8th edition most definitely had many death star units apart from WoC units.
8th edition for the most part was fairly well balanced, but there are definitely discrepancies between armies.
When did I say that Warriors of Chaos weren't powerhouses? However it is not the core unit of Warriors that makes them so powerful... oh and their initiative is 5.
Actually, speaking of power levels, I created a couple of polls over at EEFL looking at which armies belonged to the upper, middle and lower tiers of power. Each poll prompted voters to vote for the 4 best representations of each tier. I complied the results in the following graph:
View attachment 37049
I largely agree with the results (my top 4 most powerful armies are in fact High Elves, Dark Elves, WoC and Skaven). I think Lizardmen should be a little bit lower on the list and Wood Elves and Ogre Kingdoms should be a bit higher. I'd also put Tomb Kings above Beastmen and on par with Bretonnia.
I completely disagree!! The existence of death stars does not mean that a game can not achieve balance. 8th edition has some counters to death stars in the form of templates (i.e. salamanders) and especially uber spells. Purple Sun, Dwellers Bellow, Fiery Convocation and Final Transmutation are all hard counters to large death star units. The larger the unit, the better these spells work.You contradict yourself - a game can't be balanced if there are death star units.
Warriors are a great unit, but they are far from unbeatable and at the end of the day you are still dealing with a M4 infantry unit. Trust me, the WoC army book as far more potent choices. But as core goes, they are great.And basic Warriors are OP
I feel that Lizardmen are a solid middle tier army. We are a good representation of what the ideal power level should be across all armies. Nothing wrong with that.You lack faith in the Warriors of the Old Ones though...
OUCH... curious, were you only facing them with Lizardmen or did you also have other armies at your disposal? What part/unit/aspect of the Ogre army gave you the most trouble and made them an insurmountable foe?I have beaten all the other top tier armies, but Not once was I able to beat Ogres.
Despite having fought them at least half of my battles.
Gutstar with pimped out heros, (around 12 models for horde bonus)
charges from like miles away, does extra damage on charge,
causes fear, has 3 wounds per model, possibly immune to poison.
also has spell caster in the unit that further buffs the unit with cheep spells.
At least he wasn't fielding an Ironblaster or two!also there where usually 2 units of regular ogres for flanking,
a unit of lead belchers that never missed or misfired. :/
a scraplauncher
3 rinoxes
later he got the saber tooth cat units and the mammoth things.
also maybe 1 unit of gnoblars for fun.
And on a bad roll it's suicide, either way you are killing off a few temple guard.That is a potent unit, but in all that time, didn't you ever manage to sweep a Purple Sun through it? On some decent rolls, that could win you the game right there.
Oh yea I forgot he had one of those too.At least he wasn't fielding an Ironblaster or two!
True, but it is an acceptable risk against such a unit. Odds are in your favour, and a moderate to good roll likely wins you the game.And on a bad roll it's suicide, either way you are killing off a few temple guard.
They always do! It's a solid choice.Oh yea I forgot he had one of those too.
I have beaten all the other top tier armies, but Not once was I able to beat Ogres.
Despite having fought them at least half of my battles.
To (hopefully) avoid arguments I've kept my response as clean (unless otherwise noted) as possible and put it into this lovely table:
View attachment 36996
The table is lovely and I agree with most of it. There's just one thing that imo is not on spot.
The movement in AoS is simple, but it's NOT forgiving.
I saw balanced matches that ended abruptly because of a bad placement, that didn't negate the room for teleport.
8th movement is unforgiving because it's almost impossible to recover from a mistake in the following turns.
AoS movement is unforgiving because it's so quick that with a mistake you are going to be beaten badly right now.
Perhaps not forgiving in an absolute sense, but comparatively it is far more forgiving than 8th edition. I liken AoS movement to that of 40k which I played years ago. Of course a major mistake could hurt you quickly, but the small subtle nuances of movement, facing, positioning and angles were simply not to the level of Fantasy.
Glad you liked the table!
That's true, but for the sake of flame... err, discussion, I'd say that falls into the "simpleness".
The "small subtle nuances of movement..." of 8th are a sort of mith.
In 8th you can play at a high tactical level, and then facing and positioning are a key to survival and winning, especially if you are playing with a low tier army that must exploit correct redirectioning with chaffs and so on (Tomb Kings are an example).
In a similar way you can play tactical in AoS, when you must take into account area of abilities denial, while exploiting covers and ranges of your own buffs, while keeping an eye to the objectives scattered across the map. Different ranges that overlap and you must think on the better way to deploy your units to gain the maximum effect.
And in 8th you can play almost without caring too much about correct facing / positining. There's not so much subtlety in creating an Irongut Death Star, flanked by mournfangs, and just move forward til you crush the opponent's line... it's the opponent that is forced to play tactical, not the DS' player.
AoS tactics definitely exist, they are simply less difficult to employ than Fantasy tactics. I would never state that AoS is completely devoid of skill or tactics.In a similar way you can play tactical in AoS, when you must take into account area of abilities denial, while exploiting covers and ranges of your own buffs, while keeping an eye to the objectives scattered across the map. Different ranges that overlap and you must think on the better way to deploy your units to gain the maximum effect.
Of course you can play 8th Edition without employing any real tactics, just as you can play chess by randomly moving pieces around. Even the most tactical games can be played without employing tactics, it just can't be played very well that way.And in 8th you can play almost without caring too much about correct facing / positining. There's not so much subtlety in creating an Irongut Death Star, flanked by mournfangs, and just move forward til you crush the opponent's line... it's the opponent that is forced to play tactical, not the DS' player.
You keep returning to this idea that these uber large units are unstoppable. As I stated before there exist many countermeasures to kill or neutralize death stars:I agree here too - I have had WoC players just use a massive block of Warriors with a Lord in it force me to try and act tactically to stop them and I end up getting massacred. One thing wrong with not having maximum unit sizes and maximum numbers of particular units allowed in 8th is that players can take super units and not play tactically, which is just super-competitive nonsense.
I could do the same by taking a horde of 40 or 50 Slayers - very difficult to wipe out completely through shooting, always wound on 4s or better, can take great weapons or extra hand weapons each turn, each Slayer that dies can make a Deathblow attack that also always wounds on 4s or better and could have the +2 Strength bonus from great weapons if the unit decided to use great weapons. It could destroy a unit of Chaos Warriors or High Elves just through Deathblows. I know Slayers are Special and CW and Ironguts are Core, but it's still a similar thing and one of the main disadvantages with Fantasy. I'd better edit my list of pros and cons to include this...
First off, you are fielding 50 Slayers in a unit, as an opponent that would make me very happy. That is a whopping 600 points on a movement 3 unit of infantry. I could EASILY counter that with my WoC, Lizardmen or even Tomb Kings.
Second, you might want to check your math. Your unit of 50 slayers (600 points) DOES NOT beat a unit of 33 Nurgle Warriors with Halberds (594 points) or 35 Tzeentch Warriors with sword and board (595 points). Either of those warriors units will grind your slayer unit down to zero.
Of course you can play 8th Edition without employing any real tactics, just as you can play chess by randomly moving pieces around. Even the most tactical games can be played without employing tactics, it just can't be played very well that way..
Playing chess without tactic will lead you to lose the game.
My point is that in 8th you can play without tactic and still win, simply because some things are simply hard to stop.
As I've said, to move forward with ironguts deathstar (w maw banner) and mournfang is pretty simple.
And countering it with uber template spell doesn't require tactic either.