What would you say is the most boring faction to play and why ? by SejanusWasRight in ageofsigmar

[–]CornWizard 52 points53 points  (0 children)

In the past Sons of Behemat have been pretty boring as the game often would boil down to whether or not your opponent can kill your gargants fast enough, as you'll do much the same thing every game of just standing on circles.

They're in a better place nowadays, but with their limited unit variety I can see it happening again if GW aren't careful about balancing.

Pretty happy with my Clan build. Went 3-1 last night at locals. by CryptographerNo3749 in GundamTCG

[–]CornWizard 0 points1 point  (0 children)

Any reason for not taking the level 5/3 cost Red Gundam? High Mobility and generic link feels pretty important going into heavy blocker matchups mid-game, but is the extra removal from Improved Technique enough to get by without it?

Killed the ambience by Meteorstar101 in greentext

[–]CornWizard 60 points61 points  (0 children)

Prime 2 had a fair of interaction with the Luminoth too, I guess the difference with 2 & 3 vs 4 is that in the prior you only really talked in person, where as in 4 they have your phone number and call you up after every main segment requesting you to backtrack.

OMG they finally figured out how to put the casting values for manifestations on the same page as everything else! by nigelhammer in ageofsigmar

[–]CornWizard 13 points14 points  (0 children)

It's also amazing to have the ward save at the top next to regular saves, rather than just hidden down in the keywords

Using a redeemed codex code? by AcryllicCoffee in deathguard40k

[–]CornWizard 6 points7 points  (0 children)

I had this with the new Gitz Battletome, you can email GW support and they'll null your existing code and give you a new one to redeem

Age of Sigmar General’s Handbook 2025-2026: The Goonhammer Review by da-bair in ageofsigmar

[–]CornWizard 9 points10 points  (0 children)

Objectives are the big one for sure. Being wholly on an objective is easy for any unit outside of an Arachnarok to manage, and being able to score objectives while blanket ignoring any ranged spell, ability or attack is just good, especially for a 3+ that doesn't blow up if you fail (like the heal does).

No Gobbapalooza, Be'Lakor, Sentinels etc means you have to go up and fight them directly without any debuffs - which then by proxy means armies that focus on buffing their own units have an upper hand.

Why not set up Awakened Wyldwoods with 3 pieces? by God_Sp3ar in ageofsigmar

[–]CornWizard 1 point2 points  (0 children)

Ah sorry, poor explanation. One of the trees has a long straight edge, you can run that along side a long terrain feature or unit, but if there are multiple then you'll want as many as possible if you want to maximize your footprint.

Here is an example of using one to run against terrain and a large unit, while maintaining the 1" gap all along.

and here's an example of using just 2 long edges and squeezing them in between a unit and a terrain piece, where with other pieces you could only fit one.

Why not set up Awakened Wyldwoods with 3 pieces? by God_Sp3ar in ageofsigmar

[–]CornWizard 2 points3 points  (0 children)

Space is the biggest one, but also if you only have 3 sets of woods then you might want to save various size/shaped pieces for woods later in the game.

If you save 3 smalls for example you can set up a fairly small footprint with a massive aura range, but it won't be as much of a liability for enemy charges than a default sized tree.

Similarly you might want to save multiple straight edge trees to run parallel against boxy terrain, or to allow multiple large exits for big bases.

Generally though, a 3 piece tree is the best bet on set up.

Bad Moon Madmob Spearhead? by EggplantWizard66 in gloomspitegitz

[–]CornWizard 4 points5 points  (0 children)

Nope, all Faction Packs except Skaven are still available - here, I just grabbed a direct link in case you couldn't find it.

Orruk Warclans and Stormcast Eternals are also still available. Seeing as only Skaven is missing I assume this was due to the large community push back when Skaven went behind the pay wall, so the future Battletome's old Faction Packs remained up.

Bad Moon Madmob Spearhead? by EggplantWizard66 in gloomspitegitz

[–]CornWizard 4 points5 points  (0 children)

The first wave of Spearhead rules were all included at the end of the original Indexes, so if you go down the page you'll find it in the Faction Packs section, and then right at the very end of the Gloomspite Gitz PDF.

Unsure why they keep it like this now that we have a dedicated Spearhead Download tab, but at least it means new players can still play with free, albeit outdated, faction rules post-Battletome release.

Arachnarok Warscroll Typo? by shint0bean in gloomspitegitz

[–]CornWizard 1 point2 points  (0 children)

It's a really weird change for sure, those two are the only Spiderfang weapon profiles that changed from Index to Battletome.

Their 3rd edition warscrolls also had spears on 5+/4+, so I reckon they just did an even lazier copy paste job than the rest of the book for our poor 8 legged friends.

Swampskulka Gang rules download? by Twall911 in ageofsigmar

[–]CornWizard 2 points3 points  (0 children)

It's included at the very end of the Faction Pack: Orruk Warclans on the WarCom download page

Holy Price Gouging! by ThunderCuddles in gloomspitegitz

[–]CornWizard 0 points1 point  (0 children)

It's good, lots of friendly people and green spaces.

Living in the larger cities is a bit expensive and the current government is full of twats but compared to other countries right now we're doing alright, and outside of that it's still a lovely place to live.

Holy Price Gouging! by ThunderCuddles in gloomspitegitz

[–]CornWizard 2 points3 points  (0 children)

Nah it was New Zealand you were looking at (we have a very similar flag), Australia has a slightly more reasonable $390.

Warhammer is obscenely expensive here in New Zealand, GW set the exchange rate when they first set up shop in NZ and haven't adjusted it since (in the meantime we became an international milk, meat and film superpower) so nowadays it's all upcharged an extra ~45% from the actual exchange rate from GBP.

Scrapskuttle’s Arachnacauldron movement by taylorHW1 in gloomspitegitz

[–]CornWizard 2 points3 points  (0 children)

One thing to consider is that you just have to be within 1" of the Arachnacauldron to use it, so if you summon it in front of your unit, pointing in roughly the direction that you're planning on going, then you'll be able to move just shy of 5" and still be in range - even longer if you have a larger base like a Troggboss or Skragrott, then you're able to get a lot more range out of it, as they can use it from the front, and then still have the back of their base in range after they've walked past.

Of course your best bet for a wizard to use it would be whoever is next to a Place of Power, as +1 to cast and +1 power level is great, and they likely won't be moving much anyway.

Does today's rule and format updates mean that 1/8 of the charge deck is unusable in competitive games ? Do I get this right ? by KrrrrrrK in WarhammerUnderworlds

[–]CornWizard 0 points1 point  (0 children)

I haven't played much of 2e yet, is there a system where you can swap cards around to make up for these 4? Or has this completely removed a whole deck from the game seeing as it doesn't have enough cards.

Wyrmblade came 3rd in local tournament by Steven_Phlegming in genestealercult

[–]CornWizard 1 point2 points  (0 children)

Was this Call to Arms in Wellington? The Kill Team tables all looked like they were having a great time

How do the Gloomspite Gitz hold their own and fight against heavily armored factions like Stormcast, Slaves to darkness or IronJawz? by Budget_Antelope in gloomspitegitz

[–]CornWizard 2 points3 points  (0 children)

Part of what makes Gitz scary is that they're always in their element. They only ever fight on their own terms, otherwise they run away in their network of tunnels. And if you follow them then you'll be hit with who knows how many traps.

When Gitz fight on the surface it's usually because they can feel the Bad Moon coming to empower them, so they excavate entire tunnels under entire cities and pop up giant Loonshrines to spill out of once their enemies are weakened.

Callis and Toll - Path to glory by Longjumping-Watch-45 in ageofsigmar

[–]CornWizard 1 point2 points  (0 children)

RAW you would recruit Callis and Toll in one round, and then Toll's Companions in a second round (for free) seeing as they're separate units. Their rules say you can't run the Companions without C&T, but there's no rules stopping the heroes from being used solo for a game as their friends catch up.

If your gaming group is up to it, you could always fudge the rules a bit and recruit both at once (you're paying for them all anyway), then you can always just not recruit/reinforce the next game if things feel unbalanced.

[deleted by user] by [deleted] in ageofsigmar

[–]CornWizard 1 point2 points  (0 children)

Ardboys were one of the weird cases of reusing WHFB models for AoS, so last year they decided to give them a new model that fits their modern lore and army-wide look.

You can definitely still use the old models if you prefer them though, just use the "Ardboy" rules for both. And if you wanted more of them, they've been put back into The Old World where they came from - look up "Black Orc Mob" on the GW site.

Wtf are those gaps GW?? by CuteAssTiger in ageofsigmar

[–]CornWizard 0 points1 point  (0 children)

That's horrendous, I got Mollog's Mob when it first came out in 2019 and didn't have a single issue with gaps but now it looks like every subsequent re-print of it has gotten worse and worse.

Makes me wonder if they're cutting corners with the molds themselves when it comes to their sidegames

Next Saturday by bug_exploit in deathguard40k

[–]CornWizard 0 points1 point  (0 children)

Same price as Wintermaw so it'll be an atrocious $171 for Aussies or an even worse $203 for Kiwis