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Superninja

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  1. The defensive stats have improved and you can stack save bonuses to offset rend. Or you just ignore rend or have a great ward save. OR all of the of it. This has caused the the need for offensive stats to improve. Standard back and forth between offense and defense. Now maybe offense is ahead. I could be wrong.
  2. Well the lack of creativity for the way VEW works may point to a lack of good ideas. While the rule is simple, it isn't very creative. And from my experience, VEW creates a NPE for the opponent and even the one playing KB. You either kill them easily with mortals or do very little. I recently played against Nurgle and their disease mechanic is strong. But it feels thematic and interesting. It made me feel VEW could easily be as interesting. I agree that the faction's unit roles are severely lacking. To me it just feels like VEW makes it difficult to balance things and to give us other good mechanics or units. I agree things won't change much before a new tome and that small changes will be all we will see. I was just brainstorming for fun
  3. I wish the poison was a different mechanic as well. My thoughts: Each time you are hit (Or maybe wounded) with a poisoned weapon, your poison rating goes up. (starts at zero, 1st hit=1, 6 hits=6max) At the end of any phase in which you became poisoned and at the beginning of each hero phase, you roll a die and if you roll over your poison rating you reduce your poison rating by 1 and take no damage. If you roll below or equal to your poison rating then you take 1 mortal wound and reduce your poisoned rating by 1. Healing reduces poison rating by the amount healed. OR Each time you hit with a poisoned weapon (or wounded), choose and apply of the following debuffs that lasts until your next hero phase: -1 to hit rolls for poisoned unit, +1 to hit rolls against poisoned unit, -1 to wound rolls for poisoned unit, +1 to wound rolls against poisoned unit, -2 to bravery, 1/2 movement, -1 to saves, Can't move, Can't pile in, Fight last, Can't be chosen to fight, Can't Fire Ranged Weapons, Can't cast spells, Can't cast prayers, Can't give or receive commands. (Just a list of ideas) Healing removes 1 debuff per amount healed. OR Poison could just make it a lot easier for a weapon to wound. Like all poisoned weapons wound on 2+ OR Poison could make the damage of weapons higher than their un-poisoned counterparts. Poisoned weapons do atleast 2 damage, but often 3-4. (High damage, but low or moderate rend) OR In the movement phase, Instead of moving, a unit could apply poison to their weapons, improving the rend or damage of the weapon by 1 or x. x=the poison rating of the weapon. OR this is what could make the weapon do mortal wounds. OR At the beginning of the shooting or combat phase, a unit can apply poison to their weapons, improving the rend or damage of the chosen weapon by 1 or x where x=the poison rating of the weapon. I dont know if any of these are good or balanced...but just ideas.
  4. Saw that, and brutes have -2 rend on the 2" reach weapons.
  5. Yes that is what I mean, one per imperatant per turn. Your interpretation is also how I was reading it. Thank you for the response.
  6. If you field multiple Lord Imperatants and you drop multiple units from the heavens, can you drop more than 1 unit within 7"?
  7. My buddies and I roll for the realm right after we roll for the battleplan.
  8. yes if you teleport and stay beyond 12 inches, and the target is a hero or a unit that is the ironfist boss, then they can use mighty destroyers to move in and then you can charge after.
  9. @Lanoss Played against Slaves to Darkness on Total Commitment. My buddy played very conservative at first, while I ran towards him. 2nd turn he ran in, which allowed me to be close enough to get the charge. I waaagh'd and gave violent fury to one set of brutes. Nearly wiped out 2 sets of 10 chaos warriors and put a hurtin on the 20 stack of chaos warriors. From there it was pretty much over, I moved into his territory and began to take one of his objectives. He tried to fly behind me with a 1 health Manticore/chaos lord but I caught up with it. The extra attack with the battalion was quite nice. I'd like to try it without a warchanter to see how it feels. Overall, I think Ironfist is better, but this is fun and still decent.
  10. Just ran this tonight. Turned out better than I thought.
  11. just a heads up, the Da Bossfist requires 2-3 Footbosses and 2-3 units of brutes.
  12. @Keilerei I have to ask, Where are the Fanatics? Those guys are crazy good imo.
  13. Love the brute models so much!! I miss the old brute boss. I wish that brutes had a little something more. Re-rolls, extra charge, the -2 rend we used to have... Better bravery is so needed! Whenever I look at their warscroll, I keep feeling they should have the "Strength from Victory" rule. (like megaboss) This isn't the buff I'd want. But it feels right. It would probably be too much bookkeeping, but it could be fun.
  14. Making terrain is awesome. We definitely need more LOS blocking stuff.
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