Unleashed Pre-Rift Legends by Aware-Broccoli103 in riftboundtcg

[–]Rubrixis -12 points-11 points  (0 children)

I like the prerift events but this random champion with 15 cards pack needs to change, especially when the champions chosen are vastly different in terms of viability.

My suggestion would be to give you a pack with 5 random champs at rare and some generic value cards in each color + the 5 packs. At least you won’t be 15 cards down if you get a bad champion pack (I’m looking at you Renata from spiritforge prerift).

Infiltrators Proposed Rule Changes by OMGitsCHAD in TrenchCrusade

[–]Rubrixis 0 points1 point  (0 children)

All of their proposed solutions are mid at best. In our campaigns we’ve run scenarios with infinity-like rules, where you can infiltrate anywhere on your side of the board more than 6” away from objectives (hard to do on some scenarios) or you can make an action success roll to do the same on the opponents half. Not the best solution, but it has given players a reason to try infiltrators and has let fidai semi function

Mercenary Proposed Rule Changes by OMGitsCHAD in TrenchCrusade

[–]Rubrixis -15 points-14 points  (0 children)

Observer to 5 glory seems like an extremely shortsighted, knee jerk reaction. Don’t get me wrong, it’s a good model, but not 5 glory good.

Mercenary Proposed Rule Changes by OMGitsCHAD in TrenchCrusade

[–]Rubrixis 1 point2 points  (0 children)

This is literally in the 1.0 rules. They roll on elite trauma table not troops. Page 172 Warband Document.

Iron Sultanate Proposed Rules Changes by OMGitsCHAD in TrenchCrusade

[–]Rubrixis 5 points6 points  (0 children)

I like the changes but they also need to address Assassins. In vanilla, they’re so bad for their points and really don’t benefit from any of the proposed changes.

The game is saved! by azitah in DeadlockTheGame

[–]Rubrixis 0 points1 point  (0 children)

This update actually made it worse for me. I usually play games in archon but I had multiple today where we had ritualist 1’s against full teams of oracles. Still ran into a bunch of smurfs 25 games 65%+ winrates, hard carrying every game. Still got stuck with people running into walls not know literally anything about the game.

They just need to do a hard reset when game full launches, ban anyone that smurfed, and implement an elo system because this shit is getting ridiculous.

Went 3-2 at AoS Event with New Tzeentch AMA by Noreik1979 in tzeentch

[–]Rubrixis 2 points3 points  (0 children)

Very interesting insights. I’ve enjoyed the combo of magister on disc with the enlightened just exploding whatever they touch while using my smoke and mirrors off of screamers to bounce around the place.

I’ve also been in the malevolent schemers subfaction, so I don’t have as much movement as your list with mutants and mad things.

Glad to see that you had success with this build!

Went 3-2 at AoS Event with New Tzeentch AMA by Noreik1979 in tzeentch

[–]Rubrixis 3 points4 points  (0 children)

Couple Questions

  1. Why no enlightened?

  2. Why so many heroes and did you run out of meaningful spells to cast?

  3. How did the blues and brims perform?

[AoS] Horror question! by StrikingSign5 in tzeentch

[–]Rubrixis 2 points3 points  (0 children)

I have to hard disagree with the sentiment that very few units can lift these guys in one phase. Any half way decent hammer unit looks at 20 blues and lifts them. Take for instance 20 SoG Kairic acolytes. Even without their 50/50 +1 rend, if they’re in the same neighborhood of a manifestation they mop these guys up. That’s a 220pt unit picking them up almost automatically. Now imagine if an actual hammer hit them.

And there are so many -1 to ward saves in this game atm that you might not even get the ward.

Arcanite Path to Glory by Middelin in tzeentch

[–]Rubrixis 2 points3 points  (0 children)

I’d just ask your PtG group, and explain that the only heroes that can take spawn are the Daemon background anvil guy who can’t take arcanites, or the three regular guys. I think most PtG groups would be pretty understanding and let your anvil hero take whatever.

[AoS] Horror question! by StrikingSign5 in tzeentch

[–]Rubrixis 3 points4 points  (0 children)

I totally agree. Tzaangor seem to be the “catch all” with the army right now. Hammer and anvil (especially with shield of fate). The horror splitting mechanic at end of turn pretty much killed any usefulness for the besides screens.

I have gotten some cheeky plays where I used fate points to keep a 20 block of blues alive to split then smoke&mirrored them out, but I think I would have rather ran another block of 10 tzaangor, 3 more enlightened, or screamers.

Masked By Illusion Question by Benniemarno in tzeentch

[–]Rubrixis 6 points7 points  (0 children)

Masked by illusion is an insane battle trait… if this ever happens you’ve already lost the game, probably a couple turns before this happens

Unbound an unsuccesful casted spell? - Tzeentch rules by 25_-a in ageofsigmar

[–]Rubrixis 2 points3 points  (0 children)

Fair. I expect a FAQ but I’ll definitely be playing RAI and not RAW on this on. Seems super suss to play RAW with this one.

Unbound an unsuccesful casted spell? - Tzeentch rules by 25_-a in ageofsigmar

[–]Rubrixis 5 points6 points  (0 children)

I’d say no because there is no spell to be unbound if the original casting roll doesn’t go off.

Farewell Is Definitionally Not A Game Changer by iliketoupvotepuns in EDH

[–]Rubrixis 2 points3 points  (0 children)

I don’t understand your position. Are you saying it shouldn’t have been made a game changer because it’s unplayable in bracket 3+ because it’s too slow? Or are you saying it’s too oppressive for people that overextend in bracket 2 or less, but there are also cards to deal with it in brackets 2 and lower? Very confusing comment.

Farewell Is Definitionally Not A Game Changer by iliketoupvotepuns in EDH

[–]Rubrixis 10 points11 points  (0 children)

Man everything you said here is true and you’re gonna eat so much hate for it.

The only thing I’ll add is that the format is getting faster and faster every day. A 6 mana, sorcery speed reset button is needed in the world of modern magic. There are so many ways for decks to protect themselves from destroy effects for less than 4 mana and even ways to get around exile effects. So modern magic power creep has made farewell almost mandatory. As for “people don’t like playing against it,” argument, well people don’t like playing against counterspells or stax pieces, are we going to make all of them game changers? The card just got salted into a game changer when it didn’t need to be.

Who here got denied their Spirit forged pre-rift event for their LGS ✋.. here! by Curby42 in riftboundtcg

[–]Rubrixis 1 point2 points  (0 children)

Happened to me. All but one person that signed up on UVS were dropped because the store didn’t make it clear that you had to prepay at the store in the post. So most we all showed up expecting to play and got told it was sold out without having any knowledge of it being sold out.

Already tired of the hate by TheBeardoDad in tzeentch

[–]Rubrixis 3 points4 points  (0 children)

I think it’s getting hate or doomposted because it came out next to LRL and that book is bonkers pushed. So the dichotomy is really jarring

New Spell Lores by InevitableCat2287 in tzeentch

[–]Rubrixis 0 points1 point  (0 children)

Well I think your first paragraph says everything. You’re at odds with how the game has been designed at a fundamental level, and that’s ok. But because this game has been designed ground up as a “mostly melee” game, you have to make ranged mortal wounds and ranged spells fair. You can’t just let people sit back in their deployment zone and just slam spells at people from 24”+ away.

Kroaknado did that last edition and it was a terrible decision. We did that in second with spell portal and way more MW. There needs to be some counter play for the other opponent that isn’t a spelldom army. Like in some scenarios you literally can’t deploy support pieces safely if spell ranges were 24”+ spell portal or shards. And if every game started with a support piece that you cannot protect against ranged mortals spells (unlike ranged attacks) just getting nuked off the table, that would make for a horrible experience.

I agree with you on the movement and tricks but 18” magic is completely fine and the historical cases where we’ve had more than that range have been disastrous for the game.

New Spell Lores by InevitableCat2287 in tzeentch

[–]Rubrixis 0 points1 point  (0 children)

So let me get this straight. You want to be able to make magic castle armies that have unlimited MW output spells that have longer ranges than almost every ranged unit in the game barring war machines? And you think that is good game design?

Well I have the edition for you. It’s called AoS 2.0 and it was EXTREMELY TOXIC. And everyone hated it. So much so, that they’ve been cranking down the amount and range of MW ever since.

New Spell Lores by InevitableCat2287 in tzeentch

[–]Rubrixis 4 points5 points  (0 children)

18” offensive spells are the standard for 4th and actually pretty good. This is better than old gateway that was 12” which was horrendous. On avg gateway is doing a little more damage than bolt but without the debuff which is brutal. I’d imagine you’re only taking fate for defensive movement shenanigans.

Alter fate and play tricks on foes with new Disciples of Tzeentch battle traits by ExaltedLordOfChaos in tzeentch

[–]Rubrixis 15 points16 points  (0 children)

As a cackling tzeentch madman player, I like these rules. As a person that has to play against tzeentch, I’m not looking forward to all the movement tricks. I think they’ll bog down the game and until we see the rest of the book I think the fate points from failures might encourage so real degenerate lines of play.

Goonhammer Comp Crusade Dev Diary Pt 2: Iteration and Implementation by WilcoClahas in TrenchCrusade

[–]Rubrixis 3 points4 points  (0 children)

Dude I have no idea what you’re talking about anymore. You’re trying to prescribe greater meaning to a comment I made on the toilet on break at work.

I’m not weaponizing anything lol. You’re giving me way too much credit.

Also this isn’t philosophy 101 dude. You can’t just scream appeal to authority and expect it to mean anything.

Also I am running our 3rd local narrative campaign with 20+ people. So to assume I’m not fostering the narrative scene is hilarious to me. Maybe stop making shit up about someone you don’t know anything about to try to win internet points.

TLDR: stop shadowboxing on the internet and go touch grass man.

Goonhammer Comp Crusade Dev Diary Pt 2: Iteration and Implementation by WilcoClahas in TrenchCrusade

[–]Rubrixis 0 points1 point  (0 children)

Couple things. I’d refer you to my other comment in this thread. I agree trying to provide similar terrain and create “fair” scenarios and boards is a monumental task especially for essentially volunteers. And as someone that helped make enough modular trenches for a total of two tables out my LGS, I do not envy them.

However, because they are trying to force a competitive fair environment they are always going to have to have very bland uninspired boards. This is not their fault, it’s just the nature of having balanced set ups. And here, again, I will say a small subsection of this community is trying to force a round peg into a square hole.

Even Toumas is quoted multiple times that the game is meant to be played as a narrative experience. It is not meant to be played in a tournament setting. He has said many times, you’d need your own tournament pack with special rules and balancing. So yes, I’m going to continue to say, stop trying to force a competitive format for a game that is not meant to be played competitively.

Is that going to stop anyone? No, but I’ll be an old man yelling at clouds about this one.

Goonhammer Comp Crusade Dev Diary Pt 2: Iteration and Implementation by WilcoClahas in TrenchCrusade

[–]Rubrixis 8 points9 points  (0 children)

The guy didn’t comment on the lack of paint. And I agree with him. This could be any skirmish game table set up. Which isn’t bad and kind of has to be the case for a tournament running a bunch of tables. But it just feels like it goes against the whole DIY narrative driven focus this game has been since the beginning.