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Squirrelmaster

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  1. Also note that some abilities have already been erratad to not stack.
  2. Squirrelmaster

    Khinerai Heartrenders teleport

    If Khinerai Heartrenders teleport by means of a Shadow Patrol or the Khailebron temple, does this trigger the -2 Rend effect of their Death From Above rule?
  3. Squirrelmaster

    Let's chat : Slaanesh

    Not yet, but I probably will be if/when we get anything more definite. Do you have a source?
  4. Squirrelmaster

    Set, choose, pick, modify, roll, result and value

    My feeling (though I agree it's not spelled out clearly in the rules) is that anything derived from your actual roll — adding, subtracting, multiplying, dividing, or anything else that takes the initial result as an "input" — is a "modifier". Anything that ignores the initial roll or simply sets the result instead of rolling, is not. On that basis, I would count 1. and 5. as modifiers, but 2, 3, and 4 are not.
  5. Hmm… rules-as-written I would say 24, but it's a little open to interpretation, and 12 sounds more intuitive to me. There's an FAQ to say that "suffered" means allocated and not saved, but the Jabberslythe rule talks about "inflicted". RAW it seems wounds are "inflicted", then "allocated", then "suffered". Excess wounds are still "inflicted", they just can't be "allocated", because there's nothing left to allocate them to.
  6. The core rules state that a successful hit roll "scores a hit", a successful wound roll "causes damage", a failed save means "the attack is successful", and then determining damage tells you how many "wounds" a "successful attack inflicts". It's counter-intuitive because it means a "Wound Roll" using the "To Wound" characteristic, doesn't actually inflict wounds, but it is spelled out pretty clearly, and backed up by how "special saves" (such as Death's "Deathless Minion" rule) have been FAQ'd to work.
  7. After damage, you would get 6 rolls.
  8. Squirrelmaster

    Summoning with nagash

    Also, Nagash gets double the number of models when summoning — if he summons a character or monster, he gets two of them (as separate units) with one spell.
  9. Squirrelmaster

    Balewind Vortex - Bad for the game?

    To decide if something is overpowered, look at how it affects the Nash Equilibrium of the game vs. how it's designed to affect the NE of the game. For instance, any option that winds up being an "auto include" is fine if it's designed to be an "auto include", but not if it's only supposed to show up maybe 5% of the time. The most broken option would be an auto-include in every army, yet would clearly not be intended to show up in every army. Those types are thankfully rare. The majority of "broken" options, though, only actually show up in about 33% of armies (but are intended to show up in a lot less). Like playing rock-paper-scissors, the armies that make up the meta-game can be divided into "X", "counter-X", or "counter-counter-X" (where counter-counter-X loses to X). Once there are roughly a third of each, a stable NE is reached. Again, this is fine if it's how the game is intended to play — but not if the option in question is warping the meta-game into something the designers never intended, something that isn't fun to play. Whether or not "counter-X" armies exist isn't the issue — the issue is whether the option reduces the game to a simple rock-paper-scissors. There's pretty much no better indicator of a "broken" option, than one that reduces the game to a rock-paper-scissors trio, with the option itself (or variants of it) making up one of the three. So yes, I think the Balewind Vortex is bad for the game.
  10. Squirrelmaster

    Quick Skeleton Champion Question

    Officially the champion's armed the same way as the rest of the unit. A lot of players use a model with a sword in a unit armed with spears to help easily tell the models apart, I don't think anyone would complain about that so long as you use the rules for whatever weapon the rest of the unit has.
  11. Squirrelmaster

    Arkhan’s curse of years

    Yes, if you get down to a 1+, the target is slain, because at that point you just keep on inflicting mortal wounds until it's dead. A successful roll does a mortal wound and gives you an extra roll, regardless of whether the wound was saved. You may as well do all your rolls first and work out how many saves they need to make. If you get down to 1+ they have to make infinity saves or their unit is dead.
  12. Squirrelmaster

    Malign Portents

    "Doing better than this other product they discontinued" isn't exactly much of an achievement, though.
  13. Not really. A Phœnix is bravery 9, right? So you have a 1 in 6 chance of inflicting 3 wounds — that's half a MW per Phœnix, on average. A Dragonlord's bravery 8, so your odds go up to 5 in 18, which means an average of 5/6 or a MW on him. If those three are the only models in range, that's 11/6 MW total. You'd be better of with Arcane Bolt.
  14. Squirrelmaster

    Blade of the blood queen army

    Assuming spears and a hero within 18", the skeletons should net about 2 wounds for every 8 attacks (don't discount the "serve in death ability"). With a 2" range compared to the 1" range of GG, I'd say getting twice as many in is not unrealistic. Of course, the GG have rend -1 which matters (but it's hard to put a value on it), and remain at full hitting power until the last model dies, which is probably more significant tbh. Trouble is, it doesn't change the fact that skeletons have almost twice the toughness per-point. Those figures also assume a Wight King's command ability, which is gonna have better synergy with GG than skeletons. With Neferatta as the general, you wouldn't have that, so you'd be comparing 6 skeleton attacks to 4 grave guard attacks instead. If GG had two wounds each, at the current points cost, I'd consider them about the same value-for-points as skeletons, maybe even slightly better. As it stands, they offer about the same hitting power (depending what you're up against), and only half the toughness. With nothing else in their favour, why bother?
  15. Squirrelmaster

    My 2018 Project: Slaanesh

    As much as I like hellstriders, I'm sorry to say that there really aren't many buffs you can put on them, despite them having both the mortal and daemon keyword. Basically, it's the same set of buffs you can put on any mortal slaanesh unit, except you can replace the lord of slaanesh on daemonic mount with a keeper of secrets — but both do exactly the same thing, and they don't stack if you have both.
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