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jackmcmahon

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Posts posted by jackmcmahon

  1. I'd like to see this been take on summoning: collect tithe somehow new. Possibly killing certain types of units: hero wizard battleline etc. At end of any phase, once per game you summon their centerpiece model. This is a multi-model unit like morathis two forms that is stronger based on how much tithe you've accumulated. 1=oh it's just a skeletal gryph-hound. Two: oh skelephant! Three: construct wrecking ball!! Four: full on rolling watchtower of bone like above^^ all these sold in one/two kits in place of scenery.

  2. Yup that's the plan.  The plan is unit A from battalion A chills w unit A from battalion B and C.  Unit B from battalion A chills w u unit B from battalion B and C etc.  So I have 3 groups of 15 spites projecting 3d3 and the spell going where it'll be most effective.  

    I am aware of command point to not battleshocks, but forcing them to use their command point on battleshock has an opportunity cost for them and there are three areas across the board doing this.

    This being said, I did say my plan was to drink enough white claws to not remember my losses.

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  3. Haven't committed to next army, but I'll be coming off Slaanesh when I do, so a fun one will likely be next.  Ironbark is one of the option I have written up.  I have 3 outcast battalions, Penumbral engine and brooch in the list to have command ability spam ready for troublesome units.  I plan to use it on big single monsters, while 3outcasts + endless spell tree apply 4d3 additional units running from failed battleshocks.  Heroes casting bravery debuffs to try to ensure they at least lose one model (which turns into ~9).  With 9 separate units of spite revenants being the major part of the army, I want to paint their Woody claws white, bring $100 worth of white claws to tournament, not remember my losses.

  4. 17 minutes ago, Popisdead said:

    While I always side with "rend is king" you don't think there is any mileage with the 3" reach of the whips even with a big unit, you may get them all in attacking.  Just a random thought i had while reading warscrolls.

    If you can pile in from 6" with battalion, you can also attack them at 2.9in away so only 1 rank of the enemy attacks back.

  5. 2 hours ago, Magnus The Blue said:

    I think switching to helstriders (over Daemonettes) will help lots.  40 of them are going to be more survivable than your 80 Deamonettes, a bit cheaper, much faster and harder hitting.  Also, they aren't daemons, so don't get as ruined as easily by the Basilidons and are effective in smaller units so don't suffer as much from battleshock.

    With lots of casters and generally only ok spells, endless spells are also potentially invaluable.  For only 30 points a well placed Prismatic Palisade can really mess is any opponent attempting to castle up and hurt you from range.  Aethervoid pendulum is also great for shifting an opponent thats squished together. Germinds do a bit of both with some damage and the light one effects shooting, making the Basillidons only hit on 5+.

    Ooh good point here.  Dispelling endless spells also screws up their summoning by giving them less casts to change into points.

  6. I played one game vs thunderquake at 1750 I think.  I just kept charging in exalted seeker chariots to stop them from shooting other stuff while I had objectives.  His t1 he popped 24 dnettes so figured I'd just try to have the majority for three turns.  Lord of chaos was in there, too.  His turning into spawn means even if a shooting unit kills him in one turn, they still have another unit holding them down for another turn.

  7. 41 minutes ago, swarmofseals said:

    2 Solar Engines should kill 11.67 daemonettes per round of shooting on average. If your opponent was regularly killing 30 in one go then he got very, very lucky.

    Looks like he MAY have had thunderquake battalion? Rerolls can up that to 17.5 on 7 attacks each.  Anything with random attack amounts can swing a lot more than average since it isn't just pass/fail of hits and wounds.  

  8. 51 minutes ago, Enoby said:

    Anyone found a solid way to deal with Hearthguard beserkers? They seem very tough to kill and do a load of damage back so we can't safely stay in combat with them.

    Have not played vs them. 

    Here is my guess anyway: go for their support.  Possibly tie them up with weak units until you've taken enough of their other units out to focus them down with a huge force.

      If it's for games where you know each other's faction before going into game: endless spells.

    Purple sun to "slay" and go around their 4+ fnp

    Geminids /boc horn to debuff them

    Non-predatory spells to lock them into a non-strategic area.

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  9. 11 minutes ago, MattyP said:

    It says "add 1 to attacks characteristic of this units melee weapons in the next combat phase".... So if they are in combat for 3 combat phases (doesn't specify mine or opponent's) and a model is slain each phase then they'd get  4 attacks each in 4th combat phase....doesn't say it goes away.  Not understanding how the buff is wasted 

    It says next combat phase specifically, so if they kill in first combat phase the buff is specifically for the second combat phase (next) and not the third, 4th, etc 

  10. 18 minutes ago, Yoid said:

    So guys. When you get Daemonettes or Seekers back with the Icon effect (in a 1 on a battleshock test) can you get back the champion, musician, banner or other icons that has been slain? I cannot find an old FAQ or something that clarify this, but since all daemons do the same, i think is probably already somwhere. Otherwhise it would bring back only regular Daemonettes or Seekers i assume, but i see a lot of people fishing for the 1 when the unit is almost depleted and about to run, like leaving only the Icon as the last model of the unit in the table, so i wonder if you can bring back the other special models that are dead.

    You can, but the warscroll has limits on how many of each leader/bearer can be in unit so no brining back 6 leaders with +1 attack each.

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