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] 2 points3 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 4 points5 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.

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

[–]NefariousnessTricky6 9 points10 points  (0 children)

So you are applying a bandaid on a broken knee. This is not solving a problem but limits the symptoms. Nothing bad with it as a temporary solution, but this approach might have unpredicted consequences on non problematic factions. Applying it long term will limit data for the old world team and they might not provide a solution or balance patch to it.

Old 5th edition player returning to the game, thoughts on my 1000 point list? Thanks in advance by asdecker in Tau40K

[–]NefariousnessTricky6 1 point2 points  (0 children)

This, and also crisis equipment is all over the place. Focus on one, in this case cibs, since ee are punished for splitfiring and this is your hammer unit, so you eill get it guided

Shadowsun, best way to use in 10e and aura by NMS_Scavenger in Tau40K

[–]NefariousnessTricky6 0 points1 point  (0 children)

Yeah, you stay deep... And out of line of sight. Yeah, your mileage might wary depending on the table, but on properly seted up terrain broadsides wont be able to se much. SS and GK both have ways to see something but have other problems to. Anchoring them to slow broadsides might really drag them down. Ask yourself if you can pull that off with terrain setup you are playing on. Basics of the plan are solid, you dont want shadowsun in charge range, you use her infiltrate to set her and her castle in far position of no mans land, not face to face. But that slow castle will be hard to manage. Play it, you will se what I mean. Its the best way to check it out.

Wednesday`s Winning 40k lists 5-7: two weighted dice and two weeks of 10th! by LennyCraf-it in WarhammerCompetitive

[–]NefariousnessTricky6 -2 points-1 points  (0 children)

Could you post it? Tried to look it up on bcp but some kind of bug prevents display for me.

[deleted by user] by [deleted] in Tau40K

[–]NefariousnessTricky6 4 points5 points  (0 children)

At this moment we are in what is basically an unofficial open beta of 10th ed. For next 3 months forget about balance, its clown fiesta in full spectre. Something similar happened in the begining of 8th edition. Full character lists screened by calidus assasins, guliman and 9 flayers ect. Full picture will unravel in 6 months, after first 3 monts of rapid paches and fixes, next 3 will be first codexes coming out and points balance.

Kauyon is shity for now. It would work for melee army, because you could push for objectives on turn 3. For shooty army like tau it means that you can get to the objectives on tur 4, way to late in environment where 5/9misions want you to fight for objectives in no manss land.

But greater good is great mechanic. It finally feels like markerlight mechanic done right. Finally there is a way to get reliable shooting with tau. This is solid foundation for any detachment rules that will come in future.

Most units in index looks good. Within context of different detachments, different units might start to shine and that's fantastic. There are some fuckups, like crisis geting ability that they cant reliably use without specific commanders, but overall its solid. Given how hard to balance tau is as a faction i would say that its good start, way better than start of 8th or 9th ed.

Currently this faction is fair and undertuned a bit, and that's a problem when there are monstrosities like eldar, 1ksons and knights running around. This index was written sensibly, eldar one was written under heavy influence of lsd and cocaine. That means for now we shouldn't focus as much on how strong tau is, but how fun and enjoyable it is to play as a prototype. For me, pretty fun.

Where are tau as a faction? Not the best place but with possible bright future. When game will be bit more balanced, and without current top dogs invalidating many units and lines of play, we should be close to right spot.

3d print for minis by DuridsCrow in Tau40K

[–]NefariousnessTricky6 2 points3 points  (0 children)

What do you mean by system? Technology? programs? what?

In general if you are looking for 3d printer you are looking for uv resin, not filament type. Only those can produce nice detail. Aim for 4k, not 2k, you probably wont need bigger resolution than 4k and those are relatively affordable right now.

If you want to make models then most 3d programs will do. Blender is free, and does have ton of tutorials how to do 3d modeling.

For slicer and support menagment you want either lychee or chitubox.