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AbusePuppy

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Everything posted by AbusePuppy

  1. Neither of these is actually a fix- as you've pointed out elsewhere, the Conclave makes it trivial to cast WC3 and WC4 powers, which is what most players are expected to use for Electrodisplacement and Shifting Worldscape. While not having to keep it in a Conclave is an advantage, removing that ability does not actually fix the problem- the problem is first-turn assaults with consistency, remember. Prohibting its "dual use" with Worldscape I'm not even sure why you think would be a potential solution at all; the relationship between those two powers is already an either/or sort of scenario, since very few lists actually need both. The first one here is just a completely arbitrary restriction that has nothing to do with the original power- you may as well say something like "models affected by this power are reduced to a maximum of a 5+ save, regardless of all other modifiers." If you're complaining about negating the original point of the spell, this is easily far worse. Denying it the Conclave bonus has a similar issue with arbitraryness- why doesn't it get the Conclave bonus? Because, that's why. And even that change won't be enough to save it unless it's a WC3+ power, since succeeding with a WC2 power is pretty trivial. Wulfen+Murderpack can get a T1 assault, sure, but good deployment can mitigate that and it relies on keeping a unit outside of the deathstar alive in the face of enemy interference- Displacement and Worldscape do not. Shooting can certainly do damage, but the game is balanced with the assumption that shooting happens from turn 1; that is not true for assaults.
  2. It had a lot of issues- changes to mission design meant that the game was often very static and uninteresting, especially in combination with the codex releases. It also was the start of the upswing of power levels in the game thanks to things like the Wave Serpent, Grimoire of True Names, and ally shenanigans. I think I might personally argue that 6E was really no more degenerate than 7E currently is in terms of list design and such, but 6E was definitely the beginning of things; it was the first time that the community as a whole really accepted that certain rules in the game needed to be changed in order for things to remain at all enjoyable, especially with 2+ rerollable saves and the release of Escalation.
  3. I really don't think it's as bad as you're making it out to be; it still does the same thing (swapping the positions of two units), it just prevents you from assaulting when you use it. In my mind it's a pretty simple way to fix the issue with the power (i.e. easy first-turn assaults) that doesn't cause any other huge problems. You say that you can think of half a dozen other ways to fix the power- so what are they? If you're critiquing their solution, it behooves you to offer concrete alternatives rather than simply calling them names. And no, the power has not made major appearances at any tournaments that I'm aware of- however, most players don't have the appropriate models to build an army around it. I know for a fact that many very good players (some of the top players in the USA, in fact) are planning to make use of it, but like any other book you won't see widespread dominance of it until enough people have built models and armies to take advantage of the power. Comparing it to Shifting Worldscape, it is easier to cast (WC2 instead of WC3) meaning you don't necessarily even need a Conclave to succeed it, it is a lot more flexible in getting close to the enemy (since it can put you within 1" of them pretty easily, whereas Worldscape will typically get you no closer than 3" and often further than that), and its utility uses are comparable in many ways. The lack of other strong powers in the discipline certainly can limit it, but that doesn't actually make the power not broken in and of itself- and it's not fun for games to come down to "did you roll the one automatic charge power that nothing can stop okay you win I guess no need to play the game out." I actually think the nerf to Phase Form is much harsher, although I don't have much sympathy for that power to start with so I don't really care.
  4. Oh boy, another sculpt of a Captain with a Power Fist? I'll stick it in the pile with all the others.
  5. In the early game (back when Epic was still a thing), Knights were strictly called "Knight Titans." Though never part of the Titan Legions, they were still titans in the strictest sense of the word. Obviously the fluff has shifted somewhat since then, but a Knight is, for all intents and purposes, just a smaller version of any of the "regular" titans both in function and in form. I'm not aware of any specific differentiation between the two apart from who operates them.
  6. There are actually quite a few formations that mandate particular unit sizes and/or compositions- for example, the old Tau Firebase Support Cadre, the BA Angel's Fury, etc. More typically such limitations are spelled out in the Restrictions sub-heading of the formation, but some of them list it in the Composition section.
  7. oh no, not Whassisname Forgettableman he was my favorite character with specific qualities and traits that i can almost remember what they are i will mourn him forever or until tuesday
  8. The Jink one is really weird considering that the main FAQ gave units special permission to Jink even when they weren't the target of an attack.
  9. The worst part aboot being robbed by Canadians is that they apologize afterwards.
  10. That's not an army, that's the board someone else is playing their army on.
  11. You don't need to have a flyer wing to get/give the bonus; having ANY flyer in reserve is sufficient to quantify, it seems. Bombers just seem like total garbage. They have no advantages at all compared to the other flyer types and several disadvantages and none of the bombers were actually very good to begin with. I actually think the Crimson Death is better than the new formation; if the new one were two Hemlocks and one Hunter I might be able to respect it as a ground-attack formation with some token anti-air, but the Hunters are actually really survivable and can cut down most things pretty easily. Well, they could prior to these changes, we'll see how this stuff works out. I think most tournaments will lean away from using these rules because they just add a layer of complexity to the game that no one really wants or needs; it's extra work for no reason.
  12. I am definitely going to be making this. I can't say I'm familiar with what an achievement league is, though- can anyone fill me in or give a link?
  13. Oh, right, I was thinking of Hannah, not Vanessa. 'Ness is top of my list to get for a Vik crew because she's one of the very few Sisters you can get to do shenanigans with.
  14. I like the Wretches and Librarian, those are definitely on my list; I feel less enthused about Vanessa, but I would have to give her a whirl to say for sure. How have the Mercs worked out for you? I haven't run them yet, but they seem kinda lackluster at a first glance- great if you can somehow trigger the plus flips to attack, but otherwise just a regular dork with nothing special going for them (and Wretches have way more utility.) You'll be in good company in your inexperience, though, so don't worry too much there.
  15. Hmm. I've been trying to figure what other models to add to my Vik crew once I get them, since nothing really stands out; I might try some of the Seven.
  16. Aren't the seven basically the least-choicey gang possible? You've only got two points to play with.
  17. "A Librarian with the Space Marines Faction, regardless of which Chapter he is drawn from, may generate powers from these disciplines in addition to the ones listed in his datasheet." Space Wolves, Grey Knights, and Blood Angels are all distinct factions from Space Marines. Unless you can point out some text elsewhere that contradicts this, I would say it is pretty definitively not possible for them to use these disciplines.
  18. True. That could be pretty unpleasant, if unreliable. Sadly, only Codex: Space Marines armies can take them, so not an option for SW, BA, or GK.
  19. It's... interesting. It basically lets you play Shrodinger's Deathstar with people, which is cute, but it doesn't actually help you reposition yourself at all. I would actually be much more worried about the "take a free move" power. Glad that it is, too, 'cause something needs to be around to slow down the 2++ units out there. But apart from Geomancy, I feel like a lot of these tables are a bit too unreliable for us to see armies rolling on them much- rerolling saves is amazing, but when everything else on the table is pretty "meh" then I don't think it will see much use (though I am hardly sad about that.) Technomancy has some possibility as a specialist tool against some armies, but Fulmination and Librarius don't impress me off the bat. Geomancy, though... guh. Moving terrain around the table is just stupid. Restoring piles of wounds to characters with 2+/3++/FNP is stupid. Most of the attack spells are at least decent and there's a ton of shenanigans in there.
  20. Yeah but don't you know- Hanaur speaks the literal, Biblical Truth of the Lord God Almighty when he divines answers to rules questions. The blazing honesty that pours forth from his opened mouth is as perfect an irrefutable as the innocent smile of a newborn child, and anyone who would dare to dispute it is no better than a dog, a worm, a betrayer and a coward. They are not fit to grovel at the feet of men such as he. I mean, the words are written right there in the book. Anyone who can't understand what is PLAIN TO SEE must be a heretic, as the rules are perfectly clear and need no amendment or FAQ at all (except where Games Workshop offers a FAQ, of course, and those things were CLEARLY predestined to be fixed from the very beginning.)
  21. It was pretty good times. However, one complaint I know a number of people had was that the lack of printed (or otherwise visible) mission sheets in combination with the above-average number of secondary missions meant that most people had no idea what the secondaries were each game (and more than a few of them lost as a result.) I would strongly suggest insuring there is at the very least some kind of printouts spread amongst the tables with the information on them. Even just one per two or three tables would help a lot.
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