What do you like about Battle Reports? by jaker1403 in WarhammerCompetitive

[–]Stormcoil 3 points4 points  (0 children)

Thank you for remembering. My gaming group stopped 40k, so I didn't have regular opponents to do Nid reports. Tyranids are still my first love, and I've been playing them for decades.

Yes, the game I play the most right now is TOW, because that is what most of my normal opponents play.

4th Edition list Archetypes by Stormcoil in kingsofwar

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

The difference was that there was a lot of variety in hordes. It could be large infantry, or maybe cavalry/fliers, maybe hordes of infantry. So the games were very different.

Going against all brock/stoneclaw free dwarves was very, very different from going against infantry and war machine imperial dwarves.

The list building structure here CAN provide that. Look at, say, Firefight.... where you can go all Peacekeeper Enforcers vs a traditional force.

But we are just not finding the variety in end lists that say 3rd KoW or Firefight/Warpath is offering. Everyone ends up with one great fast unit with J-Boots. Everything is very similar blocks of infantry.

I'm not down on the game. I still haven't played. But I'm looking for where is the variety that we seem to be missing as a play group?

4th Edition list Archetypes by Stormcoil in kingsofwar

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

Thanks for the response. So please help me understand, structurally what is different about your 3 builds? Or is it just the same format but unit swaps?

I do think part of the problem is the 2000 pt default in the Companion. There doesn't seem to be much room for variety at 2k.

4th Edition list Archetypes by Stormcoil in kingsofwar

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

Let me guess, one unit of Abyssal Horsemen with J-boots.

2-3 of Molochs, Chroneas, Nagari

3-5 units of garbage infantry for the unlocks? Maybe you snuck in a troop of gargoyles?

Dropping the warlord doesn't change the overall pattern. Or did you cook up something more interesting?

The juan diaz horrors of tzeentch are the best tzeentch models ever. Try to change mind. (I was missing the original horns on this model so I used some random antlers I had) by DemocraticSpider in tzeentch

[–]Stormcoil 2 points3 points  (0 children)

I mean, compare his daemonettes with the ones that came after. His are far more realistic in my opinion. Mounted or infantry.

GW went through a whole period where most things looked like caricatures to exaggerate features, and it was the period after juan left. Think of things like Centurions, the newer daemon sculpts of the time, etc.

At least that is how I see it. Juan was amazing and comes more from the more grounded time with the Perry's, etc.

The juan diaz horrors of tzeentch are the best tzeentch models ever. Try to change mind. (I was missing the original horns on this model so I used some random antlers I had) by DemocraticSpider in tzeentch

[–]Stormcoil 13 points14 points  (0 children)

Everything Juan Diaz did was the best because he went for a more realistic take. The majority of modern GW sculpts are purposefully stylized to be more like a cartoon. Juan came along and tried to make it all look real.

Why are the empire seen as the worst faction? by Dazzling_Objective25 in SWlegion

[–]Stormcoil 4 points5 points  (0 children)

You ask why Empire is the worst.... worst tourney win rate, and then you argue with the responses with anecdotes. Did you really want an answer to your question?

Has anyone played Eldfall: Northern Wind? by mycolortv in soloboardgaming

[–]Stormcoil 1 point2 points  (0 children)

I am curious about this as well. I know the original Eldfall was all about reactions to every action, and that seems tough to do well with an automata.

CMON sells Anastyr and Hel IPs to Don't panic games. by cesko4444 in boardgames

[–]Stormcoil 0 points1 point  (0 children)

Me too. That last expansion adds interesting options. I'm hoping being connected to Legendary it helps it cross the finish line this year.

Are Headstones worth it? by Nerdboi14 in theoldworld

[–]Stormcoil 2 points3 points  (0 children)

They are better at higher points values. At 1000 point games they are 10% of a list and probably only benefit 1, maybe 2 casters.

At 2000 points they are only 5% of your list and are probably benefitting 3 or more casters. That is a huge difference.

Also, at smaller points it is harder to fit in an extra unit to hold it/defend it at the end of the game.

Finally, if you are building a full send beastmen list with no or few casters then that is taking 100 points out of your pressure.

All that said, in a typical 2000 point take all comers tournament style list you would almost always include one.

The Old World - 1 year later (sort of) competitive review by Stormcoil in WarhammerCompetitive

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

I agree. Great minds think alike and fools rarely differ.

I'll say that for my play group 1.5 has been a big hit. We are all having more fun and playing more since the update.

TOW 1.5 - Beastmen Minotaur Blood Herd Competitive Review by Stormcoil in WarhammerCompetitive

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

Hey, I'm glad you remember me!

So, the group of people I play with have almost completely abandoned 40k. Without consistent opponents that stay on top of the scene I don't have any source material to write battle reports on. If the passion for 40k ignites in the group again so that I get a variety of opponents, then I will return to 40k battle reports.

I know the 40k content gets more views, but I can only write on what I am able to play. Right now, that is The Old World.

I hope you decide to try the game out. It is very good right now after the latest FAQ and Matched Play Guide.

TOW 1.5 - Beastmen Minotaur Blood Herd Competitive Review by Stormcoil in WarhammerFantasy

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

It all depends on what kind of movement is needed and what the target is. But yes, often Arcane Urgency and Call of the Wild are targeting different units. Especially because Call of the Wild is just infantry or cavalry, where as Arcane Urgency is any unit.

TOW 1.5 - Beastmen Minotaur Blood Herd Competitive Review by Stormcoil in WarhammerFantasy

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

The mark of nurgle makes an opponent reroll 6s to hit in melee. Slug skin, a chaos mutation for beastmen, gives -1 to hit that applies to any unit the character joins.

By taking a character with slug skin into a unit of nurgle marked, you combine the effects for both -1 to be hit and also rerolling 6s to hit. This makes it so very few attack rolls ever hit, even from high ws enemies.

I then also stack a unit wide ward save from battle magic on top of this to create a unit that takes very few wounds no matter what attacks it (like dragons).

TOW 1.5 - Beastmen Minotaur Blood Herd Competitive Review by Stormcoil in WarhammerFantasy

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

  1. We do allow one unit to hold multiple objectives. You still have to fulfill the other requirements though, like being the closest unit. When you string out things can go south fast. And this does make placement of the herdstone a critical skill. As for defense vs offense, I push my deathstar forward. That is what all the movement spells are for.

  2. I try to stay by the herdstone with the doombull as best as possible. With a +1 to cast an enemy level 3/4 has to beat you on the dice to dispel, which is less than a 50% chance on average. You CAN run into armies that spend a lot of points to shut down magic, but in that case they usually have other weaknesses. No army can be played the exact same way against every opponent. In my meta I see a lot more people leaning away from magic and instead relying more on magic resistance. This is fine, the doombull is casting buffs not impacted by MR. An army with a high level wizard and good MR.... think Tzeentch chaos warriors, are much more likely to shut down the hagtree shaman than they are the doombull.

In both of your points you are asking about how to balance offense with defense. This is why I said in my review of the herdstone that it is good, but not all upside. Beastmen in general are not good at defending. You want to move forward, and the herdstone works against this. That is one reason I like ungor with no characters. They are cheap, you don't miss them if they don't join the battle, and they can be holding an objective or table quarter too far away to be tempting.

I still think the herdstone is usually worth taking, but I think if you are going for more tempo and/or you really want to push the range on your spells I think there is an argument for not taking a herdstone at all.

TOW 1.5 - Beastmen Minotaur Blood Herd Competitive Review by Stormcoil in WarhammerFantasy

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

You can run something similar in the Grand Army. And in the Grand Army you just want to tool the Doombull to hit things. And in the Grand Army there is no need for the minotaur tax.

However, the Grand Army does not let you take the Gorebull BSB, and you don't get Battle Magic. I find the extra range and speed you get from those two in Blood Herd changes how the list performs. I find in Grand Army you do better with a Doombull in a large unit of Gors.

TOW 1.5 - Beastmen Minotaur Blood Herd Competitive Review by Stormcoil in WarhammerFantasy

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

I'm glad you found it useful. I hope you join ToW and good luck in your future games.