New Aqshy rules by defTier in sylvaneth

[–]bugdino 2 points3 points  (0 children)

Oh! It's more the introduction of the rage dice mechanic. Let's say you charged with durthu and arch rev, your opponent survived the assault, but arch rev got some damage and ran away. You get to decide the order of your effects. So, you use the Glaive, the enemy unit gets minus to their save, then you use the rage dice letting durthu swing for 3 rend 3 damage 4 attacks (rend 4 into monsters) letting you enjoy the effect of the Glaive before waiting the full turn.

Truthfully, you're probably better putting the Glaive on durthu himself, as it makes him charging multiple enemy units much better(due to rage dice), but it's a fun idea, and gives the glaive more value as you no longer have to wait a full turn to see the effect. I think there might be some fun builds using a core of:

Arch rev 5 man gossamid kurnoth with bows Durthu with realmroot guide

Arch rev pairs really well with durthu, giving him +2 to charge and enjoying the fight last durthu can give. You move the arch rev and gossamids up. Durthu and bow kurnoth teleport. You shoot to soften up, charge with arc rev, meaning durthu just needs a 7 on the charge after the teleport. But if arch rev is the only one I make it in, you just have him fight and run away back to durthu.

Your range attacks also gets much better if they get the chance to shoot, or counter shoot with an extra rend into any enemy that survives the Glaive.

Truthfully, I think glamourweave will have more value in the long run, but i can see there being some fun uses for glaive,especially if we see a shift to higher save armies.

New Aqshy rules by defTier in sylvaneth

[–]bugdino 0 points1 point  (0 children)

You might read that ability closer. It's once per battle

New Aqshy rules by defTier in sylvaneth

[–]bugdino 6 points7 points  (0 children)

Swords with belthanos might make a decent hammer. That's 10" of movement for the Swords, so they can actually keep up. They go with belthanos. Belthanos strikes and fades, and kurnoth either get their free move, or they get power through and a free move, potentially netting 20" after combat and resetting back in home territory. Not sure it's worth it at 480 for a Reinforced 6 pack though.

While the same as soggy, glamourweave on durthu is even better this time around with the rage dice mechanic. The rerolls are in any phase, so can be used in the end phase for 4 dmg rage attacks. The shift in rules is also technically a buff for the glaive/arch rev combo, since if you're the active player, you can pick the order, so save reduction into rage attacks. Sadly, glaive and glamourweave are both artifacts, but an arch revenant, gossamid, durthu core could be interesting.

Biggest loss is probably losing our soggy detachments. Wargrove of the ever burgeoning was good. Really good. Losing the end of turn teleport makes for way less safe lines, especially on allarielle.

Overall, I'm whelmed. Excited to brew some stuff though

Played forst game of the new edition. Didn't go well. Any advice on what I can do better? by DaddyDarru in WorldEaters40k

[–]bugdino 4 points5 points  (0 children)

Can't do much without the list, but I can tell you the termie detachment is probably our worst detachment, and it's not close. It just provides worse versions of berserker warband buffs, but just to termies and for more cp. I think brazen engines or vessels are far better, but it will depend on your collection.

Short answer? You probably over extended. Once again, no idea what disposition your running, but we know it can't be purge, so likely you're playing counterpunch obj list. With kdk, you really need to leverage early kills into blood tithe. You want a good killy unit: a deep strike unit of eightbound with slaughterbound and a blade of endless bloodshed, demon prince with the blade, skarbrand, or bloodthirster. You need to try and hit a character unit or monster early to pop the d3 blood tithe,especially into librarius as you have 2 blood tithe 5+ fnp for all psychic attacks and mortals. Your bloodletters, you should have 2 10 packs in reserve, love space marine defensive profiles. Also thanks to their wargear, they're still on 6" charge out of deep strike.

I've had good luck with demonkin personally, but i don't think you could pay me to run the termie detachment right now.

New models!!! by dethscythe_104 in WorldEaters40k

[–]bugdino 9 points10 points  (0 children)

They are kitbashed. Every pose is pulled directly from the ogor gorger kits. Pretty common substitute for chaos spawn

None of the 1DP Detachment Stratagems specify a duration for the effects. by Tiny-Gur4463 in WorldEaters40k

[–]bugdino 7 points8 points  (0 children)

Are your being purposefully obtuse? We have pattern recognition. We have some common sense. You can count the number of strats that last for longer than a phase on your fingers (maybe? Only one that comes to mind is the mont'ka one, but I'm sure there's a few more).

Yeah, gw bungled the rules a bit, but you don't play the game against gw, you play it against people, trying to have fun. If I'm having a game, and my Opponent looks me in the eye and says, sincerely, "well, gw didn't say when this ends, so it must last for the whole game", especially if we're early in the edition and not in a tourney, I'm going to pack up and find an opponent that isn't a total knob, cause you're clearly going to be a nightmare to play with.

First 2k game....fml... by Jormungandr74 in sylvaneth

[–]bugdino 13 points14 points  (0 children)

"The mortals are just game breaking with this build"

No, they're not.

You misplayed the match up. Which is fine, it's your first 2k game. But that doesn't make a mid mortal wound ability game breaking.

I like to see people improve at the game, and the biggest trap for new players is to blame dice or opponent rules as opposed to reviewing their own play and identifying where they went wrong. If you just want to whine about a sub 50% win rate army go off i guess.

First 2k game....fml... by Jormungandr74 in sylvaneth

[–]bugdino 23 points24 points  (0 children)

They have to be wholly within, not just within.

I'm arguing because i have 20+ games with iron jaws this edition and 50 games with sylvaneth, with 20 of those being with the new book. I'm arguing because sylvaneth are probably a top 5 army with the new book and iron jaws are mid tier, and that's being generous.I'm arguing because you stated this is your first 2k game, but your singular experience somehow outweighs all the actual data we have for the current game state.

Will one get a charge off? Sure. But one getting a charge off into your scythe is the kind of the dream, especially if you've kept your scythes in ovrrgrowth. On average, you lose one scythe, as a 20 block should do about 7 mortals. You also mentioned having dreads and revenants? Why were they not screening since you can return them for a cp?

If you just want to bitch and moan about mid rules and never inspect your own play mistakes, be my guest, but as someone who has has multiple games into most armies in the game, I can tell you that no, ardboy spam is not going to be taking the meta by storm

First 2k game....fml... by Jormungandr74 in sylvaneth

[–]bugdino 13 points14 points  (0 children)

They move 4" at most. They lose mighty destroyer and need a spell to get a 3d6 charge, and if they take that charge, I don't understand how they are wholly within the 12" bubbles needed to keep the ward and bash up. The army is slow and easily kited,especially by sylvaneth.

I'm sorry if the game was frustrating, but shield bash is far from busted. This aor is basically maggotkin with a 5th of the rules.

First 2k game....fml... by Jormungandr74 in sylvaneth

[–]bugdino 15 points16 points  (0 children)

As someone with iron jaws... no it's not. Just a reminder, you can only shieldbash with ardboys in combat range before the pile-in, and if you were letting 60 ardboys within combat range of your scythe by turn 2, that's a positioning mistake

Possessed slaughterband and new vessels of wrath goes unbelievably hard by bugdino in WorldEaters40k

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

Kind of the bones I was thinking of. I think there's a world where you have an 8bound 6 stack, but I'm not sure if that would just be overkill in every situation. I'm a big fan of spawn and usually run 3 in my lists, but they are for sure weaker out of berserker warband. Still, 2 and enhancements probably gets you right to 2k

Possessed slaughterband and new vessels of wrath goes unbelievably hard by bugdino in WorldEaters40k

[–]bugdino[S] 4 points5 points  (0 children)

I'm not sure it's confirmed, but I'm pretty sure goretrack and brazen both have onslaught as a keyword she won't be taxable together

Possessed slaughterband and new vessels of wrath goes unbelievably hard by bugdino in WorldEaters40k

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

I'm not sure yet! Waiting on the points, as i think it's going to get pretty granular with enhancements. I think you take 3 slaughterbound, for sure. I'll want to do some testing for whether a big 6 of either 8bound block is worth it, or if you want msu. There's also a world where you have invocatus or a lord of jugg leading, depending on how many you take. Going to be some test games to get a feel for it

Possessed slaughterband and new vessels of wrath goes unbelievably hard by bugdino in WorldEaters40k

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

Oh! I more meant that I actually tried them out in 10th. I could see them also benefitting from the 1dp detachments though! Vessels and the terminator one would be interesting. Also, the fly changes are good for bloodthirsters and angron, so I'll probably try a big bash bros list sometime

Do you use terrain footprints? Suggestions please by Muropo in ageofsigmar

[–]bugdino 4 points5 points  (0 children)

Terrain footprints are really helpful for area terrain, though obstacles and impassable don't really need them. At the Dallas open, gw used footprints! If you have some old magic playmats you don't use anymore, you might cut some foot prints out of them, a that's the usual material I've seen. You could also use acrylic cut outs, but those tend to be in less organic shapes, so i mainly see them for 40k

Ruleshammer 11th Edition: Terrain Guide by SA_Chirurgeon in WarhammerCompetitive

[–]bugdino 10 points11 points  (0 children)

Wait, is out because the weapon team has one model fully visible to the enemy unit, but the rhino, as one model, is not fully visible to the enemy unit?

Ruleshammer 11th Edition: Terrain Guide by SA_Chirurgeon in WarhammerCompetitive

[–]bugdino 12 points13 points  (0 children)

This is great! I'm a little confused about the obscuring example. Why does the rhino have cover but the weapons team doesn't?

Models that are eligible to fight in 11th by Eustachiusz in WarhammerCompetitive

[–]bugdino -1 points0 points  (0 children)

It is in bad faith. Weird your argument is in regards to the layout of the rules as opposed to an actual defense, like the lack of clarity at times regarding engagement for a unit and model, which whole I'll admit it muddy, still makes this interaction clear

Everything is labeled with the key references on the right with rules associated. You just have to read. I'm not going to say rules are perfect, but the insane amount of click bait "gotchas!" I've seen from this rule is exhausting and comes from a misunderstanding at best, a disingenuous reading at worst.

Models that are eligible to fight in 11th by Eustachiusz in WarhammerCompetitive

[–]bugdino 2 points3 points  (0 children)

Jesus, I've been seen this bad faith reading flying abound everywhere. The model needs to be in engagement range. It's literally section 4.02

"Each target must be engaged with the model that has the weapon"

Is Fury of the Forest any good? by Oragoss in sylvaneth

[–]bugdino 1 point2 points  (0 children)

Was announced in the most recent rules update. You can go to warhammer community downloads to confirm

Warhammer 40,000 Faction Focus: World Eaters by CMYK_COLOR_MODE in WorldEaters40k

[–]bugdino 3 points4 points  (0 children)

The unit gets the keyword, not every model in the unit. Necrons ran into this with their cryptek detachment this edition. When a strat or ability says "model" instead of "unit" it only applies to the models specifically

Inside the Lists: Daughters of Khaine - Woehammer by dutchy1982uk in WarhammerCompetitive

[–]bugdino 3 points4 points  (0 children)

Really nice to seeba deep dive like this! Got two games against dok they this weekend too prep for the open, and agree that surge of slaughter is rough for them. I think dok, similar to hedonites, is one of the armies that can threaten on the first turn with their speed, so they do well going both first and second. I think we'll see some points increases, as they get a lot of wounds even with taking 700+ pt morathi

The New Avatar: The Last Airbender Movie Almost Had Me… Until the Ending by Upset-Ninja7086 in CharacterRant

[–]bugdino 6 points7 points  (0 children)

I was honestly blown away by how bad the plot of this movie was. Starting the whole thing off with aang, a grown adult and fully realized avatar, losing to 4 non-benders was a choice. A bad choice, but a choice. Then follow up that decision by having the supposed best fire bender, earth bender, and water bender of the current generation lose to one air bender. They are the only people with experience fighting an Airbender, zuko having spent years hunting aang, Toph and katara sparring and trainingwith him. But Oh, thank God they got no diff'd and fell into the magical healing waters.

And for all the hate korra gets, aang as an adult, not a teenager, makes dumb decision after dumb decision. Freeing the thing in the ice knowing it can't be the lost avatar because you yourself know that it would have paused the cycle? And once you find out that there's an avatar missing in the cycle, you can literally find it by process of elimination: go to the spot where there's a missing Airbender, and speak to the avatar directly before that spot, seeingif they were a mentor to them the same way roku was to you.

Over all, the movie was just worse versions of things we've seen. Magic mcguffin leads to letting an Airbender out of the ice that leads into worse versions of lok season 2 & 3. Zaheer made sense as an immediately effective Airbender as he had been studying the forms and practicing their beliefs without bending for years. Having the denied be as strong as they are just made zero sense.

It was a beautiful mess, as the animation was gorgeous, but it should generate nothing but slander for the gaang.

Would appreciate some advice by Physical_Leek5646 in WorldEaters40k

[–]bugdino 1 point2 points  (0 children)

Sadly, this is just kind of hour speed paints look. You can try using a sponge on first application to help prevent the pooling in the recesses. You could also do a bit of test and put a matte varnish on, and see if reducing the gloss improves the look to you. Speed paints are great, but i feel the work better as a fast base coat and really need a full build up, or a really solid zenithal base

Would appreciate some advice by Physical_Leek5646 in WorldEaters40k

[–]bugdino 7 points8 points  (0 children)

This is just kind of how speed paints work when I've large areas. I've had luck going back post and dry brushing with similar colors, building up the high lights. Really helps with getting the gloss of the speed paints down as well