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  • Locked thread
TKIY
Nov 6, 2012
Grimey Drawer

Moola posted:

you played 40k

what did you expect?

The sweet caress of death, and yet here I am.

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TKIY
Nov 6, 2012
Grimey Drawer

FrostyPox posted:

Yeah this is both cool and good. C'mon GW

Look at them POWER ABS.

TKIY
Nov 6, 2012
Grimey Drawer

Guy Goodbody posted:

I understand the criticisms of the Rouboute model, but everyone seems to agree the new Cypher is cool. Maybe some GW models are good and some are bad?

The best part is how nobody will want all the models that are in the box. Hope you and two friends all happen to play some combination of dangles, GK and ultras.

TKIY
Nov 6, 2012
Grimey Drawer
There is signs of an upswing in AoS out here as of the last month or so.

I hate it.

TKIY
Nov 6, 2012
Grimey Drawer

Moola posted:


I got what YNNEAD!

And you say he's just a friend, oh baby
Yoooou, you got what YNNEAD!

TKIY
Nov 6, 2012
Grimey Drawer
Overlapping rules from formations lead to tons of rerolls too.

TKIY
Nov 6, 2012
Grimey Drawer

mcjomar posted:

On a not-40k note, and also a not-giving-GW-Money note, what alternatives are there to the old Free Company/Militia box set that I could use to kitbash together a small force of Morheim Witch Hunters that I could use for either Mordheim or Frostgrave?

Why not the Frostgrave Cultist kit?



You can bash it with the Soldier kit too!

TKIY
Nov 6, 2012
Grimey Drawer
Board game recommendation: Mysterium

It's loving good, eh?

TKIY
Nov 6, 2012
Grimey Drawer

Ilor posted:

Jesus, gently caress, it's amazing! But being the ghost is pretty goddamned difficult, especially if the people you're playing with are constantly overthinking things.

:derp: "Oooh, this has a hammer in it. The murder weapon could be a hammer!"
:ghost: ...yes...yes...choose the hammer...
:derp: "But the background color is green and the background color of the typewriter is green, whereas the background color of the hammer is blue. Maybe I should pick the typewriter."
:ghost: ...:wtc:...

But last time I played as the ghost I managed to get 4 out of 5 mediums (media?) to guess correctly with only looking at 2 of the 3 final clue cards.

I love how loving surreal the art is, though.

They just released an expansion, just new cards but the artwork is even better.

Fantastic party game.

TKIY
Nov 6, 2012
Grimey Drawer

spectralent posted:

I actually watched a game of AoS today and it was pretty awful. I could give a breakdown of what the hell was wrong with it but even actively following it and having the rationales explained to me it seemed like an utter trashfire. It was, apparently, tournament practise, but god knows how you have a competitive element to a game where the game can be won at the start of turn 2 by getting two consecutive turns and annihilating everything before it can fight.

I'm playing 1K matched play tomorrow night. I'm still not sure why but I'm going to give it an actual try.

I did this about six months ago and regretted it, but apparently I've repressed the memory enough to go at it again.

I'm bringing a gunline for bonus agony.

TKIY
Nov 6, 2012
Grimey Drawer

Xarbala posted:

While you're there, make sure to kill a couple of jokes.

For us.

:effort:

TKIY
Nov 6, 2012
Grimey Drawer

Bad Moon posted:

I'm gonna come out and say it. I hate top knots.

Stop putting top knots on your models sculpters. It looks moronic.

The gently caress you say?

TKIY
Nov 6, 2012
Grimey Drawer

Dreadwroth posted:

Any time I see a dude with a manbun, I immediately think hes probably roofied someone at a party.
Also, somehow GW made Slambo look like poo poo so good gob guys?

I like Slambo, he retains the basic character of the old model and is just cleaned up. Exactly what I want from a redone model.

TKIY
Nov 6, 2012
Grimey Drawer
Why is the AoS thread locked?

TKIY
Nov 6, 2012
Grimey Drawer

Chakan posted:

Just skip any post that's less than two paragraphs and you'll see every good conversation about mechanics in tabletop games. Nothing against the rest of the posts, mind.

The dumb thing is that the game takes a lot of effort to look past the glaring flaws and find the fun. The core of a game is there, of course, but it's surrounded by so much cruft it's daunting. Not daunting due to complexity like Infinity, but it's like dinner with the in-laws you hate. You want to sit down to a nice meal but you know you are going to have to deal with so much poo poo that you just want it over.

The funny thing is we actually had some tactics this time around. Simple stuff but unit shaping and placement to prevent movement and force matchups started to make sense. I'm starting to see how the target priority should go in a match, stuff like that.

I'm not saying it's growing on me but to use the analogy from before, the uncle in law wasn't overtly racist at this dinner for a change.

TKIY
Nov 6, 2012
Grimey Drawer
So I guess this is the AoS thread now?

TKIY
Nov 6, 2012
Grimey Drawer

LordAbaddon posted:

So is AoS even fixable or are its problems so ingrained that its always gonna be this poo poo? The setting sucks but at this point Im more interested if there is even the ghost of potential exists for it.

My last post in the AoS thread pointed out some things that need to be fixed but it's not as bad as it used to be. The game I just played was the most enjoyable of the four or five I've played even if it was still bullshit in some areas.

Major balance issues exist for the compendium armies but that's not surprising. A few of the old armies are apparently still somewhat competitive.

TKIY
Nov 6, 2012
Grimey Drawer
If anyone wants I'll post the pictures of my last game here with an honest critique of what worked and what didn't.

I'm hardly a booster but I'd like to see a working game emerge. Nothing is going to fix the terrible setting but whatever.

TKIY
Nov 6, 2012
Grimey Drawer
K I'll post something tonight.

TKIY
Nov 6, 2012
Grimey Drawer

Leperflesh posted:

For some people, AOS is the only fantasy minis game in town, literally. For others, they have friends they want to play with. I can relate to the folks who just cave in and play what people want them to play.

Also, re: chat on previous pages, AOS does sorta kinda have alternating activations. In the melee combat phase, your opponent gets to fight with his units alternating with you fighting with your units. It's limited to melee only, though, so they can't like move or shoot or whatever, but I figured in fairness it's worth mentioning.

The game is still poo poo, of course.

I'm not sure if I like alternating combat activation or not. It *does* make a sort of tactics in the combat phase, and there are some tricks you can pull with wound removal and such to control the flow of combat, but it removes the value of the charge (and positioning for the charge) unless your unit specifically gets a bonus. It also really prevents any sort of glass cannon army from working. I've played HE for years, and the whole 'going first' thing completely changed the way that the army worked and made your delicate units functional in a scrum. Now your glass cannon units can all pile into your giant manpile and you only one gets to work at full efficiency.

It's funny, there is a tactics article on the community site that basically says 'never charge unless your unit has a bonus when charging' which is accurate from a mathhammer perspective, but is kind of stupid for a fantasy combat game. I'm still learning, obviously, but the tactics in the movement phase are largely about bumping small 3" bubbles of control forward in an attempt to make your opponent charge the units you want charged. Not tactically void, but it's *nothing* compared to fast cavalry tricks, charge redirecting and movement blocking from WHFB/KoW.

TKIY
Nov 6, 2012
Grimey Drawer

Crackbone posted:

Is there really anything in the AoS ruleset that is unique and balanced enough to try and rebuild around? I sure haven't seen it.

Honestly? Monster ability/wound charts is a good thing. Uh, not sure otherwise.

TKIY
Nov 6, 2012
Grimey Drawer

spectralent posted:

Largely unrelated question since this is basically the wargames chat thread: How long does it usually take your FLGS to get stuff in after you put in orders, and whereabouts are you?

Two or three days here in Winnipeg.

TKIY
Nov 6, 2012
Grimey Drawer
Time for a little :effortless:

Here is my long critique via BatRep. I will attempt to give an honest critique of the system but to be up front there were a few clear issues I encountered:

  • New army versus old army and the obvious power difference for the points
  • Unfamiliarity with the units and their rules
  • Playing against an experienced opponent
  • Tactical blunders on my part, I am not good at games

Anyhow, the mission was on a 4' x 4' table, with one piece of terrain in each quarter and an objective in the centre of each deployment zone. The objective was to hold both of the objectives by having only your unit within 6" at any time. If there was no winner at the end of turn five you would add up kill points. Knowing that my units were slow rear end dwarves I opted to castle up, use withering firepower against (in order) enemy shooters, characters, then infantry blocks. Since you can shoot into combat, all I needed was my blocks to hold them in place and then shoot them to death which seemed more like Skaven tactics but whatever.

Here is the table layout, the objectives are the big skull tower and the staircase thingy. None of the terrain was special we just kept it simple. If you want to see lovingly painted models, go elsewhere.



The stone walls are the table edges, this was just to mark off the 4' x 4' area.

My list was:

Leaders

Belegar Ironhammer (140)
- General
Grimm Burloksson (100)

Battleline
10 x Dwarf Warriors (100)
- Shield & Axe or Hammer
10 x Dwarf Warriors (100)
- Shield & Axe or Hammer

Units
10 x Quarrellers (120)
- None
10 x Thunderers (120)
- None

War Machines

Cannon (180)
Organ Gun (120)

Total: 980/1000


The organ gun + Grimm Burlocksson combo should have been putting out 4d6 shots with -1 rending pretty much every turn, and the cannon is 2 shots a turn at d6 wounds with -2 rending. Should have been pretty nasty. Should have been.

My opponents list:

Leaders
Ogroid Thaumaturge (160)
- General
Tzaangor Shaman (120)

Battleline
20 x Tzaangors (360)
10 x Pink Horrors Of Tzeentch (140)

Units
3 x Tzaangor Skyfires (160)
10 x Blue Horrors Of Tzeentch (50)

Total: 990/1000

The Blue Horrors were off the table, they are summoned when the pink horrors die. At least in matched play, summoned units have to be paid for from points. Basically putting a new unit on the table cost points, but healing models back into a unit does not as long as you don't go over the original size. This means that healing is super loving good, and Dwarves don't get any. Disciples of Tzeentch get a poo poo ton. Imagine that. This also becomes important later on when the Blue Horrors do show up.

Anyhow, I deployed like I would in WHFB which is tactical error #1. I didn't think LOS would matter that much since anything can be targeted and TLOS is almost impossible to avoid, so I have my warmachines on the hill with the babysitting engineer. I call it Fort Fuckoff. All are welcome.



My opponent deploys heavy on my right side so I put one warrior block on the right of Fort Fuckoff and the other on the left. My Thunderers and Quarrelers both get shields for free so I leave them on the left to hold a flank. They both have good range (Grimm also gives one unit experimental weapons so my Thunderers had 24" to play with) so they could shoot anything that came across the board. Belegar camped out with the warriors to give a large AoE bravery boost and a little more counterpunch to anything approaching the good Fort.



Now since he deployed less units he gets first turn apparently. Not a bad thing, he has to come forward then I can open up with my artillery and hopefully pull off the double turn to shoot twice. But here is where I learn important things. This is the end of turn 1:



See how I have no crew on the Organ Gun? Here is what happened. He flies his disc arrow dudes over the buildings and right into the middle of the table. He reads off a couple of rules and then starts pulling off his special 'Destiny Dice'. Destiny Dice are a thing that Disciples of Tzeentch get where he rolls 9 dice before the game and puts them to the side. He can use those dice instead of rolling at any time he likes, but each die only once per game. So his three arrow dudes shoot, and target the warmachine crew. Yes, you can target warmachine crew. I have no idea why they even put stats on the warmachine itself (4 wounds, 4+ save) when you can just kill off the whole crew (3 wounds, 5+ save). Crew get a +1 cover bonus to their save when within 1" of their machine at least.

So he rolls six dice to hit and gets a couple of hits. This is where the bullshit starts. He tells me that if any roll is a six, it deals d3 Mortal Wounds. Mortal wounds do not need to roll to hit, wound, and allow no armour saves. He gets no sixes on his attacks so he grabs one from his Destiny Dice. Now he is guaranteed to get d3 unsavable wounds against my three crewmen. He pulls a five off his Destiny Dice so he's guaranteed the full 3. I have no crew left on the organ gun so it will not fire once all game.

To recap:

  • Guaranteed first turn
  • Guaranteed to be in range of anything he wants in turn one due to 12" deployment zone + 16" movement + 16" weapon range
  • Guaranteed dice results from Destiny Dice
  • Guaranteed wounds from Mortal Wounds because Dwarves have no mitigation against them

His 160pt unit flew across the board and wiped a 180pt warmachine off the table and I had exactly zero player agency in the result. Not particularly impressive for the start of the game. His Shaman was right behind them boosting their to-hit rolls as well, so it was just bad luck that he needed to use two of his Destiny Dice. The sorceror cast a spell putting 2 or 3 Mortal Wounds on Belegar. Again, no wound roll, no armour save just take these wounds thanks. On my turn I returned the favour by charging down the hill with my rightmost warrior squad and Belegar. I needed 7" and 8" respectively but made both charges and kicked the disc archers teeth in. The sorcerer was kept exactly 3.0001" behind the archers so he could not be piled into or otherwised engaged. If you wipe a unit out in combat you just stand there, no reform or anything so I couldn't pull him into the combat zone.

Critique time - the 3" bubble is super important which I now realize. If you start your turn within 3" of an enemy unit you can only stand still or retreat, which is a regular move but you have to end up outside the 3" bubble and further away from any model in the unit you started close to. So by shaping your units and positioning them you can prevent movement or force your opponent to engage where you want. In fact, standing still and taking a charge is usually the better option then charging because you can pull unit shaping tricks to 'trap'. There is a tactics article on the Warhammer Community page that basically goes into the details here: https://www.warhammer-community.com/2017/02/14/tactical-toolbox-charging/

If someone was to ask me where the movement tactics are in AoS, this is basically it. It's bumping 3" bubbles of control forward until you can force the engagement you want.

Anyhow here is the end of my turn 1:



The disc archers are gone, the sorceror is just beyond my reach, and the rest of his units are piling forward. I've marched up the left warrior unit, but they are going slow since they get rerolls on their armour saves if they do not run or charge due to forming a shield wall. My cannon and shooting units have done some good work and I sniped off his Ogre general. TLOS, no look out sir, no way to hide your characters. They are gonna die I guess. I killed a Tzaangor or two as well. Now here comes the manpile.



So the sorceror scoots away and the pink horrors have hit my right warrior unit. The Tzaangors hit the left one and start wrapping around. You'll notice that on the left side of Belegar and his warriors, there is a semicircle of new units. This is the Pink Horror/Blue Horror thing and it's a little more bullshit. The first five Pink Horrors I kill spawn two Blue Horrors each, but he can place them anywhere he wants within 6". What he's done is forced the warriors on the left to freeze because you can only pile in to the closest enemy model (which will be the Blue Horrors) but you can't split unit coherence, so they can't pile into the different unit. By selectively removing wounded Pink Horrors he freezes them there. Belegar could kill the blue horrors but unless I wipe them out, Pink Horrors that die will keep topping up the unit (instead of placing a new unit which does cost points, they can heal the closest Blue Horror unit which costs no points, remember), but Belegar can't pile into the Pink Horrors because they are not the closest enemy. Belegar is now also frozen in place, and eating more Mortal Wounds from the Sorcerer on Disc.

So I have to kill the pink horrors, and the Dwarves are fortunately much better warriors then they are. I kill the unit down by four, and they have something like one or two left. He now has to take a Battleshock test, which really works like a crumbling did back in WHFB. Roll a die (just one) add the number of models killed this turn, compare it to your Bravery and then for each point you are higher, one more model flees the battle. He needs a 1 to stay in the fight, so I should wipe the rest out!

...remember the Destiny Dice? He pulls a one out. Oh, also if Pink Horrors roll a one on a Battleshock test they get back d6 models. He grabs a four from the Destiny Dice. gently caress.

All this time the Tzaangor are murderpunching my other Dwarf unit. Since the controlling player always chooses how to allocate wounds, he keeps allocating wounds to guys with some sort of Chaos shields that give a 6+ to any wounds before their armour save. He can allocate every wound taken to the shield dudes first, 6+ any of them before taking regular armour saves after that. Not too bullshitty but a bit funny. It's like allocating wounds in 40k to a guy with an Invul save, but you can't bypass it by shooting from a different angle and gets to invul every wound first before anything else happens . It's only a 6+ but it did negate a cannon shot somewhere in this turn.

The synergies of the new units is also on display at this point. By having 20 models in the unit and having the sorcerer within 9" he's getting between 3 and 4 attacks per model, plus a beak attack. Sure this is an expensive unit but they are also 2W models, get a damage spell as a bonus from their banner, carry mixed equipment to maximize attacks, have rending attacks, and are faster than my Dwarves. So double the wounds, plus all of those extras for 80% more points. Not very balanced.

During the next turn, I also find out that the Sorcerer has a spell that does D3 Mortal Wounds to my unit, and heals back D3 models to the Tzaangors, so he has healing on top of everything else, and he can bring them back with any equipment he wants so he always heals back the 6++ sheild dudes. I'm forced to move my Quarrelers and Thunderers over to my objective in an attempt to fend off the instant win. I actually pull off the double turn on turn three but my one cannon shot is 6++ off the Tzaangors and the Thundered and Quarrelers just can't do enough damage to reduce the Tzaangor numbers (and of course they are healing). My general and Warriors finish off the Pink Horrors, but the Blue Horrors simply retreat out of range and start shooting the last wound or two off of my General. The sorcerer leaps over and mauls my Cannon crew.



The Tzaangors plow into the newly positioned Quarrelers and it's just a matter of time now. I've killed probably 17 or 18 of them, but there are still more than 10 on the table due to healing.



I plan to run Grimm and the Thunderers over to the tower as well, but my opponent gets the double turn, kills the Quarrelers and it's game over.



So tactically, issues I had:

  • Failed to keep units within range of the objective which was inexcusable
  • Didn't really realize how fragile warmachines were, should have hidden them behind the hill and moved them since they can apparently move and fire now?
  • Got tarpitted hard by the Pink/Blue Horrors
  • Target priority should have been on the Shaman instead of the Tzaangors early
  • Didn't properly prepare for the risk of the double turn

Part of this comes from not realizing what the units can do, but there is also a pretty obvious disparity between compendium armies (old lists) and the new hotness. Stuff like the Destiny Dice are stupidly powerful and do not scale to small games, he gets 9 dice everytime. Shooting into combat wasn't as bad as I thought, since shooting seems much weaker than melee for the points, but Characters and Warmachine crew are ridiculously easy to kill.

Tactically, I think I learned more about how this game is supposed to be played, and WHFB it ain't. It is literally a game of min-maxing your list to maximize the most broken abilities of your units which isn't exactly news, but the factions are so small you only have ten units or so to select from. Internal balance doesn't really matter when you only have two Battleline choices and one is clearly much better than another. They fixed summoning with the points cost, but healing is extremely powerful, especially when it brings back multiple multiwound models.

I need to do more playing to figure out how the 3" bubbles work. I've read that article I linked above and I get it. That's where the tactics are in this game, limited as they are.

The double turn was not particularly powerful for me (some unlucky dice helped this) but was game-winning for my opponent. I would always decline to take the double turn unless I could absolutely guarantee that it would be game changing. Decline, decline, decline until you can win the game with it.

Speaking of guarantees, in a game where you randomize with dice rolling, there are far too many guaranteed outcomes. Mortal wounds, first turn selection, unit abilities and bullshit like the Destiny Dice. My Dwarves had literally *none* of these, no Mortal Wound dealing, no mitigation against Mortal Wounds, etc... This goes back to min/maxing the lists but that is not an AoS unique problem.

TL;DR
The game is better than at launch but still flawed. Summoning is okay, healing is a bit broken. Mortal wounds remove all player agency and have no mitigation for 95% of units/armies. Internal balance in factions is bad, external balance across armies is worse.

I'm going to proxy some games with Sylvaneth and see if they are balanced better against the new books. I do this for science, and I do it for you my lovely goons.

This was rambling as gently caress , so are there any questions?

TKIY fucked around with this message at 04:31 on Feb 21, 2017

TKIY
Nov 6, 2012
Grimey Drawer

Xarbala posted:

The entire bit where the Organ Gun crew got slaughtered by some incredible bullshit left me speechless for a minute.

You weren't the only one.

I have been chatting on an AoS forum about this exact thing and the basic argument I got back was that I deployed outside of the 4" strip of table edge that his archers could not target, therefore it was my fault and that choice negated my player agency.

TKIY
Nov 6, 2012
Grimey Drawer

Skinty McEdger posted:

Wait, even with points the first turn still goes to who places less models on the table? I thought that existed only as a "balancing" mechanic when they had no points.

It's not less models it's less deployments, and that player chooses first or second. If you have a deep striking Army like stormdudes you can null deploy and always go second.

TKIY
Nov 6, 2012
Grimey Drawer
Sorry for the double post, I just figured out how to multi quote on mobile...

Cinnamon Bear posted:

Well that sure does seem like a massive waste of time and money

I already had the dwarves and I'm going to proxy the tree dudes so at least this isn't costing me anything.

Chill la Chill posted:

How many hours did it take, with and without setup/teardown.

Just the game itself, maybe 2 hours. Probably less, maybe 90 minutes. My table is a bitch to set up though so that's an extra half hour on its own.

Cassa posted:

But did you have Fun™?

You'll laugh at this but it wasn't terrible. There were fun moments like making the charge to wipe the disc archers, ganking his general with a double tap from the cannon.

I enjoyed WHFB more but there is a simplicity and fluidity that is not terrible, even with the heaps of stacked up special rules.

Mind you this was a small game. 2k probably would have felt different. Kings of War has both the simplicity and the depth so it's a far better game to my mind but no one here plays it very much.

TKIY
Nov 6, 2012
Grimey Drawer

thespaceinvader posted:

Also, speaking as someone who plays x-wing (and no offence to you guys) but boy does it look poo poo having a bunch of unpainted minis on the table for a game like this.

This is the one reason I probably don't end up buying Runewars, because loving having to paint an entire army before the game looks good, ain't nobody got time for that.

To be fair, my warriors also don't have arms. I am bad at gaming.

Just Dan Again posted:

All of the unintuitive aspects kill any slack I might have cut AoS for being 'skirmish-y.' All wargames wind up having some kind of weird aspect where the rules cut into how you'd expect a battle to play out, but that was such a huge number of instances where the rules defeated the game's concept it's almost beyond belief. Guess that's what happens when you write a brochure for a rulebook and expect a half-dozen follow-up sourcebooks to fix everything.

Yeah there is nothin intuitive about it. It was a bad call for my staunch warriors to charge his squishy but highly mobile and dangerous ranged unit because he could tarpit them with a cheap unit and guarantee with his Destiny Dice that the tarpit would last pretty much the whole game.

Xarbala posted:

AoS rules were designed not to allow you to craft narratively interesting or tactically engaging battles but to frontload a bunch of synergies through unit selection to try to win before the game even starts. Victory is even more likely when your opponent is using a legacy army from WHFB as those are deliberately underpowered to encourage sales of newer models for this lovely, lovely game, and it's both painfully transparent and incredibly insulting to AoS players' intelligence.

Incidentally, not many AoS players notice or mind.

I find it funny that one of the 'pros' that AoS boosters crowed about was that WAAC players couldn't min/max anymore and that you could play whatever you want, etc... Then the new books come out with huge combo bonuses for certain model selections and guess what you are right back to cookie cutter lists. It's actually worse because each faction now only has maybe eight to ten units.

Sylvaneth, for instance, gets:

Treemen - 3 variants
Dryads
Revenants - 2 Variants
Hunters - 3 Weapon Choices
Characters - 2 unique, one with 2 variants

That's it.

TKIY fucked around with this message at 15:20 on Feb 21, 2017

TKIY
Nov 6, 2012
Grimey Drawer

Chill la Chill posted:

Hm, seems about on par with kings of war. 🤔

Really? I'd have to look again I guess, this felt very restrictive to me.

TKIY
Nov 6, 2012
Grimey Drawer

Admiral Joeslop posted:

Why is the AoS thread closed? Did this thread win the roll to go twice?

I engaged in discussion.

TKIY
Nov 6, 2012
Grimey Drawer

TheChirurgeon posted:

I thought this had to be hyperbole, then I went back and checked the thread. You weren't kidding

I'm still not convinced it was anything I posted, but the last two or three pages were actually decent? Way less mockery and name calling than usual.

I'm kind of pissed off because now that I've engaged this beast I am determined to figure out how to bloody well enjoy it. Sure it's stupid, but I am a stupid sometimes.

TKIY
Nov 6, 2012
Grimey Drawer

Chill la Chill posted:

We are all Sisyphus, friend.

I continue to sissy fist myself.

TKIY
Nov 6, 2012
Grimey Drawer

FrostyPox posted:

To be fair SA can be a little hug-boxy at times, at least in other sub-forums, which is why I basically only read a few threads. Case in point: Leperflesh's cool new red text. I don't know what he said but knowing how he posts, I imagine it wasn't something entirely unreasonable but it managed to upset someone anyway

Not that this is a can of worms I have any desire whatsoever to dive into.


Games Workshop is bad, Age of Sigmar is bad.

The new Hordes army is cool and good.

New Hordes army?

Do tell.

TKIY
Nov 6, 2012
Grimey Drawer
Oh and by the way, here is my official 'how to sort of fix AoS pretty quickly' rules, copyright me, because I wrote them. All based on snap judgements and limited information so they should be perfect.

Step 1:
Army building is pretty much fine the way it is in the Generals Handbook, but allow the addition of 'Grand Alliance' allies without losing your primary factions bonus. An Ally matrix might be overkill but it's stupid that I can't take Wood Elf archers with Treedudes without giving up all the fun Treedude faction rules. Maybe your General and Battleline units must come from your primary faction, and each other faction you ally in you must take one battleline unit for each other unit.

Step 2:
Characters can now allocate shooting hits (not wounds, hits) to friendly Battleline units within 3" on a 4+. Characters need some protection but it shouldn't be complete and automatic. Mortal wounds can not be allocated.

Step 3:
Warmachine crew can not be targeted by ranged attacks or spells. Crew stats are for melee only.

Step 4:
Mortal Wounds need a bit of a trim back somehow. Maybe no armour save on a 4+.

Step 5:
Alternating turn priority is kind of bullshit, but if you have to keep it, make the turn order static but each turn the 2nd place player may opt to try and seize the initiative on 6+

There, done. Not a perfect game but better.

TKIY fucked around with this message at 20:52 on Feb 21, 2017

TKIY
Nov 6, 2012
Grimey Drawer
Speak of the devil, a tactics article on the AoS 3" bubble thing: https://aos-tactics.com/2017/02/21/zoning-area-denial/

I mean, I'm trying but:



**SIGH**

TKIY
Nov 6, 2012
Grimey Drawer

Ashcans posted:

Wait a second:


I thought that in AoS bases are purely decorate and all measuring should be done from the actual model itself?

Even the die hardiest of die hards plays base to base now.

TKIY
Nov 6, 2012
Grimey Drawer

spectralent posted:

At my store everyone measures-to-model! :v:

(They do not account for turning)

Purge the unclean.

TKIY
Nov 6, 2012
Grimey Drawer
List building is also legit posting for people new to a game or Army.

Moola would you feel better if I posted a list...

...of Skellingtons?

TKIY
Nov 6, 2012
Grimey Drawer

Atlas Hugged posted:

The issue with a lot of these fixes is that you've just added another layer of dice rolls rather than actually fixing the problems. You haven't added any player agency which is what your complaint was. Things happened, you had no way to prevent or counter them, and you got screwed because of it. I don't see how adding a dice roll mitigates that, especially not when your opponent has a pool of dice he can draw from to pre-determine the outcomes of dice rolls.

If you think Mortal Wounds are too powerful, the actual solution is to change how they work, not to gate their effectiveness behind a dice roll. You do this by either just completely rewriting the rules for them (they now always do X instead of Y) or by giving them conditionals. Maybe Mortal Wounds can't ignore armor saves if the target is in a certain type of cover or has proximity to a standard bearer or something like that. Sure it's more complex than just rolling a dice, but it means the players can actually affect how and when the conditions are triggered. This would lead to, well, tactics.

Yeah I was looking for a way to patch it fast and dirty without altering the much vaunted 4 pages. Also I threw it together while I was eating lunch and swearing at emails from project managers.

TKIY
Nov 6, 2012
Grimey Drawer
If you guys keep having this on-topic conversation I'm gonna lock this thread.

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TKIY
Nov 6, 2012
Grimey Drawer
I think the biggest issue is that Anakin has the same 3" threat bubble as Vader. I mean, obviously both are fine in narrative play, but when it comes to matched play Vader just isn't worth his points. I mean would you rather take Vader or Mace Windu for those points? After all, Mace rerolls all his hits and wounds if you shout 'BAD MOTHERFUCKER' at your opponent too.

In my last game, a Gungan Globotrotter one-shotted Vader in the middle of a combat with 2d6 mortal wounds because he was being buffed by a Gungan Gungablooder. I was going to drift in a Jedi Jedchariot next turn anyhow.

Age of Lucas is a lovely game.

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