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JackStreicher

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Everything posted by JackStreicher

  1. It even survived several 5β€œ catapult shots of the Arachnarok! The black Orks never got to hit back since he didn’t do well on armour saves.
  2. And another game VS Orcs! short summary: we tried to move as strategically as possible, his Arachnarok failed her charge twice (by 0.5-1 inches). She tried to engage the Foot knights. My cannon malfunctioned which resulted in self destruct. My sorceress kept the β€žThe lady commands YOU SHALL NOT CHARGEβ€œ constantly applied to the black orcs, she also used the crystal column at the beginning. The fanatics broke through the Duke, the arachnarok and the foot knights. They neither wounded the duke nor the Arachnarok but wounded the foot knights 12 times. The Ladyβ€˜s grace granted me 8 5+ wards and they fought another day! When the Arachnarok fled (losing by 3), I didn’t catch her. In his turn he failed to rally her and He gave up. Yet we continued acting like she had rallied. His giant killed the Questing Knights requiring two turns to do so though! (They only did 2 damage, despite the charge) A turn later the game was over: his right flank mostly fell. His black orcs were utterly slaughtered by the block of peasants and a flank charge of the knights. The game was fun but was diminished by his rolls. He rolled horribly. Always 10+ for LD (twice due to the bsb) hit rally badly and couldn’t get spells through or ban them. The sorceress was ace with a magic weapon and spectral doppelgΓ€nger (she killed around 12 Black Orcs just by herself across 2 turns of combat) images
  3. Mixed results. It’ve killed a dragon, a sphinx, a hero, chariots. It was pretty solid. Last game it did nothing ^^
  4. Is there any way to make those peasants inmune to psychology? (Spells?) btw: nice models!
  5. After quie some games I've come to the following conclusion: (-> points at the reasoning) - If your unit is supposed to be a hammer go 7-10 wide. -> Maximizing attacks - If your unit has a low model count (10-15) and is a hammer: 10 wide. -> Maximizing attacks since rank bonus won't help a lot anyways - if the unit is supposed to tank/tarpit: 5 wide (4wide for heavy infantry) -> Offer less Models in contact, so the enemy gets less models striking with all of their attacks. - If the unit has no volley fire and can only be taken in units of 10: 10 wide -> So you don't lose out on shots -If the unit is a lance: Take either 5 or 7 Models -> Every Model is in the fighting rank. Every additional model lessens efficiency, though having a reserve isn't bad. -Volley Fire units should go as wide as possible, yet aiming for an odd number of models for their width -> Volley fire allows the ranks after the first to fire with half their models (rounding up), so chosing an odd number minimizes the amount of models in the 2.-n. ranks that can't shoot. (It also depends on how many ranks you will have) unit sizes: I most often end up having units of 10, 17, 20, 24, 26 depending on point investments.
  6. There're no decent horses that don't require major changes to work. Maybe the Marshal on Horse's horse (can'T remeber how many parts where glued "into" the horse)
  7. I did it’s just a lot of effort to make her work in AoS and TOW
  8. The locket doesn’t work vs killing blow youβ€˜d need the anointed armour for that. It’s kind of weird that the game has barely any killing blow defense while killing blow is more prevalent than multiple wounds. Sadly no, the Scenario we rolled for made them utterly useless (diagonal deployment, 12β€œ from the enemy with units being forced into reserve) I have considered that, yet the blade makes him a monster killer which doesn’t rely on rolling 6s πŸ€” (I can’t roll a 6 on the wound roll apparently xD) Why would I? It was constructive feedback! I use the cannons to threaten his monsters even more or to snipe a badly placed character (technically you can let it bounce into combat as well, which is nice) I worked on another list (which falls apart when I fail a single terror check xD) Army plan: The big block won’t flee, ever. It has 2x stubborn, a lady that can deal 2D6 S5 rend 1 attacks via assailment spell, and a bsb. The unit has LD 10 due to the Sergeant + Horde. My smash Duke is back (Iβ€˜ve to check if the anointed armour can be taken, it might be a bug in the list builder). Lots of Knights And a cannon to pressure my opponent. (the cannon could be switched for something else, I don’t have any more knight models though xD) kingdom-of-bretonnia.txt
  9. Thx for the input! I might ditch the baron and add two more lances for a start. The witch hunter has to go sadly (those are so cool!) rules question: Can a Prophetess use her ability β€šShield of the Ladyβ€˜ when sheβ€˜s part of a men-at-arms unit that has one model with a chivalrous vow joined to it?
  10. Updated the post. I usually play a mix of narrative, looking good on the table and efficiency.
  11. Nope, we simply played rules wrong which warped the game + insane rolls (he always rolls absurdly) combined with some super undercosted units which are bonkers (it’s not fun to have 3+ mortal wound and monster slayer threats every game, but that’s the models he has and they’re too Point efficient to ditch them) His rolls, you don’t know the half of it. It’s a constant thing and it’s not his dice. lists, khemri - Mortuary Cult: lv 4 Hierophant with flying carpet 2x Mages lv 1, one mounted 1x Mage lv 1 with the Battle Standard (illusion) 1x Necrotect 30+ skeletons (bsb and Necrotect in there) 1x casket of souls 6x Ushabti with bows 2x Tomb Scorpions 1x Necrosphinx my list: 1x Ogre Blade rage duke on pegasus 1x Baron with monster slaying on pegasus 1x lv4 illusion Prophetess 1x lv1 battle magic damsel 2x 20 Men-at-arms 2x 6 Knights of the realm 1x Pegasus knights 1x Ally dwarf cannon (I don’t own a trebuchet) 1x Witch hunter 2x5 squires
  12. This is the Thread for anything Dark Elves! Welcome Druchii.
  13. Agreed! Just have a look at the Necrotect's rules and tell me how that hero, handing out one of the best double-buffs of the whole game can be that cheap. also a max-size for most units. (Only zombies have that iirc)
  14. My Pegasus Knight(s) (only one survived) bound it in combat for 4 turns but couldn't kill it (healing, just too much healing everywhere). The One-Punch-Duke is ace! He pretty much carried my entire game.. That's as nasty as I can get. (I could also add another cannon, but that's entering the powergaming territory which I don't like) ^^ I'd won the game if we didn't play "remains in play" spells as we did. (the -1 to hit and 6+ ward would've been banned starting turn 2 or 3 which would have allowed me to slaughter all his mages and monsters with my heroes) Imo Grail Knights aren't good. One wound, two attacks. They don't do that much, die quickly and cost a lot of real money. Knights In general are super swingy due to their low volume of attacks. Well I still like my Brets, I'll test Exiles/Crusaders soonish to see if they can pack a punch worthxy of Bretonnia!
  15. Had a game vs Tomb Kings. Edit: - We played 2 rules wrong: Remains in play spells being un-dispellable (my opponent was really sure and I couldn’t find the rule) - Tomb Scorpions initiative checks Edited out the rant, it was unjustly, the lady forbids!
  16. Indeed. That's why I think there's good arguments for how it works narratively in both cases. I imagine that the attack hits with such force that it's actively driving back surrounding models creating the "superiority" advantage for the combat resolution. Or imagine someone hitting the Troll your right with such force that this massive creature is thrown backwards - That's breaking morale right there!
  17. Exactly. It's not overkill, it's not spill over it's not even lost wounds. It's a direct Combat Resolution Modifier.
  18. You do not take a wound, that's the thing (regeneration prevents that). Regeneration does not talk about wounds, it says "add the DAMABGE" to the combat res. So all arguments concerning wounds are null and void. ^^ I am 100% certain that it works the way @Tonhel described judging by the rules.
  19. indeed, however there is no such rule (that's the whole issue I believe) It would be sensible to say that the combat score, per attack, taht is generated by regeneration cannot exceed a target models wound characteristic. However I am fine with it either way, it's a rather niche non-issue On the contrary the way it works right now adds a lot more thought to regeneration as a whole (and tbf regeneration saves don't seem to cost much at all)
  20. Bloody hell. Iβ€˜ve just finished the new questing knight and boy, parts break from just looking at them. The crossguard of mine simply fell off so I had to fix it with a prayer beads. Itβ€˜s pain
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