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  2. I think first of all one thing is very clear: Kurnoth Hunters are our bread & butter and the most effective Unit we can take. So if you are really talking about a 100% competitive list it should max out on Hunters. Because of this, I do not know if there is room for a Treelord Ancient in a 100% competitive list for a Sylvaneth army at the moment, as he does not bring enough to the table. I guess taking list 3, cutting the Treelord for another Wraith + Outcasts would be the most effective way.
  3. So, the wounds are still not allocated to a model. The Rule mulitple attacks only means the following. I have a unit with 3 different Weapons. I have 4 Model with Weapon 1 that has 3 Attacks, Hitting on 3+, Wounding on 4+, having Rend -1 and D3 Damage I have 3 Models wiht Weapon 2 that has 3 Attacks, Hitting on 3+, Wounding on 4+, having Rend -1 and 1 Damage I have 5 Models wiht Weapon 3 that has 4 Attacks, Hitting on 4+, Wounding on 4+, having Rend -1 and 2 Damage With the normal rules for the Attackseqence you you make every attack separatly Weapon 1 attack 1, Hit, Wound, Save, Damage (if all successful add to the damagepool) Weapon 1 attack 2, Hit, Wound, Save, Damage (if all successful add to the damagepool) ... Weapon 1 attack 12, Hit, Wound, Save, Damage (if all successful add to the damagepool) Weapon 2 attack 1, Hit, Wound, Save, Damage (if all successful add to the damagepool) ... Weapon 2 attack 9, Hit, Wound, Save, Damage (if all successful add to the damagepool) Weapon 3 attack 1, Hit, Wound, Save, Damage (if all successful add to the damagepool) Weapon 3 attack 2, Hit, Wound, Save, Damage (if all successful add to the damagepool) ... Weapon 3 attack 20, Hit, Wound, Save, Damage (if all successful add to the damagepool) The rule for rolling multiple attacks does only mean in that case that you can roll 12 Dice for Weapon 1 add once because all have the save values, that 9 Dice for Weapon 2 and than 20 Dice for Weapon 3. There is noting allocated to a model when the Attacksequence for Weapon 3 is resolved. All 41 Dice of that Example must have been resolved (Hit Roll, Wound Roll, Save Roll, Damage Roll) before a single wound from the pool is allocated to the model. You can see the first sentence for this example as the following. This is the meaning of all of the unit's attacks. If this wouldn't be the case the sentence in the corerules should have said the following
  4. I start my list with 20 Thunderers and an Ironclad with Buoyancy Aids and build from there.
  5. Ok, but the rules on the same page seems to specifically call out multiple weapons as being different. What I mean here is that is says, that multiple attack: "In order to resolve several attacks at once, all of the attacks must be made by models from the same unit, with the same type of weapon, and against the same target unit. If this is the case, make all of the hit rolls at the same time, then all of the wound rolls, and finally all of the save rolls." Would that not mean that between weapon types, you can heal? In your example, I would reason that specifically because its different weapons, you resolve the damage from one weapon type at a time? I can see how the same weapon, like if the unit only have one weapon, like skeleton warriors, but multiple wepons, like your example would seem to be resolved one weapon at a time?
  6. I'm converting my own 2nd Herstone actually. but i'm copying the old Tree from old world Beastmen... WTF is our terrain a stone when we had terrain for years and it was a tree..... w/e
  7. Thanks for the feedback mate, really appreciate that. How many drops was the Greywater list (if you remember)? Can’t imagine the SCE one was less than 7? Will bear it in mind anyway. I just find it really difficult to get everything I want into a list at the moment. Are people generally investing in an Ironclad to carry heroes putting them on foot on the board? Can’t imagine not running the big one at the moment.
  8. The part you referred to is only the attack sequence Page 7, which is called "Making Attacks" in the rules (To Hit, To Wound, Saveroll and Damage). If you have 20 Attacks you have 20 Attacksequences. Allocating wounds is not part of the Attack Sequence itself. When we look at allocating Wounds page 7 "Once after all of the unit's attacks have been resolved". So you have rolled Hit Rolls, Wound Rolls, Save Rolls and Damage of all three Weapons, only after them the wounds get allocated. You can't heal the wounds of Weapon 1 because the model has still 0 allocated wounds at that point For example Weapon 1 makes 2 Damage, you have 0 allocated wounds and 2 wounds in the wound pool Weapon 2 makes 1 Damage, you still have 0 allocated wounds and 3 wounds in the would pool Weapon 3 you roll a save of 6 and would heal an allocated wound (they are still 0 so you can't heal wounds) after the weapon did no damage the woundpool is 3 All attacks of the unit have been resolved and the wounds get allocated, after that your model has 3 wounds allocated. If the model would have allocated 1 wound before the attack, that wound would be healed and after that the model would get the 3 wounds allocated.
  9. Hi azmar, you should really format your text a little bit, it is really hard to read as a big block of text with 4 lists hidden inside it. 🙂
  10. Yes the idea is to have the two heroes getting stuck in as they're both relatively killy, helped further by a trait and artifact. A Sorceror would be my bet as well, though I wondered whether some among you would prefer the Chaos Lord to make use of the extra CPs. I mean, I could go the Ensorcelled - my friends would be kind enough to let me have the lances 'count as'. Just thought that as the list is living and dying on its charges, that I might as well go all in with that. With enough mounted units, I'd be looking to cycle charge the lance units. I won't have cutting edge S-tier lists as my opponents - if I do I'll play my Daughters of Khaine. This list is for the average person who may have semi-optimised. That being said, the idea is that this army has a fair bit of damage, and if I get 'pinned' in my deployment zone on turn one, all that means is I'll be within charge range on turn one or two. Besides, with Ravagers, I'd have the option of summoning around the table, so in theory be in a position to claw back some ground.
  11. hi sylv's I try create very competiv list on tournament. I have hard meta (city of sigmar, shoot tzeench, many naked dworf(3x20 elite bers), ork etc ) and skilled palyer: etc and london gt winner/top3. need advice. allariel i removed from list becose she's easy target for shoot drop (sylv have many pool choice and we cant control first turn) and i cant take her if path bcs she top caster - maybe mistake ? i think about: max kurnoth and max range atk. 1 list: winterleaf Atreelord general vesp gem + res kurnoth spell (easy forest and stomp) Drycha - nice shoot BranchWraf - free dryad Archrev - art frozen kernel Batle line 3x5 Angry Rev + outcast bat for cp and free art 10 dryad other 6 kurnoth scyte 6 kurnoth sword end. spell - hive in this list shoot only drycha and treelord staff 2 list: winterleaf Atreelord general res kurnoth spell Drycha - nice shoot BranchWraf Archrev - art frozen kernel Durty + art doppel cloak or ignore rend from shaysh (more shoot, more stomp) Batle line 3x5 Angry Rev + outcast bat for cp and free art other 6 kurnoth scyte 3 kurnoth sword end. spell - hive little more shoot and stomp but lost 3 kurnoth sword 3 list: winterleaf Atreelord general res kurnoth spell Drycha - nice shoot BranchWraf Archrev - art frozen kernel Batle line 3x5 Angry Rev other 9 kurnoth scyte 6 kurnoth sword end. spell - hive we lost durtu, cp and second art, but have more kurnoth in all 3 list we have small amount scoring body maybe need take 30 dryad like shield from shoot drop and mission 4 list: winterleaf Atreelord general res kurnoth spell Drycha - nice shoot BranchWraf Archrev - art frozen kernel Batle line 2x5 Angry Rev 30 dryad other 6 kurnoth scyte 6 kurnoth sword end. spell - hive all 4 list have many drop what u think ? what better in actual meta: more damage or more scoring unit? Maybe take allariel i love her very flexible summon only 80 point higher price compared to drycha ( if allariel survives the first turn) ps. sorry 4 my eng. )
  12. So I like the list I would go for a way to get the Lord on Mark hitting his hardest with a choice of Artefact that gives that (your preference). I prefer consistent damage over burst damage so I would do the knights with Ensorcelled weapons. This then combined with Slaanesh would give you exploding 6s and alot of attacks on the charge or when you are stuck in combat. Personally I don't like chosen but I know the mathammer is quite good. I would use the 130 to get a sorcerer involved in the list. Only thing to consider and this might not be prevalent in your scene is you could get pinned in your deployment by alpha striking armies or teleporting Tzeentch etc. So deployment will be a learning curve for you. Maurauders while very good in 40 blobs do die to a big hit of damage quite easily so holes could be formed by a well built list.
  13. Would you not be able to heal wounds from the first weapons when getting hit by the second weapon? By then, if we assume you took damage from the first weapons, then would your 6s not heal you then? I would normally allocate wounds after each weapon? Is that not the way it goes? EDIT: After looking some more the rules say: "Attacks are resolved one at a time using the following attack sequence" It would seem that attack #2 is healable... Basically you take one at a time... take one save at a time and I guess as soon as damage has been taken, the next save you take is able to heal the wound from previous attacks... right?
  14. Today
  15. You take 3 Damage. The point is allocating wounds is not at the same time as healing the wounds with the Diadem. Lets say you are attacked by 3 different weapons from one unit. You make Hit Rolls, Wound Rolls, Save Rolls (you heal wounds on the Diadem on 6 if wounds are allocated) and Damage Rolls for Weapon 1, the Damage that is caused goes into a Woundpool You make Hit Rolls, Wound Rolls, Save Rolls (you heal wounds on the Diadem on 6 if wounds are allocated) and Damage Rolls for Weapon 2, the Damage that is caused goes into a Woundpool You make Hit Rolls, Wound Rolls, Save Rolls (you heal wounds on the Diadem on 6 if wounds are allocated) and Damage Rolls for Weapon 3, the Damage that is caused goes into a Woundpool Now after all Three Weapons are rolled, you allocate the wounds from the woundpool one at the time to the model. After the Model hasn't allocated wounds when the save rolls were made there is no allocated wound healed, it doesn't reduce the wounds that are in the pool for later allocation.
  16. Ok - well here's a fanciful but fluffy list. Not for tournaments, just casual club play but hopefully with some bite. Two Battalions - thematic list. Legion: Ravagers Chaos Lord on Daemonic Mount (170)5 x Chaos Knights (either weapon, counts as) (180)5 x Chaos Knights (either weapon, counts as) (180)5 x Chaos Knights (either weapon, counts as) (180)1 x Chaos Chariots (120)Ruinbringer Warband (140) Chaos Lord on Karkadrak (250)20 x Chaos Marauders (150)5 x Chaos Marauder Horsemen (90)5 x Chaos Marauder Horsemen (90)5 x Chaos Chosen (140)Godsworn Champions of Ruin (180)Total: 1870 / 2000 Things to consider: This is a 3 drop army, with at least 3 CPs in turn one. Ruinbringer units have high armor and high health, which should allow them to survive and get more charges off. Deliberately opted for MSU for more D3s. Everything in the Godsworn battalion is essentially expendable, as it revolves around the damage of the Karkadrak anyway. For Ravager summons, I only have 20 x Marauder models waiting in the wings, though I guess one of the two Marauder Horsemen units would eventually die and be brought back on. I haven' t included Chaos Warriors because I find their warscroll doesn't reflect the badassery of the model - running them as Chosen instead. Questions for y'all: Spend the 130 remaining points? If I don't take a 3rd hero I would lose a command trait, an artifact, and a ravagers summon. Which marks? Slaanesh seems the best to me what with the extra attacks and rerolling charges, but without a warshrine - maybe undivided or tzeentch for durability? Which artifacts? Chamon or Ulgu would be the realms of choice because of the -3 rend item that I would give the Karkadrak. Any other tips/changes?
  17. Side note but I really prefer damage spillover in AOS. For one thing it makes me think of Sauron swinging his mace at the black gate, smashing aside Elves and Men. Really evocative. For two it stops the weird perverse incentives in other systems where high damage weapons are less valuable against a lot of targets because high damage is wasted, where in the novels for example we see railguns blasting through 3 tanks at a time or plasma bolts going through other guardsmen beyond the initial target.
  18. In case anyone else was considering spite tyrant marauders
  19. Il would swap the items. The -3 rend weapon on the demon prince claws attacks will make a incredible killing machine, and the unmodifiable save for the chaos lord will make him very very very VERY hard to shift.
  20. I used to have the same thoughts as the OP in regards to having both 'to hit' and 'to wound' as being rather pointless, but as others have already stated and i guess ill re-echo, I think it's to add a little more granularity and tuning to the D6 system. An example would be say DoK's Blood Rites ability, on turn 3 they get +1 to hit and on turn 4 they get plus +1 to wound. If say, you only had a +1 'to damage' roll, it would be a lot more of a buff on turn 3 and would be harder to tone down, it would be less tune-able in that sense. Sure you could argue that you could just get +1 'to damage' on turn 3 and turn 4... but that would be a lot less immersive and given how other buffs work with, 'to hit' and 'to wound' a little differently, it would be less tune-able overall. I hope that makes sense.
  21. First the corerules say this. It's allowed to give them a Grandblade but you have to show them at the model (wysiwyg). If not shown on the model it's basicly the standard weapons. In the FAQ it's mostly specified for the champion
  22. If you look at the weapon picture in the stat section of the 1st card on that row, it looks like they gave the 2" range 2-handed staff stats to the guy that is dual-wielding in the picture in that card... Yet the 3rd card in that row has the picture of a 2-handed staff model yet only have 1" range... and the middle card on the row has the 2-handed staff picture and 2" range. So it seems there is some inconsistency between the range stats and for what weapon, that's what leads me to believe they got the 1st and 3rd cards stats the wrong way around.
  23. Lost 2 games with a quite similar list. One is against Grey Water with long side deployment. They shot 40+ inches which make it eventually impossible to hide from the volley the first turn. Another time against SE with Raptors. They just landed the first turn and killed about 400 points of my balloons. I still think we need some Alpha Strike ability and much less deployments... Otherwise it is no hope against some competitive long range/ deep dive alpha-strike list.
  24. The second row from the top? I don't see what you mean. They only differ in range and amount of attacks, don't they?
  25. A few games in with these guys now and while I'm digging them on the whole there is something lacking & I can't put my finger on it. I don't play competitively so can't speak to them on that front, however they seem like a weaker Stormcast. There is no doubt I need to tweak my deck & likely need to adjust my play style but am hoping the new Ork warband brings me what I need!
  26. I know they FAQ'd it the other way, but what does everyone think about Infernal Enrapturess going back to the broken way and each one generating depravity equal to the number of Enrapturess' you bring? Assuming you lose none before your hero phase you can generate 36 depravity with 6 Enrapturess, which means at the earliest you could summon a Keeper at the end of your second hero phase. It also means you can't have any other heros in your army and lose all other hero options until later. It cannot be modified by the Syll'Esskan host.
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