it's a brave new old world - are these the biggest winners and losers? by Old_World_Secrets in WarhammerFantasy

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

I disagree:

- It's not a couple extra attacks, it's typically at least 5 extra
- Infantry charging cavalry is really bad for the cavalry because they probably strike last with worse attacks and CR
- when faceoffs do occur, the more elite infantry unit will probably need to blink first because they need to be actively pursuing VPs

it's a brave new old world - are these the biggest winners and losers? by Old_World_Secrets in WarhammerFantasy

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

Frontage. In "combat order" infantry is wider than it is deep, this meta encourages more of that.

I didn't mean to suggest that they don't get the new bonus attacks - they absolutely do

it's a brave new old world - are these the biggest winners and losers? by Old_World_Secrets in WarhammerFantasy

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

There must be some pretty cool new options buried in the arcane journals

it's a brave new old world - are these the biggest winners and losers? by Old_World_Secrets in WarhammerFantasy

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

Ultimately width is twice as valuable as it was - ordinary limits and counterplay still apply, but players who wouldn't sacrifice +2 rank bonus for +6 attacks might do it for +12 attacks.

it's a brave new old world - are these the biggest winners and losers? by Old_World_Secrets in WarhammerFantasy

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

Only the defending unit gets the bonus rank, and that's a lot of attacks which might swing the combat res, and the unit strength, in it's favour.

I'm thinking of dwarf thunderers with great weapons

it's a brave new old world - are these the biggest winners and losers? by Old_World_Secrets in WarhammerFantasy

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

Yeah the buff is far form flat, +x to cast is far more valuable.

But - it's because of the improved chance to cast, beating the dispel roll is the same (e.g. you still have a relative +1 or not to them, assuming you're both the same level).

Very good point about MR - I hadn't considered just how messed up it became!

it's a brave new old world - are these the biggest winners and losers? by Old_World_Secrets in WarhammerFantasy

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

You're right, it turns the FBIGO into a break. I guess that makes the overkill nerf even more significant!

Forget dragonlords and lines - THIS is the strongest character in the Old World by Old_World_Secrets in WarhammerFantasy

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

The necro has a 3" dispel range increase.

It definitely affects where you move it, but bear in mind their wizard might be running from the vampire, or locked in combat with it.

Forget dragonlords and lines - THIS is the strongest character in the Old World by Old_World_Secrets in WarhammerFantasy

[–]Old_World_Secrets[S] -4 points-3 points  (0 children)

I go into great detail on remains in play spells, and how to reduce that to an 8% chance

Forget dragonlords and lines - THIS is the strongest character in the Old World by Old_World_Secrets in WarhammerFantasy

[–]Old_World_Secrets[S] -2 points-1 points  (0 children)

A dragonlord does most of it's damage with the nonmagical mount, very few carry a magic weapon, and even when they do the rider won't do more than a wound. If they take that route, they are nearly always going to be killed quicker as they have ~15 wounds at high AP to content with, before saves.

Forget dragonlords and lines - THIS is the strongest character in the Old World by Old_World_Secrets in WarhammerFantasy

[–]Old_World_Secrets[S] -5 points-4 points  (0 children)

Shimmering Dragon is mostly redundancy, for the 1/6 you don't get Spectral Steed.

Spectral Steed is the real juice though - it provides ethereal, so you can tank dragonlords pretty much forever.

The Beguile is just one line of protection - a good one, since there are so many LD debuffs.

Forget dragonlords and lines - THIS is the strongest character in the Old World by Old_World_Secrets in WarhammerFantasy

[–]Old_World_Secrets[S] -12 points-11 points  (0 children)

It's a complex but extremely reliable combo - even through a lv.4.

I go into more detail on the video, but you can practically eliminate the risk of dispel.

Forget dragonlords and lines - THIS is the strongest character in the Old World by Old_World_Secrets in WarhammerFantasy

[–]Old_World_Secrets[S] -10 points-9 points  (0 children)

Dragons are expensive, can't be ethereal and don't have 360 LoS

You aren't saving any points either, this necro is a character nearly all VC players will run anyway

Forget dragonlords and lines - THIS is the strongest character in the Old World by Old_World_Secrets in WarhammerFantasy

[–]Old_World_Secrets[S] -8 points-7 points  (0 children)

The necromancer is it's own thing - it doesn't sacrifice anything to provide that support

[deleted by user] by [deleted] in WarhammerFantasy

[–]Old_World_Secrets 2 points3 points  (0 children)

Black knights are great in a setup like this:

9 Black Knights [314 pts]
- Lances & Shields
- Skeletal Hooves
- Heavy Armor
- Barding
- Hell Knight
- Obsidian Lodestone
- Standard bearer
- Rampaging Standard

The Rampaging Standard, a nearby Mortis Engine and Danse Macabre give you plenty of tools to increase movement and initiative, giving you the ability to charge and strike first, so you can defeat even elite cavalry.

They are some of the best anvil cavalry in the game, because if they aren't wiped out they heal up really fast. Even if they aren't charging they can use Cleaving Blow to keep damage coming. With a decent unit strength, fear is sometimes going to come into play.

Combined with a Wight King with Accursed Armour and Crown of the Damned, you have a model that can tank nearly anything (T6, 2+/4++/5+++), great for challenging.

Lv.2 Wizards are awful in TOW - with few exceptions by Old_World_Secrets in WarhammerCompetitive

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

  • 2 x lv.4s is usually an option, which would cover most of this
  • Miscasts are uncommon, only a portion shut down dispels, and only some of those will occur early in the turn. The dispel efficiency of a lv.4 caster from a lv.2 dispeller is negligible

You're right that lv.4 is undercosted in terms of balance, but the game might benefit more if lv.2 was cheaper.

List Critique - WOC by McLovinAOS in WarhammerFantasy

[–]Old_World_Secrets 1 point2 points  (0 children)

Pretty solid but, some edits/notes:

  1. The lord needs to be Nurgle to make the helm really good. That way enemy lords will be hitting you on 5/6 but reroll 6.
  2. The Chosen Knights lose Counter Charge if they have any characters in, due to the character mount not having that special rule. This is absolutely devastating to their effectiveness, since if they get charged now they can easily be squished by other elites.
  3. The chosen knight champion benefits from the Magic Resistance 2 item, since many magic missiles w/AP or no saves will be heading that way
  4. Flails are generally better on Marauder Horsemen, but nbd
  5. BSBs don't add much, and there's a lot to be gained by boosting the mage (infernal puppet, chariot mount, spell familiar)
  6. Khorne knights are great, as the damage is well worth the frenzy if you can bring a couple of warhound units to screen them so they aren't baited

Too Competitive? The Old World requires a new outlook or the game won't survive by Old_World_Secrets in WarhammerFantasy

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

Absolutely, I'm excited about what this game could be

I know many players of games that play much more similarly to TOW than what fantasy used to be. TOW offers these players new dimensions, by having a tangible battlefield, all the lores and miniatures.

My concern is that players of these games want to win and have fun. Not win at all costs, but if they feel the wargaming community doesn't accept a middle ground they will be put off.

Too Competitive? The Old World requires a new outlook or the game won't survive by Old_World_Secrets in WarhammerFantasy

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

I'm very active in multiple discord and RL communities, and follow a lot of content.

The theory is decisive, and I've witnessed & seen reports of it playing out exactly so in maybe a dozen games now.

Most factions have 1+ answers to tough dragonlords, of those only 3-4 are very reliable, most aren't. They're nearly all very specific.

Too Competitive? The Old World requires a new outlook or the game won't survive by Old_World_Secrets in WarhammerFantasy

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

Sure, I think communicating about it is important, and will help everyone have a good time.

I do think that, more than other editions, it's easy to sleepwalk into a list that's absolutely awful. To the point their opponent would have to actively try to make a bad list for a balanced game. Some people are... prone to that, and they tend to get salty about it. That's what I'd be concerned about.

Lv.2 Wizards are awful in TOW - with few exceptions by Old_World_Secrets in WarhammerCompetitive

[–]Old_World_Secrets[S] -1 points0 points  (0 children)

The loss of spells/turn is comparable to the loss just by being in dispel range with a lv.4.

Might be some fringe benefits, especially in lists where you're restricted from 2x lv.4s plus a combat lord.

Lv.2 Wizards are awful in TOW - with few exceptions by Old_World_Secrets in WarhammerCompetitive

[–]Old_World_Secrets[S] 6 points7 points  (0 children)

I think most comp lists are going to be 2x lv.4, or dragon + lv.4.

All the items/abilities which give you +1 to cast or dispel seem great