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XReN

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Everything posted by XReN

  1. You won't find clear answer to it, however in my opinion the trigger of the ability is "after this unit has been picked to fight" and "after all of its attacks have been resolved" is a timing clarification when you use this ability. So I'd say that you can zap the doppelganger wearing hero. If you don't come to an agreement with your opponent than you can do this: position your evocators in a way you can resolve attacks against some other unit and be within 3" of that hero after charge or piling in so you can use lightning arc freely no matter what. Here is a wording for reference for all other folks who might participate in discussion, with 2nd sentence changed to how it's written in latest FAQ: Celestial Lightning Arc: Evocators summon bands of celestial lightning that arc around their weapons. You can re-roll save rolls of 1 for attacks made with missile weapons that target this unit. In addition, after this unit has been picked to fight for the first time in a phase, after all of its attacks have been resolved, you can pick 1 enemy unit within 3" of this unit. If you do so, roll 2 dice for each model in this unit. For each 4+ that enemy unit suffers 1 mortal wound.
  2. To make it as clear as possible and avoid cheeky plays where someone might hide closest model behind LoS block to prevent opponent from shooting a unit: It is your model to any model in enemy's unit, not closest, any model will do.
  3. Checked the core rules, it's on individual models. "MISSILE WEAPONS In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon (if unsure, stoop down and look from behind the shooting model to see if a model from the target unit is visible). For the purposes of determining visibility, a model can see through other models in its unit."
  4. You must be really confused by other wargames. It's all very simple actually. Range is measured individually from model to unit, each model that reaches target unit - can shoot, other models - can't. LoS is checked by looking if a straight line can be drawn from any part of one model to any part of the other. It's also checked from model to target unit individually. Damage can be allocated to models that are out of range and/or LoS. Hope it makes the case clear.
  5. Yep, against proper targets - hordes I always had 6-7 attacks per decimator on average. However Maces are truly a must, back in the 1st edition I had 5 decimators kill drycha with them - a feat they won't be capable of with only axes.
  6. No, Spellportal allows to measure range and visibility through it, but the distance from the caster within which you must set up the spell is neither of those things.
  7. To explain myself a little - I'm really sensitive when it comes to Stormcast conversions and Lore, can't do anything about that. However I appreciate those things for amount of work and skill put into it - and yours are top notch, keep doing what you are doing. Now considering war's wear and tear on stormcasts: there are a few things we have established about SCE "logistics" - lords Castellant's Lanterns are capable of healing wounds and repairing armor, knights Venator have self-refiling quivers, Prosecutor's weapons come down from Azyr into their hands as thunderbolts. And sigmarite is very sturdy, smithed into it's forms by demigod blacksmiths and sometimes exposed to Azyr's tempests - not the type of material you imagine would brake easily.
  8. The idea of hero customisation is just gold, other units - not so much. Stormcast are a combined arms force and shoving bolt pistols left right and centre is not really that. If compared to Space Marines - they are not normal Astartes, they are Primaris, where a unit is above individual. To me it doesn't seem like your friend loves the lore, otherwise he would have appreciated it for what it is as there is a reason for everything in Stormcast's arms and armor and mounts. The rant is over, I had to take it out of my system. You've got a typo in "Knight Venator" on "heroes of legend" page
  9. Really nice paintjob! On the Deathriders - it's pretty dull, you just buff them with everything you can and charge in, retreat next turn and repeat. With extra attack and improved rend they will start dealing some good damage. Their main difference from other Ossiarch units are the speed and ability to cycle-charge with battalion (as well as free mortal wounds from bringing it), both are great and I don't think you will have regrets running mass Deathriders.
  10. Jesus, are we doing this topic AGAIN? XD I'm going to tell you folks about the game that happened last Sunday, my friend and I were participaiting in 2 vs 2 teams tournament and went against Mawtribes pure Beastclaw with Warclans pure Bonesplitters. I played FEC with a ton of endless spells and my teammate had Seraphon with Gotrek Our opponents had less drops than us so they were deciding who goes first. Right from deployment stage we decided to gamble on our opponents either taking first turn or not getting double turn. Our opponents got the double turn and we got our asses handed to us. Why so? We haven't set up screens properly even though we had the models to set up 2 layers of chaff, instead we went wide - that was a mistake. I proposed setting up a ghoul king at the front just to hit Savage orks on boars with gemenids turn 1 but in the end decided not to because of possibility that enemy team will take first turn - that was a mistake. Instead of debuffing those Boar boys with -1 to hit from skink hero we did arrow boys - that was a mistake. This game could have went differently, instead we overexposed and misplayed our positioning and magic. Getting everything tabled except Gotrek is not the double turn's fault, it's fully on us.
  11. XReN

    11.jpeg

    @JackStreicher lovely work, could you share your bone recipe?
  12. My take on Stalliarch Lords made out of boredom: Allegiance: Ossiarch Bonereapers- Legion: Stalliarch LordsLeadersArch-Kavalos Zandtos (220)Mortisan Soulmason (140)- Artefact: Soul Reservoir- Lore of Mortisans: Empower Nadirite WeaponsMortisan Boneshaper (130)- Artefact: Lode of Saturation- Lore of Mortisans: Arcane CommandMortisan Soulreaper (120)- General- Trait: Twisted Challenge- Lore of Mortisans: Protection of NagashBattleline20 x Mortek Guard (260)- Nadirite Blade and Shield20 x Mortek Guard (260)- Nadirite Blade and Shield5 x Kavalos Deathriders (180)- Nadirite Blade and ShieldUnits3 x Necropolis Stalkers (200)3 x Necropolis Stalkers (200)2 x Morghast Harbingers (210)- Spirit HalberdsBattalionsKatakrosian Deathglaive (80)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 113 The idea is to game the battletome and have 2 vanilla artefacts as well as +1 attack CA and I thought that run and charge would stack well with killy constructs battalion, so between pre game move, Lords' passive, +3" CA and re-roll run and charge rolls from Stalkers we are looking at 1st turn charges which at the very least will make opponent set up conservatively and allow us to surge for objectives. Soulreaper is there to fill up the points.
  13. It is better. But I'll personaly will build Falcions as well. For the looks and extra rend.
  14. First question: Archaon's ability is a re-roll, not a modifier so it can only ever affect natural sixes and if a reroll ends up as a fail - it's a fail, no "6-always-hits" applied. Second question: it does count as a single reroll allowed per die. Conclusion: it is okay and probably within the intentions of rule writers.
  15. Yes, usually those abilities worded the way you can either return models with full wounds or heal wounds allocated, but never both. Like you can't heal a Black Knight that had 1 wound allocated to him and ressurect another one with 1 use of Arkhan's ability.
  16. XReN

    Some questions

    1) It will be a succesfull charge, double "1"s are not "always fail" 2) But for to hit, to wound and save rolls "1"s are "always fail". Also for to hit and to wound rolls a "6" is "always success" 3) You allocate each model's attacks however you want, you are only obligated to roll for those attacks if enemy models are within weapon's reach.
  17. It is definetly still good, however where I play the main gatekeeper army are bonesplitters and 30 arrowboys don't care about doppelganger cloak so I usually run Miasmatic Blade.
  18. It might be new info to you - it was changed in Errata so it's one use only, before nerf it was my go-to choice https://www.warhammer-community.com/wp-content/uploads/2018/12/age_of_sigmar_malign_sorcery_errata_en.pdf
  19. Probably this one: Spell choice matters very little as you want +1 attack and 5+ ignore damage over everything else, but Deranged Transformation and Spectral Host IMO are good choices For artefacts you can go for any defensive one on GKoTG. For command trait you can give either of Ghoul Kings Dark Wiradry or give Majestic Horror to GKoTG. You also must get Arch Regent into your collection either by buying him from someone somewhere or conversing from something.
  20. They do have good damage output when buffed, even slightly more than grimghast in points per model, however: they only shine when they get extra attack which OB could easily deny by shooting KoS with Crawlers. Also the bigger unit you bring back from the grave the more value you get from your CPs.
  21. Unfortunately not really talented with drawing I'll also update my post in a minute, a friend of mine want some dice too.
  22. I'm down for 40 black-red and 20 black-purple or swirling purple with gold pips EDIT: And I'll need another 60 black-red
  23. I believe that the right way to do it is by executing each bite one by one, so you can pick the same model multiple times of needed
  24. I suggest you listen to @Thamalys advice on artefacts and bringing Spirit Torment - take him instead of one of the KoS as you won't have so much CP's to use 2 or more KoS CA a phase anyway even with Brooch. Against OBR you may need to bring Reikenor just to cast save debuff as reliable as possible, otherwise you won't crack Petrifex Mortek Guards. And I suggest that you drop Myr Banshees for another 10 Grimghasts and upgrade Coach to Mourngul.
  25. Second list is far better. Problems with first are lack of extra CP and 3 model flayer units that might end up with objective guarding duty where they will die as easy as 10 ghouls without doing significant impact. In the second list you have much more CPs to use feeding frenzy and royal mordants will allow you to royaly mess up your opponent with 28 move on flayers. Also much more bodies to hold objectives. But I suggest few changes in spell composition: change Regent's spell from Spectral Host to Deranged Transformation and give Spectral Host to TG. Reason is that Transformation will on average give you more extra inches of movement on horrors/flayers and you can still shoot after that, GKs on TG and on foot will always cast their signature spells because they are better than what's in the Lore but at the same time will play mindgames with opponent who will be afraid that TG can run and charge if he casts Host. And if you really want a speed buff to TG - take Thermalrider Cloak from Aqshy instead of Doppelganger.
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