Slann
Lord Agragax of Lunaxoatl
Eleventh Spawning
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Kruleboyz:
faction:
Funny & thematic, a bit unoriginal (the it currently works it's basicly just CoS commands. For like the 4th time or something...), but it has potential.
- You can use 1 dirty trick per phase.
- tricks get harder to use the more tricks you use in 1 turn
- Tricks:
- Charge: pick an enemy that charged, it suffers damage and can't benefit from charge (1 damage)
- Hero phase: buff an infantry unit, it crits on a 5+
- Movement: teleport a unit of infantry to a piece of terrain (max 10 models)
- combat: Give an enemy strike last
The rule of 1 limitation is a bit sad.
But most importantly; there is no oppertunity cost or way for the opponent to interact with it.
Punish the kruleboyz for failing a trick; give the opponent ways to block tricks, etc.
crits on 6's has been moved to warscrolls, but is basicly just a faction ability.
I really hate that they don't even mention this is in the faction focus. Like just state "all units in this army have this one rule" or something.
Subfaction:
Funny, but most people simply do not play with enough terrain for this to work.
- give kruleboyz stealth while near terrain.
Also, if you do play with a lot of terrain it quickly gets absurdly powerfull in the right circumstances
Spells:
The spell is fine, but at this point I just want to see an entire lore or a combo. Seeing 1 vaguely interesting spell after seeing so many boring examples is not very exciting.
- -1 to attacks for the target
- A support spell with 18" range? How rare..
Units:
Spearhead:
- Gobsprakk:
- Melee profile:
- 4/3+/4+/-/D3 anti-wizard crit (mortal)
- 7/4+/2+/1/2 anti-wizard (companion)
- 1/3+/2+/1/D6 companion
- Pretty solid for a wizard.
- barely affected by it's wound table (it losess 2 of it's wewakest attacks.. who cares?)
- Also, the anti-wizard seems a bit of a waste; wizards aren't exactly known for being sturdy. Though at least for once they're using anti-X somewhat correctly.
- Once per battle use 3D6 to unbind
- rampage: kill a random model with max 5 wounds.
- Deal damage to the caster when you unbind succesfully
- Personal spell:
- 18" range?
- Roll dice equal to the targets health (max 10 dice, cuz fun things like oneshotting Nagash isn't allowed...)
- Deal damage on a 4+
- Killaboss on gnashtoof
- While contesting an objective nearby infantry get +1 to hit
- Add some control score to a unit....
- Melee profile is surprisingly similar to a carnosaur? How bad is our spearhead carno?
- Murknob with belcha-banna
- nearby allies have a 6++ ward
- Does mortal damage to a nearby unit
- Gutrippaz
- give enemies -1 to hit when targetting them in combat
So; faction ability is fun but doesn't go far enough. And since it doesn't go that far, it ends up being kind of unoriginal.
- Give your general and 1 unit strike first, once
- beast-skewer killbow
- 24"/2/4+/2+/2/D6 crit (auto-wound)
- 6 damage instead of D6 against monsters
Subfaction ability is neat, but depends heavily on how you use terrain in your games.
Gobsprakk is one of the few examples with a halfway fun personal spell.
Killaboss makes our carnor look rather bad.
Other than that there isn't really all that much to say.
Interesting to see that Kruleboyz are back to being their own faction again, no sign of the Orc Warclans soup faction anymore. Good news for Fyreslayers and Kharadron, which everyone kept on saying would be dumbly formed into a Dwarf soup faction.
Is it just me, or have The Old World rumours/reveals/releases utterly died out?
The big upcoming Age of Sigmar release has pushed The Old World completely out of the picture.
Well, with the new AoS release just around the corner, that is the time for them to really shove it in our faces so that in theory we get hyped up and buy it the second it hits shelves. A little time after the AoS new ed, I imagine if GeeDibs haven't abandoned ship, we'll start seeing The Old World edge back into the picture.
Really hoping that GeeDubs haven't abandoned that ship yet.
I agree... but it would be nice if they still dropped a few small The Old World hints here and there.
That would be awful.
Yep. Not a good thing.
To be frank I was expecting them to get on with the Dwarf release they teased way back and preview the next faction a good few weeks ago, and it's certainly dickish of them to start releasing the 40K stuff previewed only a couple of weeks ago in its place. They easily could have dropped it in among the rest of the recent releases before AoS 4th and saved the next faction until afterwards.
to let a so welcome game die after a few months, would be an awful move even for their standard.
I don't think we have to worry about that though.
However I can't honestly see why they'd do such a dumb thing given they've seen how popular it is and how much money it'll make them to keep it going. They've even acknowledged its popularity in Warhammer Community articles. The whole reason they developed it in the first place was to recapture the Warhammer Fantasy audience who don't give a toss about AoS 4th apart from the new Skaven models (like myself). It'd be their most idiotic decision to date to lose that customer base again. As @J.Logan says it'll most likely return after 4th has been released, though they could easily have fitted the Dwarf release in beforehand.
