PJetski Posted June 3, 2019 Share Posted June 3, 2019 Definitely has to be the Fyreslayers. Multiple +1 save buffs Easy access to reroll 1s -1 hit debuff prayer Big 14 wound monsters that reduce rend by 1 Hermdar trait to reduce enemy wound rolls and strike first in combat An artefact that makes your army shrug spells on a 4+ Powerhouse infantry unit that ignores all wounds on a 4+ Undispellable wall that blocks movement and line of sight They are an incredibly tough nut to crack. Quote Link to comment Share on other sites More sharing options...
ledha Posted June 5, 2019 Share Posted June 5, 2019 On 6/3/2019 at 10:35 AM, Thenord said: How do they do this, I can only see Heartguard zerkers getting a 4+ (battlesmith) and a 4++ (if they're close to hero)? +1 with battlesmith (aoe) +1 with prayer +1 with runesmitter one-time-per-game ability (aoe) +1 with forge brethen Note that forge brethen work in ennemy phase until your own so if your opponent have a double turn, you actually have a +5 save to a unit or at least +2 to the save of several units and three +1 bonus to who you want. So vulkite berserkers in cover can reach a -2+ save. Quote Link to comment Share on other sites More sharing options...
Redmanphill Posted June 6, 2019 Share Posted June 6, 2019 I really think you need to define what resilience means here. A similarly pointed 2 wound model with a 4+ save is only as resilient as a model with four wounds and no save. There are two ways of considering resilience, base number of wounds versus quality of saves. Then factor things in like -1 to hit, -1 to wound. rend, healing, resurrecting and ethereal and you get a very complex formula. Fyreslayers at first glance are very resilient but consider a block of Chainrasps that are being returned to play at a steady pace , have -1 to wound and have a 5+(6+) save with no modifiers being allowed. That makes for an interesting comparison. Quote Link to comment Share on other sites More sharing options...
Arael Posted June 6, 2019 Share Posted June 6, 2019 12 hours ago, Redmanphill said: I really think you need to define what resilience means here. A similarly pointed 2 wound model with a 4+ save is only as resilient as a model with four wounds and no save. There are two ways of considering resilience, base number of wounds versus quality of saves. Then factor things in like -1 to hit, -1 to wound. rend, healing, resurrecting and ethereal and you get a very complex formula. Fyreslayers at first glance are very resilient but consider a block of Chainrasps that are being returned to play at a steady pace , have -1 to wound and have a 5+(6+) save with no modifiers being allowed. That makes for an interesting comparison. You should consider this unit will be vaporized in 1 phase by the aforementioned heartguard unit, they will do 120 attack (always strike first attack 2 times x phase) and u will receive 40 mw even before they start to roll to wound.....(any 6 to hit 2mw, range 2" on their weapons). That unit is simply wrong, impossible resilience and devastating offense Quote Link to comment Share on other sites More sharing options...
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