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Gottkaiser

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Posts posted by Gottkaiser

  1. 8 hours ago, Sleboda said:

    Souretongue question -

    Does he inspire only after the Activation is complete?

     

    If not, there is no reason to ever look at his uninspired card face. He inspires after "an activation" which means even if the opponent goes first, he inspires instantly. The only way to get a shot at him on one Dodge is to hit him with your first attacker and rule that he doesn't inspire until the activation is fully completed.

    Yes, he only inspires after the first activation is completed. So at least for the first activation in the game, you use his uninspired side. 

  2. 9 hours ago, froo said:

    I was thinking about it this afternoon. I think Deathly Fortitude is going to be baller on the Fanatic. Great Fortitude might be ok too - but Deathly seems like an auto include for him. There's no downside

    You can combine that with sudden growth to get a fanatic with 7 wounds and no downside. With his 3 Dodge defense, he should be quite hard to get out of the way...

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  3. Instead of 2 units of judicators, I would rather go with Judicators and a ballista. That gives you a little bit more shooting power against armored targets.

    I'm honestly not a fan of 2 blocks of 20 Sequitors as this leaves you with the evos (+ the missing units for 340 points) to guard the objectives. I would rather go with 20 Sequitors, 5 Sequitors, 10 Evocators, 5 Evocators. You reduce your hitpoints a little, but you get additional mortal wounds.

    With these changes, you have 160 points left  to use for whatever you like, maybe you can still go for your second unit of Judicators or fit in a Lord Relictor or a castellant.

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  4. 12 minutes ago, Prexxus said:

    Yeah I just read up on it and I'm starting to understand much more.  I'm still at a loss though. I've been trying to understand exactly how Gavriel gives you a guaranteed charge and how to use it properly. His rules say he adds +3 to a charge roll to anyone within 9" and I read somewhere that this stacks with the army alliegance ability so it brings it to +6. 

    Sorry for the big noobiness I'm pretty clueless. Hopefully after my first game next week I'll have a much firmer grasp on the rules and tactics of the game. 

    Everybody has to start, and that's what Forums are for ;)
    You can stack Gavriels Command Ability as long as you have enough command points, so it's not to uncommen to start with 3 command points, which would allow you to scion in and give everyone in 12" (not 9", that's the distance to the enemy) an automatic charge success.

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  5. 14 hours ago, AdamR said:

    They are worse against 4+ or better with rerolls though.

    I think a 50:50 split is probably best for an all comers list.

    You mean if the opponent gets a reroll to the armour save? Are there that many units doing that, apart from Fyreslayers?

    And on the other hand, the Grandstaves are better against units with an immunity against rend, like Nighthaunt

  6. 1 hour ago, Lexalopolis said:

    For Evocators a lot of people favor the increased range and damage of the staves. Typically I would go for rend over damage, but a 2" range means they can attack over a 40mm base, and with Nighthaunt and a rend immunity artefacts running around damage might be the way to go. Haven't done the math yet but I've heard the staves come out ahead.

    The rend only factors in if you are fighting a target with a 2+ Save. At 3+ they are even, at 4+ or worse the grandstaves come out on top (no rerolls factored in).

  7. I haven't factored in the possibility of rerolls, but without them, the sequitors are a little bit better off with the sword and the max. number of greatmauls, the evocators do better with the grand staves. In both cases the difference isn't too big, but it's there.

    I don't know if everyone agrees on the Hallowed Knights, but it reads like this to me and that is rather sad.

    List looks good for a 1k game.

  8. 16 minutes ago, JackStreicher said:

    And that‘s Different with archers? Don‘t let them be charged. No unit offers all the versatility you need for all scenarios.

    the ballistas Deal about 11 wounds to a 4+ save, while archers for the same cost do about 5. Additionally you can thunder/teleport your ballista Batterie where you need them.

    srsly trying to talk this artillery down is nonsense. It‘s way undercostet, period.

    You may think it's undercosted, alright, but please keep the numbers right for your argument.

    4 Ballista shots with an ordinator mak 2 hits, turning into 7 hits, making 4.67 wound, killing about 4 models with 1wound/4+ save. If you add in the battleshock test, at bravery 6 there will be another 1.5 dead. So the number is HALF of the one you proclaim.

    If your numbers refer to 3 Ballistas + Ordinator like earlier on, then please compare the points you are spending with any other unit for 440 points an look if they are capable of doing as much damage. There are so many cases where this is true, so the ballista isn't really off scale.

    Is the Ballista a good unit? Yes it is, is it so broken the points must be fixed? Imvao no.

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