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PostPosted: Thu Oct 22, 2015 6:47 pm 
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What do you guys use for a points system. I am not using any points at the moment but am considering perhaps using one SOMETIMES. I do like not using any points as it makes the game feel nice and friendly but I would like to try a points system at some point. SO what do you guys use for points in AOS?


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PostPosted: Fri Oct 23, 2015 2:01 am 
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currently using Azyr comp, because that's what the local shops are using. It's not perfect, but it works well enough.


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PostPosted: Fri Oct 23, 2015 3:47 pm 
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we use mo comp have used azyr comp both are good


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PostPosted: Fri Oct 23, 2015 9:02 pm 
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Have used PPC, not a fan really. Runs into the same problems 8th had with some units just vastly superior in point efficiency. Also, although its based on play-testing, there seems to be knee jerk reactions on point adjustments, for instance the Dwarf points were updated 3 times in the span of a couple weeks. And in seemingly random directions (which either means their starting points were way off, or their new point values are).

Azyr is probably the better choice, over PPC.


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PostPosted: Fri Oct 23, 2015 9:29 pm 
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Azyr comp is good for the most part. The Stormcast Eternals are a bit undercosted. Overall though, the system is solid. Another good one is the system at http://www.aospoints.com. I've played games with both systems and they've been close and even.

The big positive about using a point system is that it actually encourages well rounded and balanced armies. From my experience, you need the following in almost every list:

1: A dedicated utility character killer - utility characters, wizards, priests, standard bearers, etc. can make or break games through buffing, debuffing, or additional damage. You have to have something that can take them out early on before they can swing the game in your opponent's favor. The best units for this are small, fast moving suicide squads of fliers and fast cavalry. War machines can also be used for this but you have to make sure they can see their target, which a skilled opponent will do his best to prevent.

2: A tar pit/speed bump - In every game, you opponent will have something that you do NOT want charging your valuable units. You must have something that can take that charge instead. A tar pit will be your large horde of light troops or solid block of heavily armored troops. A speed bump is like a tar pit but smaller and with less points invested. Either way, their job is to put themselves between your opponent's greatest threat and your most valuable units. They don't have to win, they just have to hold. This way your more valuable units can attack the rest of the enemy army or pile in and kill the big threat.

3: A "splash damage" dealer - something that deals more than one damage with each wound that goes through. This is important for dealing with multi wound units, and hordes of cheap troops. It's especially useful for dealing with units that have good saves, because each failed save can remove more than one of the frustratingly survivable models.

4: A "can opener" - something that has a high rend value or deals mortal wounds. This is one of the most necessary elements because you're going to come across a lot of things that simply won't die unless you have a way around their save. Mystic shield and Cover will turn one of the many 4+ save units into a nightmare if you have no way of reducing or bypassing that save. Always deploy your can openers so they threaten areas of cover on the battlefield to punish your opponent for trying to abuse that tactic.

Going by these guidelines, your army should be able to handle most things out there.

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PostPosted: Wed Dec 09, 2015 2:17 pm 
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Joined: Wed Dec 09, 2015 1:52 pm
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Surprisingly my most balance game is play by model count.
No it is really balance.

We play AOS like this(not for people who just joined AoS and have limited models):
Bring as much models as you want, deploy what you think will be a good game.
Whoever starts deployment place one unit, the opponent place a unit.
KNOW what your opponent deploy, PAUSE to read up on his unit warscroll, THIS IS IMPORTANT!
Deploy something that can help you against that unit!!!
Deployment is important. AoS is like a game of TIC-TAC-TOE.
The amount of model deployed per unit is also important.

Count models at end of deployments, settle any sudden death objective.
Whoever finish deployment first gets to choose who goes first, by now everyone who plays AoS knows that going second has the most advantage(chance for double turn)!!

A GENERAL RULE: Try not to deploy too many warscrolls also. Scale up the number of models to 50 once you can remember your army well, if not you will feel like a burden. Play with the battleplans(scenarios). Use the "Time of War" and "Realms rules".
Try to keep all your games under 100 models.
I find that I can play 2-3 games in 3 hours following the above deployment.

I personally think that O&G is the most versatile army in AoS. They have everything except summoning and I also have Stormcast Eternal models to summon using the "Time of War" rule.

Use all the rules that the game has.
You will find that it is surprising deep and balanced


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PostPosted: Sun Dec 27, 2015 10:25 pm 
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Of all th esystems I tried in my opinion the best by far is the PPC Comp. It has the least rules changes, adresses the summon problem in the best way and the best points system.

Azyr in my opinion is very intrusive and changes the rules to the point it feels like a different game, fails in the summon department and using single digit points system lacks the deph of PPC.

You can't possibly have Phoenix Guard, Sword Masters and White Lions cost the same points as they are very different power-wise...

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PostPosted: Tue Dec 29, 2015 1:01 pm 
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@Siegfried: do you have a link to PPC comp for me?

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PostPosted: Mon May 23, 2016 7:41 pm 
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Location: Greece
Really sorry for the Threadomancy but I was away from forums for some time so I just saw the above post.

For anyone interested here is a lnik to the PPC blog page...

http://ageofwargamers.blogspot.gr/p/age ... r-ppc.html


Cheers' Sieg. :)

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