Temple Guard
NecridHydra
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Is there a way to look the list the Seraphon players used? I'd be interested on what the "pros" use.
I'd say try the armies subcategoryIs there a way to look the list the Seraphon players used? I'd be interested on what the "pros" use.
I'd say try the armies subcategory
IMHO There isn't a pros build. Up until the great shakeup as I call it. Salamanders were the best bang for ya buck next to the slann. Now well go a tidal wave of skinks with javelin and buckler and back it up with a bombardment from the slann. or oR OR Or or do whatever you feel because of the fact that you can run almost any style of army and give almost any other army a good run for their money
There's only one list and looks like something I'd bring to a tournament, to be honest. Kroaq, Astrolith, Sallys, a blob of Skinks and screens.
I mean you can already do a fair bit with having them nearby another unit for a -1 to hit or simply hide the hero behind terrain to break LoS. The issue IMO is thatWhat if Heroes of 6 or fewer wounds (or something like that, basically heroes on foot) had a chance to shrug wounds from shooting onto nearby units. Like the old look out sir from Warhammer and heroes in units.
2) The range is also incredible long - Sometimes it is pretty much impossible to deploy a unit outside of the opponent's shooting range. In the case of Skinks they get to move 11" first turn, potentially run for an extra 6" and then shoot 16". That's 33" threat range. LRL Sentinels get to move 6" and then shoot 30", ignoring LOS all together = 36" threat range. Even if you deploy outside of that, the unit is now doomed and wont do anything for multiple turns, so what was the point of even deploying it that far away in the first place?
3) They started introducing mechanics which you cant really do anything about with LRL Sentinels. Giving them -1 to hit from Look-out Sir or giving your guy +1 to save in cover is irrelevant if they deliver MWs on unmodified 5+ to hit. Giving them an ability to ignore LOS once again removes any counterplay by placing stuff behind terrain to break LOS.
Them Skinks are jacked up and got better lungs than any olympic gold medal winners.The funny thing is that, on average, AoS shooting threatens a wider range than 40k... Bows and blowpipes vs bolters
While unique rules that "break" the core rules/game is pretty cool IMO and is a thing that makes factions interesting and unique, I really dislike when they introduce powerful mechanics with little to no counterplay, especially when said army list ontop of this has access to very low drops.That irks me a lot. AoS is filled with exceptions (even armywide) that trump the most basic rules.
I don't understand why they haven't done this to begin with, it'd make saurus guard so much better and especially help our skinks who at 4-5 wounds and a 5+ save die to basicly anything.Kill 2 bird in one stone and make Saurus Guard ability go off on a 5+ for saurian or skink foot heros. So that now we have a reason to run them in slannless lists. CoS already have the Honoured Retinue ability which is basically what you've described.
That irks me a lot. AoS is filled with exceptions (even armywide) that trump the most basic rules.
The main issue with breaking the basic rules is that you very quickly run into power creep that spirals out of control because each unique rule that bends or breaks the basic rules can only really be countered by further bending or breaking the rules (e.g. the only thing that protects against LrL mortal wounds is a universal ward-save). So you end up constantly bending and breaking it just a little bit further. At a certain point you have to simply accept that a new mechanic just doesn't fit within the core rules, even if you'd give everyone a counter for it.While unique rules that "break" the core rules/game is pretty cool IMO and is a thing that makes factions interesting and unique, I really dislike when they introduce powerful mechanics with little to no counterplay, especially when said army list ontop of this has access to very low drops.
Imho, the biggest issue is the amount of damage. Because the damage is high melee units need to be fast enough to engage quickly, otherwise they get killed before reaching the enemy. Because damage is high, ranged units need to have a massive range because otherwise they only get 1 round of shooting before the melee unit engages them and rips them apart. And that just creates a feedback loop, because the further melee can run the further ranged need to be able to shoot to actually get a second round of shooting in.I wonder if the range is due to a lot of melee units either being incredible fast baseline, or able to move twice or can run and charge. There are many melee units that can cover 20"+ no problem, so if shooting threatrange was a mere 20" range they would be significantly worse, unless the game is in a state where your units are slowly killing each other over multiple turns, which would allow the archers etc. to sit behind comfortably. The game state is just too explosive atm, so maybe thats why they figured you need to be able to shoot outside of melee threatrange.
Wouldn't a slann be able to just order them around and tell them to guard whatever he wants? Or do they outright refuse to leave the slann for whatever reason, including his own command? As far as I know they aren't just the guards of the slann, at least not in AoS. They're simply the guards of everything that's important enough to be guarded by them.Fluff reasons mostly are the cause of unit profiles. Temple guard never leave their slanns. So that's why they don't work with anyone else. They are bred and trained from the moment they are spawned to be bodyguards, not elite infantry even though a lot of people see them that way.
Wouldn't a slann be able to just order them around and tell them to guard whatever he wants? Or do they outright refuse to leave the slann for whatever reason, including his own command? As far as I know they aren't just the guards of the slann, at least not in AoS. They're simply the guards of everything that's important enough to be guarded by them.
I mean sure, if they have to choose between catching a bullet for the slann or for a skink they'd catch the one going for the slann no questions asked. But if a slann ordered them to protect a skink priest imho they'd go and protect that skink priest until new orders arrive from the slann.
It's fine to be at a a disadvantage in certain matchups, but it still needs to remain a fun game and you still need to stand a reasonable chance of succes (provided your list isn't utterly ridiculous of course).
Also, id argue that the game isn't, hasn't been, and never should be balanced around one game. Its balanced around a series of games. Otherwise all the armies end up too similar.
I think that the game should be balanced around itself. A shared set of rules with limited exceptions.
Excessive exceptions with unbalanced bonus that are compensated by other exceptions with a different kind of unbalanced bonus... it's not a good thing.
There's a difference between armies that are actually different and army X that is basically unstoppable by armies Y and Z but it's rotflstomped by armies A and B.
In the end army X may seem balanced with an equal number of victories / losses, but it isn't.
You caught me before my edit
I think its not armies, but lists. I think when strict list archetypes have hard counters it encourages variability in builds.
Imho, the core rules & limitations should already ensure that any given list can't skew too heavily in one direction. They define what are "sensible" list. And if the core design work on the assumption that you always field say 4-7 heroes, then a list with 10 of them is going to be wonky but similarly a list with only 1 shouldn't work either. Similarly, the core design should have assumptions about what is a reasonable amount of shooting, of magic, of movement speed, etc.Theres too much variance in the game to balance it in the manner you describe. In my opinion its perfectly reasonable to create a meta where any list thats skewed too heavily in one direction will eventually meet the paper to its rock. It encourages players to leverage more balanced lists in a competitive event, where you dont wanna necessarily risk drawing a bad matchup.
For soft counters I'd agree with this. Especially when all factions can actually vary their builds and noone needs to rely on gimmicks to stay relevant.You caught me before my edit
I think its not armies, but lists. I think when strict list archetypes have hard counters it encourages variability in builds.
Imho, the core rules & limitations should already ensure that any given list can't skew too heavily in one direction. They define what are "sensible" list. And if the core design work on the assumption that you always field say 4-7 heroes, then a list with 10 of them is going to be wonky but similarly a list with only 1 shouldn't work either. Similarly, the core design should have assumptions about what is a reasonable amount of shooting, of magic, of movement speed, etc.
As an example take how shooting is handled in the LoTR game, that game has as a core design rule that only 1 in 3 models in your list can have a bow, with the exception of some shooty factions which can have a bow on 1 in 2 models. This ensures two things. 1) There's never going to be more than a certain amount of shooting in any given army. And 2) Even the shootiest of lists is going to have a reasonable amount of melee troops. This naturally stops armies from skewing too much in one direction or another without needing to rely on the threat of facing a specific opponent.
For soft counters I'd agree with this. Especially when all factions can actually vary their builds and noone needs to rely on gimmicks to stay relevant.
However, once they become hard counters you quickly run the risk of creating the situation @Killer Angel just mentioned, where X crushes A & B but gets crushed by Y & Z. The only benefit to limiting this to lists is that its slightly less obvious that a particulair thing is broken since there'l probably be multiple lists of one faction, so as long as they all have different weaknesses the faction as a whole appears to be healthier, even if every individual list still has this problem.
Fair enough, though I very strongly disagree. Not in the least because this makes tournaments utterly uninteresting for me.That's just my preferred design philosophy. I want the community to have the options. I want that dude who wants to bring 80 sentinels to be able to bring 80 sentinels and if people don't wanna play him they dont' have to and if he wants to bring it to a tournament he's gonna get stomped as soon as he hits any of the armies we've mentioned. Just feels more fun that way.
Freedom in games is massively overrated. Games are interesting precisely because they put limitations on what you can and cannot do. Giving you a limited toolset and your opponent a toolset that is the same or at least similar. And without good limitations/drawbacks to keep both your and your opponents toolset the same, or at least highly similar, you just end up with very basic games that are essentially just glorified variations of rock-paper-scissors, a matter of "who shoots first" , blind luck or just a matter of who brought the most and best stuff. Even if on the outside it looks flashy and complex.And I think that would make armies too similar. I like giving the players more freedom, and see it as a best of both worlds situation.
I've found myself in that situation quite often, not necesarly for warhammer but in general, where either I could not really have that conversation or there simply weren't any other opponents. Leaving me with only the option of dealing with the heavily skewed nonsense.I also don't think these issues really exist in a casual setting unless you're literally incapable of having a conversation with your opponent.