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Fluff and Stories / Re: Tales of Elsinqart
« Last post by Narric on December 07, 2017, 10:59:32 PM »
Hmm, over two years is kinda embarrassing to only get the first chapter actually finished.

OP has been updated with re-written and finished chapter. And I have a couple other Chapters and Side Stories in the works.

I will however be posting on my blog first, which I'll be adding to my sig shortly.
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General 40k and Expansions / Re: Chapter Approved - Thoughts and Commentary
« Last post by Waaaghpower on December 03, 2017, 05:14:08 AM »
I must say that Chapter Approved has caused a lot of drama that almost makes me question if it was all worth it...
Overall, it was just a bigger FAQ that could have been put out as a free PDF, but I'm not sure if it was just billed incorrectly.
If it had just said, "this will be little tweaks, nothing more" then I think people wouldn't have had big hopes.
But, it had been translated into "here's how we're going to balance everything" which was clearly not the intent.

After all, it still seems obvious that all Codex armies are superior to Index armies, and that makes sense as the Codex armies are supposed to be fully-fleshed out works.

So, I was suspicious when the hype that CA was getting was too high.
I still like playing 8th, but you have to bill things correctly otherwise the fanbase will eat you alive.

Best,
-BT
I mean, I'm not gonna compare CA armies to Codex armies, but even if we go along with the 'little tweaks, nothing more' angle, that poses some serious problems.

Firstly, Forgeworld points got even more imbalanced. Tons of bad units got inexplicable point hikes. Decent units, meanwhile, got point hikes totally out of proportion with their quality. (Unless you actually believe that, say, Sokar Stormbirds deserved to have their cost trippled.)

Secondly, as far as a 'course correction' goes, it really... Doesn't. They're still demonstrating a complete inability to write good Orks rules, by giving a relic that sometimes is worse than the base weapon and by offering a Warlord Trait that is vastly unhelpful for the options we have available.


Also, Forge World promised that oop units who lacked rules would get datasheets in Chapter Approved. This is clearly not true, meaning my Kustom Battle Fortress will be shelved for at least another year. Yaaaaaay.
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General 40k and Expansions / Re: Chapter Approved - Thoughts and Commentary
« Last post by BigToof on December 02, 2017, 09:18:33 PM »
I must say that Chapter Approved has caused a lot of drama that almost makes me question if it was all worth it...
Overall, it was just a bigger FAQ that could have been put out as a free PDF, but I'm not sure if it was just billed incorrectly.
If it had just said, "this will be little tweaks, nothing more" then I think people wouldn't have had big hopes.
But, it had been translated into "here's how we're going to balance everything" which was clearly not the intent.

After all, it still seems obvious that all Codex armies are superior to Index armies, and that makes sense as the Codex armies are supposed to be fully-fleshed out works.

So, I was suspicious when the hype that CA was getting was too high.
I still like playing 8th, but you have to bill things correctly otherwise the fanbase will eat you alive.

Best,
-BT
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General 40k and Expansions / Chapter Approved - Thoughts and Commentary
« Last post by Waaaghpower on December 02, 2017, 08:02:01 PM »
Having seen all the leaks, I'm gonna just share some thoughts on them here. Mostly about the factions that I play. (But I play a ton of factions, so...)

I'm quite happy with the Sisters of Battle updates. The changes to Celestine are fair, making Gemeni more valuable while keeping Celestine from being an auto-include.
Our Warlord Trait is positively awful (Re-rolls on Leadership is not worth using up a Warlord Trait,) but our Relic is pretty badass - In fact, if we're talking 'Original weapon vs Relic version' it's arguably the best relic weapon in the game, possibly tied with the Teeth of Terra/Blade of the Hydra. Making a Power Sword into a better version of a Relic Blade is great, especially since it gives us our only beatstick HQ outside of Celestine. (For 49pts, a Canonness is now going to be very threatening in Close Combat. I can't think of many CC characters who are gonna be tougher for that cost.)
Oh, and both of our strategems are fantastic - Extra Acts of Faith are beastly, and gives more reason to take cheap characters, since they can give buffs upon death. More importantly, Sisters of Battle now have access to some genuine, fairly good psychic denial that they were previously lacking in.

Space Wolves aren't quite as good in terms of new abilities, but our points cuts are fantastic, bringing everything into line with generic Marines, making TWolves and Wulfen viable (and even good!) again, and making many of our characters cheaper. (Except Arjac, who inexplicably got a 5pt bump for some reason?!)
Our relic weapon is better than nothing, and can make for a fairly good infantry-killer. It's better than the Burning Blade, at least. Our Warlord Trait is badass, which is also really great. The 'True Grit' strategem is a little lackluster, but better than nothing, and the outflank strategem is actually pretty fantastic.

Deathwatch are... Okay. The Warlord Trait is fine, but not amazing. The anti-vehicle Strategem is nice, if you have a Watch Master who likes getting into close combat with vehicles for some reason, but it's too specific and conditional for my taste. The Relic letting units teleport is really great, and the bonus hits on 6s strategem is garbage.

Imperial Knights are kind of a weird one. Everything available is basically just a flat upgrade, kind of a "What's that? You wanted to take Imperial Knights as your main faction? Uh... Okay!"
The Warlord Trait just gives a bonus attack, the relic Sword just gives +1 to Wound against S7 (Okay, it's two higher strength, but semantics aside the effect is the same,) and the Strategem gives +1 to invulns. It's nice for players who want to make a really beefy Knight to lead their army.

Orks...
I'm very disappointed with Orks. Every other faction I play either got some kind of valuable tool that they previously didn't have access to, very noticeable damage increases, or new mobility options to allow for interesting play.
Orks get some decent price cuts on a few weapons and a couple units, but it's nowhere near the kind of overhaul we really need. (Power Klaws being cheaper is nice, a few other random things are nice, but... Well, making a Shokk Attack Gun 20pts cheaper doesn't make it good, and that's the theme of the whole update.)
Our Relic is better than nothing, but paradoxically makes the Big Choppa worse in at least one regard - Changing a flat 2 damage to d3 damage is a handicap that will make the Warboss using it worse.  It's probably still a better weapon thanks to the better AP (AP-2 as opposed to -1,) and the chance for Mortal Wounds on a 6+ to wound, but honestly it's a huge disappointment.
Our Warlord Trait is worse. +1 Strength is absolute garbage. On a Big Choppa Warboss, it only helps against S8, on a Power Klaw Warboss, it only helps against T7, and on anyone else it doesn't matter in the slightest, because you don't want your Weirdboys or Big Meks to get into Close Combat.
Our Strategems? One is extremely situational, the other is complete crap. Bonus attacks on 6+ to hit in shooting is crap, because we don't get enough shots with enough accuracy for that to matter, and unlike a lot of other factions, we don't even have any way to get +1 To Hit to help with that.
Mob Up is better, combining squads, but it requires pretty specific circumstances and is generally kind of crummy.


All in all, the Imperial updates are great, the Xenos one... Not so much.
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Battle Reports / Re: A foray into 8th edition
« Last post by Irisado on November 19, 2017, 05:54:40 PM »
Reading this brought back memories of my Empire being thrashed by Chaos Daemons during sixth and seventh edition (I never played eighth).  I'm glad that your game was much closer.  Mysterious terrain irritates me more it does anything else, but I'm glad that it didn't seem to bother you.  Other than that, it was enjoyable to read a battle report from Fantasy involving ranks again, so thank you for posting this :).
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Battle Reports / A foray into 8th edition
« Last post by Cammerz on November 14, 2017, 12:13:03 PM »
8th edition WHFB that is, 1000pts Empire vs Daemons of Chaos.

My army is entirely mounted, the warriors of light against the approaching darkness:
  • Luthor Huss, Prophet of Sigmar
  • Battle Wizard (Lore of Light - Shem's Burning Gaze) w. Barded Warhorse and Shrieking Sword
  • 9x Empire Knights w. Full Command (joined by Luthor)
  • 10x Empire Knights w. Full Command
  • 5x Pistoliers w. Musician
  • 3x Demigryph Knights w. Halberds

My opponent opted for Daemons of Khorne:
  • Skulltaker
  • 20x Bloodletters w. Full Command (joined by Skulltaker)
  • 20x Bloodletters w. Full Command
  • 8x Flesh Hounds of Khorne
(Looking over the army lists he was actually 60pts over the limit, that's probably an automatic driving ban).

We rolled for a pitched battle and randomly generated terrain which granted us lots of buildings (five if I recall correctly) plus a few mystical monuments that didn't come into play and a river that bisected the table from the centre of one deployment zone to the centre of the other.

Alternating deployment saw him place one unit of Bloodletters on the eastern side of the river with the rest of his army (including Skulltaker) on the western side. I set up entirely on the eastern side with my Demigryphs closest to the river. Vanguard deployment saw my pistoliers move forwards but a building ensured that the Bloodletters were out of sight.

The Daemons went first, the Reign of Chaos ebbing his ward saves down to 6+. All of his models marched forwards but he could do nothing else.
I positioned my Knights in order to attempt multiple charges against his 'letters on turn two. In the magic phase Luthor successfully cast Hammer of Sigmar on his Knights and the Battle Wizard cast Shem's Burning Gaze at the higher casting value which killed the entire back row of the Bloodletter unit (down to 15). Sadly the hard cover between the Daemons and Pistoliers meant that none of my shooting attacks hit anything.

On turn two the eastern Bloodletters successfully charged the Pistoliers who again failed to hit anything with their stand and shoot. The Daemons wiped them out in a single phase and then used their free reform to face the nearest Knight unit (who fortunately passed their panic test). In that magic phase the Reign of Chaos fell to Nurgle who killed my wizard (the swine).

On my turn the two Knight units attempted to charge the Bloodletters but sadly only the closest managed to get in, (leaving Luthor out of action for another round at least). Charging with lances is fun and 1+ armour saves are even more fun so I won combat and four further Daemons perished due to instability.

Turn three saw his Flesh Hounds get bored and charge the Demigryph Knights across the river (which sadly turned out to be just an ordinary river). Tzeentch took over the Reign of Chaos and killed one of Luthor's Knights. The Bloodletter-Knight combat saw me win again andf a combination of swords, horses hooves and instability brought the servants of Khorne down to two. The Flesh Hounds brought down a single Demigryph Knight whilst the other two killed three Hounds in return, this would be a drawn combat but for the fact that he charged. I failed the break test and the Hounds destroyed my elite Inner Circle.

Luthor finally charged into combat and the two units of Knights made very short work of the Bloodletters before reforming to face the river.

The Flesh Hounds retreated into the river where Slaanesh took control of the Reigns and drowned them all.
Skulltaker and his unit have slowly been winding their way towards the river over the last few turns.

Everyone approaches the river on turn five and Khorne finally takes his turn at the Reigns, killing a Knight from Luthor's unit (so each God has now had a turn, Nurgle and Slaanesh having the most impact), on turn six Skulltaker charges Luthor Huss (it was hit-or-miss whether he was in range but we thought it'd be more fun if he succeeded). Luthor Huss harnessed the power of Sigmar, boosting his Weapon Skill, Strength, Toughness and Attacks by two for the phase, although sadly my unit failed the fear check and was striking at WS1. Skulltaker challenged and Luthor Huss accepted. Luthor's 4+ ward save protected him from Skulltaker's attacks and he dealt one wound in return with an almighty blow from his hammer. The Knights and Bloodletters dealt some damage to each other and the combat was drawn.

On the final turn of the game my other unit of Knights entered the river to face the Bloodletters (a rather pointless endeavour as they would be unable to engage the Daemons before the end of the game). Skulltaker challenged again and Luthor accepted but sadly he was felled by a Killing Blow and the Knights lost the combat, breaking and being caught by the pursuing Bloodletters.

Game Over

VPs:
Empire - 550 (Bloodletters + Flesh Hounds + 1 Seized Standard)
Daemons - 875 (Luthor + Knights + Wizard + Demigryphs + Pistoliers + Slain General + 1 Seized Standard)

"In order to win you must wipe the opposing army out completely, or score at least twice as many victory points as your opponent - any other result is a draw." - Core rulebook p.143
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Battle Reports / Re: Battle Anecdotes
« Last post by Narric on November 11, 2017, 12:06:27 AM »
I'm ok to post about an intense couple of games of Magic the Gathering here, right? May not be a huge battle of armies, but a battle of wits between two Planeswalkers.

It was the third round of FNM, and I was playing my Black Mindpurge deck and he was playing Black Blue Control
Spoiler: Black Blue Control (click to show/hide)
*Note, this wasn't the final deck he was playing, but is the closest decklist to hand at time of writing

The game had been running for a long time, us both trying to play around the strategy and plays the other could make, and somehow both of us still at almost full starting life. I took the initiative, and started throwing kill spells at his Scarab God in play. This put my opponent in the position of having to exile cards from his own graveyard to get Torrential Gearhulks into play to cast other spells such as draw and counterspells. This series of spell slinging causes two Primal Amulets to transform into Primal Wellsprings, and depletes my opponents ability to counter my spells or affect an offensive. He takes a turn, sacrificing some of his own mana base to deplete my Deck, leaving my only two cards to draw from, and removing one of my final threats I could have drawn into.

This is where my patience and pressing spellslinging pays off. I tap both my Primal Wellsprings for mana, causing the next Instant or Sorcery I cast to be copied twice, and cast Torment of Hailfire. I pay 15mana into Hailfire, which means normally my opponent would have to choose between losing 3life, discarding a card, or sacrifice a nonland permanent 15times. The duplications from Primal Wellspring copy this, meaning he has to repeat the process 45times.

Game 1 goes to me after nearly a full round has passed (50minutes per round).

We move on to game 2, both swapping cards in and out of sideboards to better counter eachothers strategy. After sideboards I use Kitesail Freebooters, Gonti, Lord of Luxury, Lost Legacy, and Dispossess to affect control on what my opponent can use against me, enabling me to press my advantage faster, casting Torment of Hailfire twice the first time for 7, and the second time for 9. Game 2 to me.
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Online Roleplaying / Re: Inquisitorial Training Program (Signup and OOC thread)
« Last post by Cammerz on November 03, 2017, 04:03:31 PM »
That's a pity, oh well, it was good while it lasted.

If things change in the future I'm sure we'll all still be around to pick it up or try something new.
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Darn, that's a shame. Still, sadly these things can't be helped. Here's hoping things calm down a bit for you soon bud. :)
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Online Roleplaying / Re: Inquisitorial Training Program (Signup and OOC thread)
« Last post by Mabbz on November 03, 2017, 02:41:46 PM »
Right, I had better post here to avoid being a hypocrite. I significantly overestimated the amount of free time I have and I will not be able to continue the RP. I apologise for wasting your time on this.
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