with undead is that they're just terrible at being allies due to their need for support and allies not getting any from the parent list. Right now, you've added four units that are pretty immune to that need for support because they're just chaff, but then you've also added four units that are chaff and are not well suited to support your list. I get that you want theme, but theme is more than just unit listings. I'd personally be more impressed if you found ways to work up reasonable counts-as units than shoehorning actual undead in. This is great stuff. I'd put some sort of offensive magical item on the horde like the Brew of Strength or Chalice of Hatred, but otherwise this is perfect. The one thing to keep in mind with Wyrmriders is that, like the rest of the list, they don't hit as hard as their points would suggest nor are they the toughest. They're meant to confuse, disrupt, and take opportunistic kills. Don't just slam into the enemy line and expect them to Get [big bad swear word] Done™. Personally, I prefer the giant to the Kraken, but he's still a good choice. Just remember that CoK18 made the base longer on these things (giggidy). Despite what has been written above, the Knucker is widely considered one of the best units in Trident Realms which really comes down to one thing: speed. To repeat the theme of the army, the Knucker is not a blunt tool. To be used effectively, you need to be running behind enemy lines with it to set up lose-lose scenarios for your opponent. If they turn to face the Knucker, they should be facing a flank charge from another combat-capable unit. If they don't, the Knucker can flank charge them to support or just continue on its merry to setup even worse charges. The same can be said about ranged options against the Knucker. Use terrain to your advantage to force bad shots while also always giving your opponent options about shooting the Knucker or shooting another unit closing in. That said, a major weakness of Trident Realms—and what holds them back from being a terror on the tournament scene—is that they're incredibly weak to heavy-shooting lists. Thuul Mythicans are great, but should always have Bane Chant on them. Trident Realms units don't hit super hard, but need to break whatever they do choose to fight due to the finesse nature of the list. The biggest boost you can have against almost anything is an additional +1 to wound. As a basic rule, always take Bane Chant when you can. This is a good theory, but in practice is more likely to get you killed. You need to be less focused on your battle strategy and more on disruption of the scenario. Your hordes would benefit more from looking for whatever zone they can camp in to worry the opponent (all the better if there's a forest/other significant difficult terrain there) while your faster units constantly threaten flank charges and immediacy of threat to slow the opposition down. It's all about running down the clock here—you're going for a decision victory rather than a KO.
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