Jump to content

Fixxer

Members
  • Posts

    691
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Fixxer

  1. Actually this is a Death Korps of Krieg army, are there any additional rules in 7th that would be appropriate for this faction? I have one lemun russ demolisher and the one standard leman russ battle tank w/72" cannon. All heavy bolters.
  2. Im back into 40k after many many years! I have played Space marines and Chaos Space marines could never really get into them long term. I know its been like 3 editions since I played and Im sure a lot has changed. WIth that, I want to get into something fresh that Ive always wanted to play.... Imperial Guard... * I mean 'Astra Militarum'. Lots of dudes and tanks! Sounds like my kinds of army, a defensive maelstrom of lasguns and bombardment. I am going to get my first game in tonight with Krieger, 1500pts. I have 90+ guardsmen, all kinds of special and heavies. -Could use any as vets! 2 lemun russ, 1 hellhound 3 armored sentinels 10 rough riders, (I HAVE to take them!) 2 Taruox 1 Baskilisk Ive written a few lists, all pretty basic, straight forward but not knowing some of the intricacies of the game I could use a little advice on what to bring my first game. Just to get a feel. Thanks for any and all advice.
  3. Do these exist in any of the starters? if so, does anyone have one for sale? Id totally buy it! AND pay shipping if necessary. Thanks!
  4. NTK!? Whats up!? Lets play some games dude! I have 100 wounds of Skaven Pestilins I'll be bringing to the league Friday night.
  5. To some its a game, others a condition. Sorry, I just happen to enjoy the game. I know its not what everyone wanted but Im giving it a shot and being positive. I think its a good thing to make something more accessible to the masses while still keeping a certain flavor. The game is still dark fantasy and uses all the minis and races Ive come to enjoy over the years. It creates a narrative for games and makes playing with models and rolling dice fun. Its a dynamic game that my friends and I can enjoy together without getting all uber competitive and salty towards one another, I find the changes to the game as refreshing as ever. When the game is over, you put the minis away and dont have to pine over how you are going to change your list to be more effective, talk about senseless comp on top of comp, maximizing and minimizing, cutting out half of the army lists because they are cost ineffective. You just play, paint, collect. All of your models can be useful and you have no fear of a unit becoming useless over time, its just a matter of what you feel like playing with that day or what you have fully painted. I mean marauders are back on the table, my 35 painted marauders, F YEAH. In 8th I might as well burn them with that dudes DE army. Im painting Plague monks and censer bearers actually! I dont have to take a SV, clanrats, or slaves. Themed lists will be more common. Fantasy models look BAD ASS on round bases. @BroG, Not sure. I hope so, we'll see over time. One really likes my Daemon army and wants to paint it. He's an artist, so I can see the appeal there. I mean, if he'll paint one of my armies, awesome.
  6. I am. The only models I own are GW fantasy. I have been playing AoS with my friends that arent war gamers and they love it, as do I. These dudes are board game players, axis and allies, risk, zombicide, chess, ect... never really had the time or energy to invest in full on fantasy armies or even the rules. I have been showing off AoS to that crowd with great results. They all want to play next week too. GOod thing I have like 7 armies to choose from. The app is free so you are able to DL your warscrolls instantly and get to playing. Doesnt take long to put a game together, pick an objective and get started. As for a game that can be tournament worthy, I think more work can be done to determine objectives or comp. But as a game to have fun with your friends on a Friday night, AOS is exactly that.
  7. "I summoned stuff so I lose" doesn't exist in the main rule set. That isn't rules lawyering its illiterate misunderstanding. Not only that, gamers seem to be contrarians also, just for the hell of it.
  8. I'm with Derk though. I saw this debate when the rules first came out. Couldn't believe that people wanted to interpret it any different. It's very obvious that when summoned models are killed they count for your total casualties in the minor victory section. The percentage of models killed vs what you originally started with determines the minor victor. Summoning is a double edge, monsters are obviously the way you want to go, but are harder to summon. Its a fine mechanic, not perfect. In 8th you didn't get [big bad swear word] for killing summoned models.
  9. I can play tomorrow! Dice age or super salty in Vancouver
  10. This was a great game, thanks Nate! Dwarf artillery is very good. I dont think I will ever choose assassinate against a dwarf army that brought an Engineer, there is simply no way I would have been able to fulfill that mission. Nate could have made it doable by choosing a different character, but why would he? He knew he had a bunker and simply needed to defend it, how Dwarfy! I liked it, pretty much streamlined my strategy to run straight at you and hopefully withstand the artillery barrage. The table was split down the middle "battle for the pass" style and with Nate grabbing a corner hill and putting his battery on top with iron drakes and slayers in wait to counter charge. The longbeards, miners, and copter ran diversion tactics, which really worked. Helped him stifle my advance enough to pick off the units he needed and when. It was very well played on his part, rerolls on artillery and rerolling saves for Longbeards really made the battle what it was. The longbeards held off a DP, a Giant (which are WAYY fun in AoS), and some whiffing diffing Chosen, Miners kept the warshrine, chaos warriors, and Spawn occupied, while the artillery shot off knights, fast cav, dogs, chaos lord. I certainly had a chance to keep my advance but losing the initiative roll gave Nate the opportunity to charge with his Miners into the rear of my warshrine pulling back some of my advancing force to rescue it. This made them late to the party only to be crushed by the remaining slayers and Irondrakes. We have a few Initiative rolls switch on us to give each of us a few turns back to back, yes it hurts to watch your opponent go 2 turns in a row, but I really didnt see it make all that much of a difference, if anything it makes you have a more dynamic strategy or back up plan in case you do see your opponent go twice in a row, something always to consider but never know, its fun to gamble on it too. All in all, I had a great time and cant wait to play again. Currently working on a Plague army for my Skaven, monks, priests, censers, verminlord, furnace, really appreciate the ability to run themed lists. I can put my Slaves, abomb, doomwheel, WLCs, Grey Seer AWAY and start working on models that havent seen the light of day in YEARS, fricken AWESOME.
  11. Fixxer

    AoS Today!?

    Just trying to get down in Vancouver today, we have 3 shops and Id like to try and get in one of those. Just not wanting to cross the river today. I am playing a gig at a party in Portland tomorrow and would be down to play before around 1pm at Guardian if at all possible?
  12. Well I just wouldnt consider the attack successful until they failed their save, then the wounds are multiplied.
  13. See you put the word successful "HIT" which it doesnt say,causing the confusion, as "to hit" is a phase already done in step 1. 4. Determining Damage. it says "All successful ATTACKS inflict a number of wounds equal to the damage characteristic of the weapon". This is listed after steps 1-3 which describe hit rolls, wound rolls, and rend. A successful attack is an attack that was not saved during step 3, rolling for saves. The problem is the English language being big and unwieldy.
  14. Fixxer

    AoS Today!?

    Maybe today!? Anyone.... Anyone.... Bueller.... ?
  15. Looking forward to this, anyone wanna play tomorrow night?!
  16. Fixxer

    AoS Today!?

    I'll see what's on the radar for Saturday.
  17. Fixxer

    AoS Today!?

    Bummer, looks like early afternoon is a no go. I'm down any time really.
  18. Fixxer

    AoS Today!?

    Hey, I want to throw down on some AoS today after work, anyone interested? 3pm Dice age or Mythic Realms or! SUPER SALTY out in East Vancouver. If anyone is interested let me know. Looking to play HE or the lost legion of Slaanesh. Thanks
  19. I really like AoS, every game I have played so far has been a lot of fun. Way easier to show this game to your friends who arent necessarily gamers, Every new person I have played with has really liked it also. The game is simply more accessible than every edition before.
  20. Hope this works, here it is. Sleeping under the table! YEAH!
  21. 1) Fixing base-to-base combat so that stupid situations don't happen where alignment issues, clipping, and challenges decide a combat outcome. 4) Eventually taking a stab at better magic system which disincentivizes throwing 6 dice at a super spell. These are changes I would like to see. I would like to see B2B determined like supporting attacks. You are in B2B with the model and any model in B2B with that model including corners. This means if a flank charge on a single line of troops with a hero on the end in a challenge, the flank chargers can attack the unit because they are in B2B with the hero who is in B2B with the unit. I experience this all too often and it puts Elite armies with powerful characters at a serious advantage. Magic, it'd be nice to see double 1s always being a failure in casting attempts. Also limit how many dice a wizard can throw, maybe their level +2 dice. This still allows for LV4s to 6 dice spells, but with the threat of miscasts on double 6s or total failure with double 1s. This should lessen the impact of 6 dicing spells a little. Also simply allowing ward saves and MR to those spells that dont allow them. Seems reasonable, otherwise MR is only effective against 25% of spells. You could have MR affects hex's and buffs too, perhaps adding a casting value equal to their magic resistance. MR3 is +3 to cast a spell and a ward save vs wounds, that way hexes will be a little bit harder to cast on MR units.
  22. HAHA. Had a feeling. Trying to read this while Im at work, and post about it.... I should probably sit down and read the ENTIRE thing before posting anything else about it. Considering what I have read, I dont know if I even care to read anymore. Hoping for a better compromise.
×
×
  • Create New...