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JackStreicher

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Posts posted by JackStreicher

  1. 3 hours ago, Mordeus said:

    Hopefully we get a nice little point balance in the not so distant future! Some units could definitely use a readjustment. I know its hard to balance such a huge game, but dealing with the most outrageous cases is already a good step forward. 

    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)

    • Like 1
  2. 27 minutes ago, silverstu said:

    Sounds a bit grim!Haven't played in an age but can you take out his Altar with one of your flying units/characters/trebuchet? Also I've found when my army is outclassed by my opponents army Ive had to lean in on the more nastier/destructive elements. I don't know Brets but are there other units that hit hard? Like Grail Knights or Questing Knights? Lord on a griffon?

    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!

     

     

    • Like 2
  3. 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!

    Spoiler

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    • Like 1
    • Sad 1
  4. 21 minutes ago, Tonhel said:

    I  kinda see the logic in it. The wound is still caused, even when you are regenerating the wound. The damage is done and you are weakend, regenerating takes its time. It's not an armour save or ward save. It's a nice bonus to have, but it isn't as poweful as a ward and has an impact on CR.

    Also for undead it has a huge impact on the unstable rule. Either way lots of dead zombies. 🙂

    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! :D

     

    • LOVE IT! 1
  5. 6 minutes ago, Wnerva said:

    yyyy... i cant take 2 wounds if i have 1 wound on my profile. It would be madness. Its not a challenge, so there is no overkill.

    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.

    • Thanks 1
  6. 1 hour ago, JerekKruger said:

    In your example @JackStreicher if say yes, 8 wounds are counted towards combat resolution. Technically I would argue that attacks should be resolved one by one, and determine the effect of the multiple wounds rule based on the remaining wounds at the time when the regeneration save is made

    indeed, however there is no such rule (that's the whole issue I believe) :D

    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:D

     

    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) :D

     

     

  7. 5 minutes ago, Garrac said:

    Btw, the new necromunda rats are FW resin

    imagen.png.3f227d326d71df8544b25f3d8fb2af52.png

    Bloody hell. I‘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.

     

    It‘s pain

  8. AoS is both. If they manage to write Characters that are not completely and utterly stupid or irrational those Campaign Books would be great. However the Dawnbringer books were quite bad.
    Characters making the most stupid of decisions (caution in a world of magical beasts that want to kill you 24/7!? NOT WITH ME CHARGE!!!!), all humans being super open to joining any cult that pops up. And yeah we have to include ALL them named Characters and force them into the story, it's VERY LIKELY that they will encounter just about everyone in realms with almost infinite size.

    I'd prefer another Malign Portents Campaign over the whole Dawnbringer Series.

    • Like 1
    • Thanks 1
  9. Question

     

    Q: If a model with the Regeneration (X+) special rule passes
    its Regeneration save against an attack with the Multiple Wounds (X) special rule, do I still need to roll the dice if the number of Multiple Wounds is generated by a dice roll?
    A: Yes. Even though the wounds were saved, they will still count towards the combat result.

     

     

     

     

    RAW I can roll this vs one wound models as well. I want to know if there’s an actual rule forbidding it.

     

    Different example. You wield multi damage (D3) weapon. You attack a troll, the troll regenerates 2 wounds, you roll a 5 for the damage which counts directly towards combat res. The third wound he does not save and you deal 3 damage. So you‘ve scored a total of 8 combat res.

     

    Rules that DO NOT clarify this: Challenges (has nothing to do with it since it isn’t overkill), Multiple Wounds (only covers spill over), DuH iT‘S a oNe WoUnD MoDeL (yeah, read the faq)

     

    Your opinion?

    I can see both, multi-combat-res by killing one wound models and not generating multiple combat res points by one wound models to have logical explanations. The former would work against hyper-tarpits as well ( Zombies, Skeletons etc.)

  10. 1 hour ago, CommissarRotke said:

    if Ulgu is the only other realm that hasnt been touched by Chaos, then it would be cool to see Ulgu when Azyr gets breached, maybe a nice light-darkness mirror because they're both the only realms that never got taken by Chaos??

    „Even the Sky may cast a shadow“

    - Alliance? :D

  11. 13 hours ago, Milford said:

    Hi, all. I have a question about basing artillery in TOW.

    I'm currently in the process of building an Empire army that I'm hoping to use in both AoS and TOW.

    Basing infantry to meet this requirement is pretty straightforward: I can put infantry models on 25mm round bases. For TOW, I use magnetised trays. For AoS, my swordsmen straightforwardly work as steelhelms, and my missle state troops work as fusiliers by slotting into 28mm round base converters.

    However, I have a couple of cannons that I'm unsure how to base.

    I did initially try to magnetise each crew member and the cannon itself, then use a magnetised 90mm round base for AoS and the relevant size magnetised bases for TOW. However, I found it very fiddly to correctly magnetise the crew members independently of a base and then get them to sit flush on scenic bases.

    I'm now at the point where I'm just considering glueing the models down to a 90mm round base. I think this is the most aesthetic choice and it's the correct size for AoS. Further, for TOW, I notice that on page 222, the devs specifically allow basing artillery pieces and crew members together on a single base larger than the artillery piece's base. My worries here are that (i) this comment might work for larger rectangular bases, but not round ones (but then I can treat the base as a 90mm square?), and (ii) a single larger base might not be allowed for tournaments even with the dev comment on page 222.

    What do you guys think? Do you think basing a cannon and its crew all on a 90mm round is TOW tournament acceptable? What would you do instead?

     

    Cheers

     

    Put a 50mm base below the round base (no glue or anything) and measure from there.

    Or what @Marcvs said

    • Thanks 1
  12. 37 minutes ago, Neil Arthur Hotep said:

    That's also something I would like. My problem with using suppressive fire so far has been that you can only trigger the order in your own shooting phase. Which means that to use it, you need to shoot but not kill a unit, beat its bravery, and then get it involved in melee and then have another one of your units in melee. All only on your own turn. Which is actually kind of hard to do.

    If you could suppressive fire off of Unleash Hell (or any shooting attack) it would actually be super nice. Get charged, make them strike last, get in a hit with your Blazing Weapons bayonets. Seems like a fun interaction.

     

    * counter charge with knights or Steelhelms on top

  13. 1 hour ago, Neil Arthur Hotep said:

    This really shows how out of whack the points are. Cities get basically two allegiance abilities: Orders and their subfaction bonus. The subfaction bonus typically does not help Fusiliers. So the only reason to bring them over an ally is access to Orders. If we have allies that can do more damage for fewer points and Orders are not enough to tip the scales, then Fusiliers are really in trouble.

    Fusiliers are cool, though. I hope they rework their role somewhat in the next edition. Personally, I feel like they should be a unit that can be run as MSU and is good at receiving a charge (+1 rend on unleash hell or something). Before the battlescroll, they were functionally an artillery piece, which does not match the way the models look, IMO. Especially since cannons exist. Right now they are kind of without a role.

    Cool idea! Their role could be to blunt a charge (those guys wear quite dome armour for mere Musketeers) and maybe a rule that allows stand + counter charge for a nearby unit. Or simply to always get to apply suppressive fire with stand & shoot

  14. 3 minutes ago, JerekKruger said:

    Probably not telling anyone anything they don't know, but if you live near Nottingham and want any (recent) FOMO minis there's a very good chance they are currently available at Warhammer World this week.

    I picked myself up two Steel Rooks today. Tempted to pick up a second Darkoath warchief but decided one was enough. You can also get the Fyreslayer and Votann minis, as well as Inquisitor Cartavolnus, as well as many more.

    And there was masses of stock in today.

    It’s annoying they handle it like that. Just put those models on the web store during an event 😕

    • Like 4
  15. 30 minutes ago, Gutsu17 said:

    You are missing the part where it is made by skaven, and for every stormcast killed it will disintigrate a few hundred thousands rats

    In Game terms that means the gun deals 60 mortal wounds, then roll a dice on a 1 you suffer D3 Mortal Wounds yourself ("Dangerous Tech"). Just being salty here XD

    Introducing a widely avaiable Soulkiller Gun (it's Skaven so there'll be masses of that gun in the Setting if it gets a Model) in a Setting that's based on Souls is just the worst (creatively and narratively), but that's just my opinion. To me that's the same level of destructive nonsense as the Holdo maneuver in Star Wars.

     

  16. 1 hour ago, IronVIke said:

    So what if the skaven have created weapons that also destroy a stormcasts soul when killing them. So Sigmars answer to this is pragmatic. Why have soldiers with multiple reforgings left get their soul disintegrated, when you can crack open the ruination chamber and use a bunch of stormcast who are on their last reforging. effective spending of resources will be the reason

    Still imo such a weapons nullifies the entire setting by defacto being more powerful than the gods and even being able to permanently kill Deamons, Gods and just everything.

    • Like 5
  17. 1 minute ago, Neil Arthur Hotep said:

    Must be that kind of freedom where you allow some kind of shadowy entity to dominate your entire life, but at least you don't have to pay taxes.

    Or worship Sigmar - WE BARBARIANS DO NOT LIKE barbarian THUNDER GODS

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