I appreciate it, especially as a Warhammer adjacent player who's always tempted by it. That being said, even though you're speaking my love language and scratching my itches, I don't think you're serving the Warhammer community as a whole. This is defore topical than the established players l know like to go. But I think it's a great step towards that end goal. Great production and enunciation.
Honestly I was very underwhelmed with the slaanesh rules. I think temptation dice were a bit too strong before but this was a bit of an over correction. There is almost no reason to say no to the dice. It doesn’t even benefit the slaanesh player really if you take it. It wasn’t nearly as much of a choice. I just had a game against a slaanesh player and every turn I was doing 4d chess in my mind to think if I should take the dice or not and counting his depravity points to see if I can stop him from getting a. Keeper of secrets
Well said. Definitely an overcorrection. It's one of the coolest lore connections to skills in the game that I've seen so far, I wish it were done justice.
The main problem with temptation mechaninc is specifically the run and charge portion. Redeploy counts as a run roll so they can auto 6 redeploy. Counter charge is charge and thats an auto 12-inch counter charge. Then there the battle tactics which is where the game losing propositions are. 1 battle tactic requires you not be in combat. I also belive 1 requires no enemies withen 6 inches. So free max movent could cost you the game. There others about killing specific unit. So you redeploy to deny or make charge harder but because of temptation they can auto 12. There one where you need to control a terrain piece now they can redeploy or possibly charge max distance to deny and counter it complety removing failure. Sure you can screen and try to play around these issues. Its making the game needlessly harder for slaanesh player to use their abilities and win. Why would make it easier for you opponent to win and harder for yourself. This the main problem with tempt dice. Plenty of armies would take auto d3 mw from each temptation dice for auto 6 run or 12 inch charge. These can easily be game winning moves.
Thanks for sharing the deeper context of why its a problem. I hadn't considered redeploy or the battle tactics implications. It's a shame they went so hard with this nerf, you've gotta think that they've been testing this internally.
Thoughts on this style of faction focus? We didn't go into full depth together this time, but I hope it was a more engaging video to watch!
I appreciate it, especially as a Warhammer adjacent player who's always tempted by it.
That being said, even though you're speaking my love language and scratching my itches, I don't think you're serving the Warhammer community as a whole. This is defore topical than the established players l know like to go. But I think it's a great step towards that end goal.
Great production and enunciation.
Honestly I was very underwhelmed with the slaanesh rules. I think temptation dice were a bit too strong before but this was a bit of an over correction.
There is almost no reason to say no to the dice. It doesn’t even benefit the slaanesh player really if you take it. It wasn’t nearly as much of a choice. I just had a game against a slaanesh player and every turn I was doing 4d chess in my mind to think if I should take the dice or not and counting his depravity points to see if I can stop him from getting a. Keeper of secrets
Well said. Definitely an overcorrection. It's one of the coolest lore connections to skills in the game that I've seen so far, I wish it were done justice.
The main problem with temptation mechaninc is specifically the run and charge portion. Redeploy counts as a run roll so they can auto 6 redeploy. Counter charge is charge and thats an auto 12-inch counter charge.
Then there the battle tactics which is where the game losing propositions are. 1 battle tactic requires you not be in combat. I also belive 1 requires no enemies withen 6 inches. So free max movent could cost you the game. There others about killing specific unit. So you redeploy to deny or make charge harder but because of temptation they can auto 12. There one where you need to control a terrain piece now they can redeploy or possibly charge max distance to deny and counter it complety removing failure.
Sure you can screen and try to play around these issues. Its making the game needlessly harder for slaanesh player to use their abilities and win. Why would make it easier for you opponent to win and harder for yourself. This the main problem with tempt dice. Plenty of armies would take auto d3 mw from each temptation dice for auto 6 run or 12 inch charge. These can easily be game winning moves.
Thanks for sharing the deeper context of why its a problem. I hadn't considered redeploy or the battle tactics implications. It's a shame they went so hard with this nerf, you've gotta think that they've been testing this internally.
@mysidia maybe MAYBE like the spell that changed euphoric to crit mw. There other abilities that do something with euphoric or the temptation dice
@@bobjones3579 I'm sure there will be at least 1 other interaction, there has to be! But yeah we'll see 😅
Turns out there isn’t XD