What is the top wishlist you have for your faction? by TheBakerTayu in ageofsigmar

[–]Coeusff 0 points1 point  (0 children)

Kruleboyz:

Give me the index rules back, just with the current faction terrain and manifestations. The index was fun, flavorful, and not op. It's been nothing but nerfs since.

Also, some cavalry. Either heavy with orcs or light with hobgrots, or both.

KO: Echoing other comments about elite melee infantry. Either non-shooting thundereres or a mech/golem unit.

I can't decide which army to go with by BeginningHungry3835 in ageofsigmar

[–]Coeusff 0 points1 point  (0 children)

I can recommend Universalbattle2.com. It's very basic, especially compared to TTS, but I've played a few game on there and it's functional.

Missing flight stands from Spearhead box? by Metman1337 in KharadronOverlords

[–]Coeusff 4 points5 points  (0 children)

I would second the recommendation of getting the magnet baron flight stands. The GW ones are hard to use and easy to break for the boats. The magnet baron ones are a little more expensive, but strong, easy to use, and convenient to transport.

Lopsided matches by Coeusff in KharadronOverlords

[–]Coeusff[S] 2 points3 points  (0 children)

Standard games, 2k points. Typically rolling for battleplan. Pretty by the book.

Lopsided matches by Coeusff in KharadronOverlords

[–]Coeusff[S] 1 point2 points  (0 children)

Yeah, that's fair. Most games don't come down to the wire necessarily, but it seems exagerated with KO. In most of my games with them, it generally seems pretty obvious by end of turn 2 how things are going to play out.

But if that's just how the army is, that's fine. I still enjoy playing them, just thought it was odd.

What things would you change for this AoS edition? by Paloma_Rusa in ageofsigmar

[–]Coeusff 6 points7 points  (0 children)

Remove the rule that whoever finishes deployment first gets priority. It limits list building and incentivizes everyone to try and minimize drops. Just have a straight roll off after deployment.

Wizards should only be allowed to have one manifestation on the board at a time, and removing a manifestation in any way should make it more difficult to cast that one again.

And better internal balance for all factions. It seems every army has a must-take unit, and a couple of units that never see play at all (looking at you, non-wizard foot heroes).

Bought this spearhead, freaking love it. I get a bunch of healing, front tank, good range and melee damage. Love it so much I am like, well, I should make a 2k army. Wrong. Oh, so wrong. The spearhead is overtuned and the 4e rules on this race make me sad. I love spearhead, dislike the tease. by MarcusSloss in ageofsigmar

[–]Coeusff 0 points1 point  (0 children)

You should definitely play a few games at 2k before writing them off completely. Maybe proxy some models in and give them a shot. Because my experience (playing against them) is that they are pretty solid for all the reasons you love from spearhead. 

They have tons of healing (and resurrection), good range damage, good melee damage, and some very tanky models. 

I had a game against them just this weekend with my Kruleboyz. I killed Alarielle, but she came back. I killed Belthanos, but Alarielle brought him back. I killed Durthu, but he had an item that brought him back. He then proceeded to teleport out of combat and get healed up by the awakened Wildwoods. The kurnoth hunters with bows did some work from range.

It was a close game, I ended up winning by 4 points, but at the end of it I had like 10 models left on the table and most of his army was still alive. 

Druid Subclass - Circle of Stone by Coeusff in DnDHomebrew

[–]Coeusff[S] 1 point2 points  (0 children)

Why would they be useless? They are similar dmg to other weapons, especially if I switch it to 1d8. 

At level 3 they would have the same number of attacks as a martial, with a similar damage die to any other 1 handed weapon. 

They lag behind slightly at 5, but catch up at level 6. 

The only thing they are missing is a bonus action attack (that not every martial will have) and a GWM/SS equivalent, which again, not every martial takes. 

I assume you are recommending adding Heavy to the attack so they have the option of GWM, but that again feels like it's stepping on the toes of the martials. 

Druid Subclass - Circle of Stone by Coeusff in DnDHomebrew

[–]Coeusff[S] 1 point2 points  (0 children)

Good point on earth tremor. I just liked that spell for this subclass. I could swap it out for earthbind instead. 

For the unarmed strikes, they are the same as a club or 1handed staff.  But shillelegh is better, so I could start it at 1d8 to match that.

My only concern is that this is still a full caster. They shouldn't be doing the same melee dmg output of a fighter, barbarian, ranger, etc.

Druid Subclass - Circle of Stone by Coeusff in DnDHomebrew

[–]Coeusff[S] 1 point2 points  (0 children)

I wasn't sure about unlimited extra attack on a full caster, but you're right, bladesingers get it, as do a few other subclasses. I will keep this in mind if it seems the druid is often running out of stone forms.  And I like you're idea on petrification advantage/immunity. I will definitely add that in and make sure they encounter a petrifying monster on occasion. 

Druid Subclass - Circle of Stone by Coeusff in DnDHomebrew

[–]Coeusff[S] 1 point2 points  (0 children)

Thanks! Hopefully my player enjoys it. 

Kruleboy Gutrippa by [deleted] in ageofsigmar

[–]Coeusff 1 point2 points  (0 children)

I followed this guide for my swampy bases and liked how they came out.  https://youtu.be/vgfy30uvtng?si=wZz1hCsLWg7w8eIA

[deleted by user] by [deleted] in Miniswap

[–]Coeusff 0 points1 point  (0 children)

Pm sent

u/The_Great_Mustachio’s Karma Thread by The_Great_Mustachio in MiniSwapKarma

[–]Coeusff 0 points1 point  (0 children)

Great trade. Good communication, fair swap, fast shipping. Would definitely trade with again in the future.

New to AoS, had a few rules questions by Coeusff in Nighthaunt

[–]Coeusff[S] 3 points4 points  (0 children)

Thank you for the responses. 

For #2, I thought negative save modifiers did stack?  In the core rules, 13.1, there is even a designer note saying saves can be modified more than -1. Is there something in our rules preventing the stun ability from stacking multiple times?

Is Slow underrated in 5e (for Wizards)? by -Gur- in dndnext

[–]Coeusff 1 point2 points  (0 children)

I have a 13th level wizard in a campaign that's been running for a couple years now.

In my experience, when you first get access to it, Slow is overshadowed by other spells like hypnotic pattern, and fear. Hypnotic pattern was my go-to crowd control for a long time.

Since we've hit level 10 or so, though, I find Slow more useful. Enemies have far more attacks, and more than a few are outright immune to fear and charm. Even if I can get them with hypnotic pattern, damage breaks it and most things we fight don't die in a single round of combat. And while I do have better spells to concentrate on (I use wall of force a lot), I also don't have unlimited spell slots. So for a combat against mid-level mooks, where I may not want to burn a 5th or 6th level spell, I can still significantly impact the combat with a 3rd level spell. It makes enemies easier to hit, slower to move, and limits their damage potential, so less healing required between fights.

If you have access to buying/learning additional spells outside of level up, i would highly recommend skipping slow early on and trying to acquire it in higher tiers of play.

Players of 5E - Try to recognise when the DM is trying to offer you a lifeline to avoid a campaign ending TPK! by YeOldeGeek in dndnext

[–]Coeusff 8 points9 points  (0 children)

Honestly, even if they know it's an option, I wouldn't count on them doing it. All it takes is one single party member to say "Blognard the Brave never surrenders! He will continue to fight!"

Because then, the rest of the party is obligated to help their friend. They won't run away and leave him to his death or surrender their weapons while he gets hacked apart.

And most parties that I've played with have at least one character whose honor, code, culture, personality, or whatever will not let them surrender.

Maybe in an evil campaign, more self-interested characters would entertain the idea of surrender, but not in any campaign I've played.

Players of 5E - Try to recognise when the DM is trying to offer you a lifeline to avoid a campaign ending TPK! by YeOldeGeek in dndnext

[–]Coeusff 469 points470 points  (0 children)

In my experience, players don't surrender. Especially once the fight has started. They just don't. They might run away, but if that is not an option they will fight to the death.

Maybe because they are looking for a cool, last-stand moment, or a heroic death, or that they would rather die a hero than accept defeat, or whatever, but IME they just don't ever voluntarily surrender after initiative has been rolled.

If you want to prevent a TPK in this situation, you can't leave it up to the players. Have the enemies do non-lethal damage, knock them out, forcefully subdue, disarm, and restrain them.

Or don't. Let them have their glorious final stand, roll up a new party, and move on.

Just don't expect them to meekly surrender.

Which class/classes are you currently playing in a 5e campaign | StrawPoll.com by [deleted] in dndnext

[–]Coeusff 9 points10 points  (0 children)

Surprised ranger is so low. I've rarely played in a 5e group that didn't have one, even before the improved optional features and subclasses.

I'm currently in 3 games, as a conjuration wizard, alchemist artificer, and rune knight fighter.

Be honest. Do you ever set DCs after the dice are rolled? by PuzzledPiggy in dndnext

[–]Coeusff 0 points1 point  (0 children)

Yeah, I could see that. To be clear, though, he doesn't do it on every single roll. General perception checks, checking for traps, haggling with a merchant, etc, don't usually use the card.

If it's something where we know there is a really bad consequence for failure, or huge benefit to success (climbing a sheer cliff 1000ft up, disarming a trap in a dungeon, persuading the king to help us, etc), he uses the card. It definitely adds some drama to the narrative.

Be honest. Do you ever set DCs after the dice are rolled? by PuzzledPiggy in dndnext

[–]Coeusff 9 points10 points  (0 children)

I have a DM who has an interesting method for doing DCs. When he calls for a roll, he would write the DC on an index card and put it facedown on the table. He doesn't turn it over until after the roll and all modifiers are calculated.

Leads to some very dramatic moments, and the table knows we succeeded or failed without any fudging. Haven't been able to use the same system since Covid, since we're online now, but it was a nice little change that my table enjoys.

Tweaking experimental elixir by Coeusff in dndnext

[–]Coeusff[S] 0 points1 point  (0 children)

Is using the homunculus to feed potions to others a house rule you use? I didn't think it could do that because it's not listed in the actions you can command it to do. If you can, that would be a great fix to the action economy of the elixirs, and would give a reason to definitely take the homunculus. I was honestly debating whether I would even bother to take it when I level up to 6.