Gottkaiser
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Posts posted by Gottkaiser
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Yes, if the attack has a range characteristic of 3 or more, they don't benefit from those cards, no matter how close the target is. Nighvault FAQ 1.0, Page 2, 3. Question
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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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The models are lovely, the inspire condition is nice and they look just like a lot of fun. Swarm the enemy and take him down with 1000 little cuts
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33 minutes ago, Nos said:
Apart from Mortal Wounds what can reliably kill Sequitors with SD rerolling armour saves? Mine are essentially immortal at present
[Noob Mode] What is SD?
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Why would you place the greatmaces in the front line? I try to put the normal maces/swords in the front line and the greatmaces right behind them. That way you can make more attaacks and use the 2" reach of the greatmaces
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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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The raptors don't count as moved after they scioned in, though they may not move any further in the movement phase.
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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.- 1
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The way I understand it, they would cancel each other out, so if you fail 3 Saves and roll 3 times 7+, none of your guys gets hurt.
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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
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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).
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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.
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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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Ah, good to know. But where does the -2 to hit come from? Shock and Awe gives the enemy -1, the only other modifier I can find are the -1 to shooting from the protectors...
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Where can I find the Warscroll for the Skyborne? I see the points in the battletome, but can't find the battalion in the book.
If it isn't in the book, are there other formations I'm missing (too lazy right now to compare points list with battalions).
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Why wouldn't the Evocators hit anything? If you equip them with Grandstaves, they have 2" reach and can hit from second row. They are far superior to Protectors.
Let's Chat Zarbag's Gits
in Underworlds
Posted
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.