Slann
Aginor
Fifth Spawning
- Messages
- 12,256
- Likes Received
- 20,177
- Trophy Points
- 113
Hey y'all!
@Mesandres and me played a few games of Skirmish at the last two weekends, and I'd like to make a quick review of it, based on my experiences, and also ask a few question about it.
TL;DR: It is more fun than I expected.
I went into this with VERY low expectations. My observations so far, based on a few matches against Ironjawz:
Cons:
1. Half of our army can't be played. I understand that the Dinosaurs are off limits, that's ok but it hurts us a bit. The other ones are the ones I am kinda angry about: Kroxigors, Salamanders, Chameleons, Razordons, Astrolith Bearer, Sunblood, Eternity Warden and Skink Priest are excluded solely because they are made of resin it seems.
Skink Chief, Tehenhauin and Jungle Swarms are out because they are compendium units that aren't that strong either, it would not hurt anyone if those had points.
None of the above (perhaps with the exception of Chameleon Skinks, I am not sure) would break the game and they would provide tactical options. Which leads to my seconds point:
2. Our available units - with the exception of the Oldblood) are all either glass cannons (Rippers, Terradons, Saurus Knights, Starpriest) or rendered pretty useless (or at least weak) because they rely on strength by numbers (Skinks and Warriors) or buffs (Guards). Of the three spells we have available (Arcane Bolt, Mystic Shield and Summon Starlight) only the Arcane Bolt is actually good for something IMO.
Pros:
1. Fast games.
2. Nice battleplans. Also usable for AoS
3. Pretty cheap rules (8€)
4. A few pretty nice items.
5. Renown-System does provide rewards and yet doesn't make the game too imbalanced, at least not in the 30-60 points range it seems.
Neutral:
1. The movement phase can be VERY important. Bad positioning can make a match a desaster.
2. Elite models that do not rely on buffs can be very strong, which of course favours armies like (SURPRISE!!
) Stormcast.
3. The book (at least the German translation) contains multiple typos and weird sentences. I don't care enough to call it a flaw (which is why it is listed here under "Neutral") but it is weird, not quite the level of quality I expect from GW.
The matches between @Mesandres Ironjawz and my Seraphon were - surprisingly - pretty balanced, multiple times dice luck or a single wound made the difference between a victory and a defeat. They were close and they were fun.
Our lists:
Ironjawz, 60 points:
1x Warchanter
5x Brutes
1x Gore Grunta
Seraphon, 60 points:
1x Starpriest
5x Saurus Knights
3x Terradon Riders
I think a Megaboss would tip that balance though, since I think there is nothing in our arsenal right now that can really kill him quickly, and both of his buffs are of the few that are not aimed at a single unit so those will work as well as in a normal AoS game. Which is a HUGE.
And that also brings me to a point I want to talk about: Either I missed an explanation for some things or they are very badly designed. So if you have more insight than me please post your explanation!:
1. Buffs: Most buffs in the game are aimed at units. In Skirmish all models are their own units. So that means stuff like Mystic Shield, a Warchanter's Frenzy of Violence, or a Starpriest's Serpent Staff are almost useless, and an Oldblood's command ability is completely useless, while an Oldblood's Wrath of the Seraphon is not too bad and the aforementioned buffs of a Megaboss are extremely powerful, since one works just as good as in AoS and one even becomes better than in stock AoS with all models being single units.
--> Everything targeted is bad, everything affecting areas is good. Well, OK, then let's play that Skink Priest with priestly trappings!..... except NOPE. No points... Ok then the Astrolith Bearer. It is stationary but at least provides an area buff! ....except NOPE. No points. Improve the guards with the Eternity Warden's buff!! ...except NOPE. No points.
At this point I'd like to scream "F*** YOU GW!!" at the top of my lungs. The only damn buff in the usable part of our army that works that way is the Guards' ability that gives them +1 on their saves if they are near a hero.
2. Units with special weapons:
I don't understand from reading the book if one of my Terradon riders or Knights gets the bonus from being an Alpha. Any ideas? I understood that the special weapons rule applies so @Mesandres can play a Brute with the Klaw and I could possibly play a Master of the Skies instead of a Terradon Alpha (which would be a bad idea). But the rest?
3. Banners:
Well, I guess banners are kinda useless? Ours affect bravery. Since only the bravery of the general matters our banners only work if they are near the enemy general? Very weird. What about Skeleton banner bearers? Even more useless because everything that summons models has to be ignored? I don't get it.
4. Musicians: Ehhh... musicians only affect themselves or what? Pretty much the same as with the banners.
5. Battleshock:
Meh.... It doesn't really affect the army sizes we are currently playing, but the way it looks I'd say that a high bravery of 10 doesn't really give you any advantage over someon who has 7 or so. And I don't think there is any general in any army that has a bravery of 5 or lower, except a Grot Warboss.
Again, this sounds as if I hated the Skirmish rules but IMO they are just very rough around some of the edges. I generally like the gameplay with the few models. They just seem to not have thought it through which is what makes me angry a bit.
That's it for now. I will post more experiences soon I guess.
@Mesandres and me played a few games of Skirmish at the last two weekends, and I'd like to make a quick review of it, based on my experiences, and also ask a few question about it.
TL;DR: It is more fun than I expected.
I went into this with VERY low expectations. My observations so far, based on a few matches against Ironjawz:
Cons:
1. Half of our army can't be played. I understand that the Dinosaurs are off limits, that's ok but it hurts us a bit. The other ones are the ones I am kinda angry about: Kroxigors, Salamanders, Chameleons, Razordons, Astrolith Bearer, Sunblood, Eternity Warden and Skink Priest are excluded solely because they are made of resin it seems.
Skink Chief, Tehenhauin and Jungle Swarms are out because they are compendium units that aren't that strong either, it would not hurt anyone if those had points.
None of the above (perhaps with the exception of Chameleon Skinks, I am not sure) would break the game and they would provide tactical options. Which leads to my seconds point:
2. Our available units - with the exception of the Oldblood) are all either glass cannons (Rippers, Terradons, Saurus Knights, Starpriest) or rendered pretty useless (or at least weak) because they rely on strength by numbers (Skinks and Warriors) or buffs (Guards). Of the three spells we have available (Arcane Bolt, Mystic Shield and Summon Starlight) only the Arcane Bolt is actually good for something IMO.
Pros:
1. Fast games.
2. Nice battleplans. Also usable for AoS
3. Pretty cheap rules (8€)
4. A few pretty nice items.
5. Renown-System does provide rewards and yet doesn't make the game too imbalanced, at least not in the 30-60 points range it seems.
Neutral:
1. The movement phase can be VERY important. Bad positioning can make a match a desaster.
2. Elite models that do not rely on buffs can be very strong, which of course favours armies like (SURPRISE!!
3. The book (at least the German translation) contains multiple typos and weird sentences. I don't care enough to call it a flaw (which is why it is listed here under "Neutral") but it is weird, not quite the level of quality I expect from GW.
The matches between @Mesandres Ironjawz and my Seraphon were - surprisingly - pretty balanced, multiple times dice luck or a single wound made the difference between a victory and a defeat. They were close and they were fun.
Our lists:
Ironjawz, 60 points:
1x Warchanter
5x Brutes
1x Gore Grunta
Seraphon, 60 points:
1x Starpriest
5x Saurus Knights
3x Terradon Riders
I think a Megaboss would tip that balance though, since I think there is nothing in our arsenal right now that can really kill him quickly, and both of his buffs are of the few that are not aimed at a single unit so those will work as well as in a normal AoS game. Which is a HUGE.
And that also brings me to a point I want to talk about: Either I missed an explanation for some things or they are very badly designed. So if you have more insight than me please post your explanation!:
1. Buffs: Most buffs in the game are aimed at units. In Skirmish all models are their own units. So that means stuff like Mystic Shield, a Warchanter's Frenzy of Violence, or a Starpriest's Serpent Staff are almost useless, and an Oldblood's command ability is completely useless, while an Oldblood's Wrath of the Seraphon is not too bad and the aforementioned buffs of a Megaboss are extremely powerful, since one works just as good as in AoS and one even becomes better than in stock AoS with all models being single units.
--> Everything targeted is bad, everything affecting areas is good. Well, OK, then let's play that Skink Priest with priestly trappings!..... except NOPE. No points... Ok then the Astrolith Bearer. It is stationary but at least provides an area buff! ....except NOPE. No points. Improve the guards with the Eternity Warden's buff!! ...except NOPE. No points.
At this point I'd like to scream "F*** YOU GW!!" at the top of my lungs. The only damn buff in the usable part of our army that works that way is the Guards' ability that gives them +1 on their saves if they are near a hero.
2. Units with special weapons:
I don't understand from reading the book if one of my Terradon riders or Knights gets the bonus from being an Alpha. Any ideas? I understood that the special weapons rule applies so @Mesandres can play a Brute with the Klaw and I could possibly play a Master of the Skies instead of a Terradon Alpha (which would be a bad idea). But the rest?
3. Banners:
Well, I guess banners are kinda useless? Ours affect bravery. Since only the bravery of the general matters our banners only work if they are near the enemy general? Very weird. What about Skeleton banner bearers? Even more useless because everything that summons models has to be ignored? I don't get it.
4. Musicians: Ehhh... musicians only affect themselves or what? Pretty much the same as with the banners.
5. Battleshock:
Meh.... It doesn't really affect the army sizes we are currently playing, but the way it looks I'd say that a high bravery of 10 doesn't really give you any advantage over someon who has 7 or so. And I don't think there is any general in any army that has a bravery of 5 or lower, except a Grot Warboss.
Again, this sounds as if I hated the Skirmish rules but IMO they are just very rough around some of the edges. I generally like the gameplay with the few models. They just seem to not have thought it through which is what makes me angry a bit.
That's it for now. I will post more experiences soon I guess.