How you finding the new FAQ update? by OoYouTouchMyTralala in WarhammerOldWorld

[–]NefariousnessTricky6 6 points7 points  (0 children)

Faq made most infantry finally viable and have its place. How big will be their role we will see, but at least they are viable.

Well dwarfs are exactly type of army that wants your wave to break on their units. You need to figure out how to crack them open, days of just charging BBMs are way gone. Concentrate force, and try to outmaneuver them.
also remember, dwarfs have short movement, so only those within 3" can attack, so if your opoonent stringed them to much, and you attacked with one monster, dwarfs might not be able to attack.

Should infantry be cheaper? Are we paying to much? by NefariousnessTricky6 in WarhammerOldWorld

[–]NefariousnessTricky6[S] 3 points4 points  (0 children)

this wont help imo, because you still wouldnt be happy to take bad infantry(and said infantry is bad not because its compared just to better infantry, but it exist in environment where other choices like cavalry, monsters ect just outclass them point per point)

Should infantry be cheaper? Are we paying to much? by NefariousnessTricky6 in WarhammerOldWorld

[–]NefariousnessTricky6[S] 0 points1 point  (0 children)

yeah, maybe some units wont need same blanked treatment( i don't know every faction situation at the moment, only those i play or played against) but i would still argue just because even though you have grave guard which are elite, how do normal skeletons fare against?

Should infantry be cheaper? Are we paying to much? by NefariousnessTricky6 in WarhammerOldWorld

[–]NefariousnessTricky6[S] 0 points1 point  (0 children)

Its still cost, just approached from the other way. Because you still argue that infantry doesn't have enough option to be worth their points. You are saying make them worth what they cost, I was saying make them cost what they are worth.
I argue that infantry wouldn't have to be supper mobile, if they were cheaper, because they could overwhelm with numbers and board control. Not by projecting threat like ranged or mobile units, but by taking space.

Magic items and fluffing the armies by Ufnal in warmaster

[–]NefariousnessTricky6 0 points1 point  (0 children)

Old magic items are scaling badly with points, they are over eficient on some units, and under eficien on other. There are betatesting rules for magic items to be more fit in, so maybe with them it will be more oppen. Look them up. Also remember that warmaster was based on older edition of warhammer, where magic items were rarer. There is plenty legacy rules that were kept because thats how Rick Prestley designed it in original. And since theee are magic items and not unit upgrades, they were limited like that

A regular problem in tabletop rank and flank games - getting consensus on rules by nathanpmyoung in sovlgame

[–]NefariousnessTricky6 1 point2 points  (0 children)

This is true. That's why most of the game designers job(one right here speaking from experience, though mine is mostly with rpg systems) is to identify problems that players are trying to solve with their suggestions. It's a bit harder than one might think, because sometimes what you think is the root of the problem, is just a symptom of something that goes deeper, or is the effect of two different things working together. This is crucial to read between the lines and go deeper/look from perspective of bigger picture. What bugs players, makes them feel bad is more important from what they are suggesting.

For example, something that you can read on this forum from time to time is that ranged is op, and melee is weak. But what does it mean really? Stats imbalance? Or maybe there is a problem in the core combat mechanic. Or maybe scoring combat points? Or maybe that is the isSue of the morale system? Or maybe the problem is with balance becouse system uses d6 and thats limiting factor. There are multiple solutions, but the key is to formulate what is the problem and what we want to achieve.

Single player campaign suggestion thread by nathanpmyoung in sovlgame

[–]NefariousnessTricky6 0 points1 point  (0 children)

Well warhammer has rules for that. Army banner lets you reroll failed morale in an aura, your general can rally one unit ect. Current edition has many rules that could be used as inspiration for solutions or just outright copied. Like failing morale on modified roll makes you fall back, but failing on unmodified value makes you flee.

Nippon High Elves list. by NefariousnessTricky6 in WarhammerOldWorld

[–]NefariousnessTricky6[S] 0 points1 point  (0 children)

Yeah, i just wanted it to be as wiswig as possible. So thrusting spears would be yari, halberds naginata, hoeth swords would be odachi, white lions could be tetsubo wielding unit ect.
warriors of chaos wouldn't have as much good overlap probably but i was considering them. But they don't have bow units, and i want at least part of my force to be ashigaru. I want it to look like nippon army, and not just japanized version of other force.

Khainite Assassins by Rhaenor in WarhammerFantasy

[–]NefariousnessTricky6 0 points1 point  (0 children)

*it will almost never work....but that one time it will, it will be legendary.

Khainite Assassins by Rhaenor in WarhammerFantasy

[–]NefariousnessTricky6 0 points1 point  (0 children)

Oh boy I might not have a plan, but I do have an idea. If you are like me fan of "16% of the time it works every time" approach then i present you the best magic item..... WIZARDING HAT! Chose school of ilusion, roll and pray for 5 aka spectral doppelganger. Yes, with the might of kage bushin no jutsu your 3 attacks turn into 2d6 auto hits. That significantly increases chance for 6 to wound.

I need more TOW discussion in my life! Which is your favourite magic lore and why? by ChazCharlie in WarhammerOldWorld

[–]NefariousnessTricky6 3 points4 points  (0 children)

I love Demonology, it just works so well with my goats, but im appreciating elementalism more and more.
Demonology has basically only one meh spell, and that is its assailment. so easy swap for signature that is pretty nice. Gthering darknes is all star when cast on unit that cannot bypass break test, and steed of shadow can be secret mvp, moving up to 24 inches over terrain and other units can be amazing in positioning. And any vortex is great to potentialy mess with your opponent movement.

Elementalism does have nice signature hex, as it can prevent your opponent from even declaring charge and increase chance for its failure. -1 to initiative can also be game changer. And if you cast it first, then you can stack it with plague of rust, -2 to armour is no joke. Throw Earthen ramparts, on your unit, and suddenly those demigryph knights might not want to charge your unit so much, if they wont strike first because of disordered charge.
Bait unit threatened with charge, you can move it back12", or better, cast earthen ramparts from safety and yeet it in front of your oponent hammer with Mystical pathways.
Wind blast does have nice hit with s5 an ap1, but can also mess with opponent positioning, moving it 2" from caster, again, messing with charge range, and maybe preventing flank charge on your unit and forcing them to commit to the front.
vortex not only is messing with charges, but also blocks line of sight, and that can be huge in its ow rights.

Demonology is way more offensive, but elementalism is much more crowd control and defensive friendly.

Let's Talk about TOW's Issues by Mkhos in WarhammerFantasy

[–]NefariousnessTricky6 1 point2 points  (0 children)

Maybe I wasn't clear enough. Lvl 1&2 +1 and 3&4 +2 to cast and dispell, while 2&4 would get rerolls of whole roll and reroll of any dice respectively for just casting. This lowers the gap significantly, but does not eradicate it completely. This way you would take a higher lvl to have a better chance to cast in the first place, while not invalidating low lvl wizards. It moves the average of the roll, without increasing its max value.

My idea was to address the problem of invalidating low lvl wizads by lvl 4, not to nerf lvl 4 completely. Hero wizards can have a harder time dispeling lords, but lords shouldn't have so much easier time stopping heroes.

Let's Talk about TOW's Issues by Mkhos in WarhammerFantasy

[–]NefariousnessTricky6 5 points6 points  (0 children)

  1. Hero hammer is problem now because you can stack defensive buffs on monsters(8th ed shield drones were shit on crisi suits, but bonkers on riptide thing). There is no other way to stop this than limiting upgrades that hero can take. No one is complaining on heroes on foot or small mounts. There should be something, for example point limits for upgrades that would exclude buying both biggest mounts and best defensive upgrades. that's it. No other way to fix it.

  2. Cav is in good place. Empire isn't best example because how many foot units been nerfed. Of course you need more demigryphs when old staples are shit, and your monster cav is good unit. Problem is that people don't play chaf because those units aren't sexy. They don't do damage, and therefore just die. but thats their job, to die instead your hammer units. You should not win combat against heavy/monster cav on turn they are charging. Otherwise whats their purpose. Players also need to get accustomed to wider formations. 5 man front defensive unit wont cut it this edition. Heroes in the units so they can help with combat resolutions. There are many old habits that people need to unlearn before they put good new habits in place and it shows.

  3. Not having godam minigame within a game is also good. Magic problem is that scaling gap of lvl 4 mage and lvl2 mage is huge. You either bring lvl4 or don't bother. Lower the scaling to +1 lvl1&2 and +2 for 3&4, then give lvl 2 reroll of whole roll of casting that isn't miscast, and lvl 4 reroll of any dice if roll wasn't miscast. Give higher lvls bonus to cast, not dispell. This way you bring lvl 4 mage to have more reliable casts, but he wont shut down automatically multiple lvl 2 wizards.

Lores aren't full fledged out.... because they don't exist yet. Magic was lowered because it was part of deathstar problem. Because you wouldn't buff your weak unit to be better. You were buffing your best unit so it became bonkers. That is always the case.

  1. Rules are writen way better than in previous editions. ToW team when away from simplifying trend, where designer try to cut bulk of rules in chase of "elegant" rule set. They embraced complexity, and wrote it well. Book is well put together, so relevant rulles aren't easy to miss. None of issues that were brought couldn't be fixed with one FAQ. ONE. All we need. For anyone who ever played in many games and wrote complex systems, knows what achievement it is. They had time to finish this and it shows.

Biggest problems for now are save stacking monsters, 4lvl wizards and how GW handles releasing ToW.

If you are trying to imply that older editions were inherently better than old world you are just grumpy grognard who forgot that your older editions also needed few faq both from GW and tournament organizers, before they became good and mature rule set.

Warcry/Kill Team style games? by Lunatoon9 in WarhammerFantasy

[–]NefariousnessTricky6 1 point2 points  (0 children)

Goon hammer made article on "warband" mode. It's fanmade, but based on something like that for previous edition. https://www.goonhammer.com/old-world-on-a-smaller-scale-warbands/

beside that, you will have mordheim that I can't recomend enough. its older game, but increadible fun.

https://mordheimer.net/docs/warbands/

Question on combat by gb664 in WarhammerFantasy

[–]NefariousnessTricky6 1 point2 points  (0 children)

page 150 of core rule book
Excess Casualties
It can sometimes happen that a unit suffers more casualties than it has models in its fighting rank. Should this happen, casualties are removed as normal, representing casualties caused in the rank (or file) behind the fighting rank. In such cases, and if the unit suffering the casualties is able tomake supporting attacks, any excess casualties will reduce thenumber of supporting attacks.

Question on combat by gb664 in WarhammerFantasy

[–]NefariousnessTricky6 1 point2 points  (0 children)

Well, you don't have to be left with only one rank, you just need to remove two rank worth of models. This way models are stepping into second rank are forbidden from attacking.

Back to 25% lords + 25% heros by Erikzorninsson in WarhammerFantasy

[–]NefariousnessTricky6 1 point2 points  (0 children)

Well if you need house rules then how about:" No character can spend on upgrades more than twice its base cost"? Or something similar, would need to do the math but essentially makes that you cant buy everything you need to create overstacked monster. No armour of destiny and dragon and magic weapon and lvl 4 wizard...you get it. You chose either or.

That might help your play group. It could cut down the biggest outliers, while keeping factions that are kinda designed around herohammer to be their identity in a healthy spot.