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AoS NEW *rumor*

It doesn't have to kill to ruin a monster's day. Most things lose a lot of power at the half bracket level. And yes, you can use a command point to fight at full power, but when your solution to everything is spending a command point you quickly run out of command points.
 
That thing is basically a hard counter to mosters (which was to be expected), but with a bad design.
I think it's the max potential damage in the game for a single ranged or melee attack. If you field a Dread Saurian or something similar, that thing is your first target, as if you fail the ST you'll suffer 12 wounds.
I like the idea, but it's executed poorly, imo.
 
That's a total of 163%, that can't be right.
it's not. why did you add 2 different equations together? the last number is how likely 2 shots will kill the monster


It basicly has none of the drawbacks the hordebreakers actually have though.

Horde breakers have only one viable target. Making them irrelevant against a lot of opponents.
allmost every one in 2nd had hordes and they are still very prevalent
A horde-breaker becomes progressivly less effective as you kill the horde, as it's based on current-size, not max size.
and this become progresivly less efective the more you spend on defence. and starts off much worse
Horde-breakers generally don't have a minimum value, making them absolute garbage in their worst case scenarios.
they also don't have 3 lines of failure just 1 and a half.
This has has multiple viable targets against which it is at least decently effective (any hero, elite multi-wound units, behemoths)
so basicaly heros which arti is always good againsed, monsters which is a derect peralel. and sort of 5 wound units and even then 4-5 wounds is average for artillery and comparable to low model horde braking and 3 wound models is like hitting a 10 man. in fact the only time this rivals full horde braking is againsed 2 armies our dread and SoB other wise it's like hitting a 20 man
This has a minimum value, guaranteeing it at least does something vaguely usefull even in the worst case scenario.
cool you tend to like it when that is the case. or at least you did the last 3 times you brought it up

The only obvious tuning-knobs they have left is to either make the unit very expensive, which isn't a great way of tuning, or to make his hit/wound values extremely bad, which will just futher accentuate the whole "well this is stupid, I got killed by a lucky shot that did ridiculous amounts of damage"-aspect.
this is true of any high damage attack with low acracy
 
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it's not. why did you add 2 different equations together? the last number is how likely 2 shots will kill the monster
Right in that case I misunderstood and got confused, never mind.

allmost every one in 2nd had hordes and they are still very prevalent
Yes, but generally speaking you didn't see armies with 4-5 hordes. So your horde-breakers had limited relevance as after using it a handfull of times you'd probably run out of viable targets.

You will however constantly see armies with that many heroes + behemoths & the occasional elite unit, ensuring this things remains relevant at every stage of the game.

and this become progresivly less efective the more you spend on defence. and starts off much worse
.... any attack becomes less effective the more defense you have, that's the whole point of defense.....

Regardless, that's not the point. The point is that hordebreakers are at maximum effectiveness the first time you hit that horde. The second time they'l do less damage cuz presumably you've killed part of that horde. Until eventually enough models have been killed and the hordebreaker attack does virtually nothing.

This on the other hand will always be equally effective against a 10 wound behemoth. Doesn't matter if he is at full health or only has 1 health left.

cool you tend to like it when that is the case. or at least you did the last 3 times you brought it up
O yes I approve of it having some sort of baseline. Was just putting it there to show how much it contrasts with horde-breakers as it has none of the drawbacks.

this is true of any high damage attack with low acracy
Yeah, and those inherently all have the exact same problems causing them to not be particularly fun for the victim. Especially in PvP focussed games as human players will eventually figure out if there's an efficient way to make the lack of accuracy essentially a non-issue.
 
So what is up with GW and massive potential randomness in things recently? I can't remember things that felt as wide rangingly random on single models as this things damage and Kroak's wounds rule.
 
What about focusing efforts on how to face off against it or what to do to mitigate it? This discussion isn't going to change the warscroll or prevent it from being released.

  • Seems like it is a small weapons team which means it probably wont have a ton of wounds? Sounds like a perfect target for comet's call.
  • What would that army be NOT bringing if they brought multiple units of this? Probably something useful you could exploit
  • Add in some focus fire from a steg or bastiladon and seems like that problem should be resolved.
  • drop some chamo skinks or a salamander nearby; also same result. If the shooting doesnt kill it, then try a long range charge.
  • get some terradons into combat with it and it cant be shooting your monsters.

If that is a main part of your opponents anti-monster then you taking it out will also free up your monsters to do what they do.

Some of the early meta I have seen of SoB dominating or kragnos running amok, this sounds great to counter them.

We have a lot of tools in our army lists, it seems more than manageable to have to adapt and find a solution
 
For anyone who is interested, I've come across some leaked rules for Dracoths in the upcoming SCE tome.

Will need points to see if they would be useful to ally in, but there's lots of -2 rend there.


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I wonder if they'll be increasing rend in general for other armies since saves can apparently get pumped up much higher in 3e...
 
I thought you can only get an upwards of +1 to whatever.

That's right, but you can stack save bonuses to negate rend.

In other words, if I've got a 4+ save then I can never get a better save than 3+. But if I stack AOD, mystic shield and Finest Hour, I will still be on a 3+ against -1 or -2 rend.
 
Anybody else not like this move away from just using words to describe things? First symbols for the core battalions, and now illustrations for attack types.

Yeah, not a fan of that at all. I like reading words, not trying to remember how to identify random symbols. But apparently they think the younger audience they're trying to attract likes pictures more than words, lol!
 
Yeah, not a fan of that at all. I like reading words, not trying to remember how to identify random symbols. But apparently they think the younger audience they're trying to attract likes pictures more than words, lol!
I think it's moreso to avoid printing 8 extra pages for different languages. I think the image style is only for the scrolls inside boxes. Battletomes will still have words to describe
 
wow i HATE the look of those warscrolls

If Fulminators still get 3 damage on their glaives on the charge then that's a pretty intimidating warscroll for sure.

Note storm breath is no longer a missile attack either, which means they can likely run and then spit mortals at you.
 
If Fulminators still get 3 damage on their glaives on the charge then that's a pretty intimidating warscroll for sure.

Note storm breath is no longer a missile attack either, which means they can likely run and then spit mortals at you.
oh not what i meant, the stats are fine nothing there should be a problem 3 damage fulmenters are demigryphs with -1 model and +1 damage. i just hate the way they look, it's ugly as sin.
 
Why in the world did they feel the need to highlight which weapon correspond to which bodypart?

I think it's moreso to avoid printing 8 extra pages for different languages. I think the image style is only for the scrolls inside boxes. Battletomes will still have words to describe
I mean, they'l still need different languages for every special ability and the little bit of fluff on the warscroll, so these symbols really won't save much.
 
Why in the world did they feel the need to highlight which weapon correspond to which bodypart?


I mean, they'l still need different languages for every special ability and the little bit of fluff on the warscroll, so these symbols really won't save much.
It might make warscroll cards harder to copy. If these end up being the look of the actual warscroll cards that is.
 
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