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frostfire

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Everything posted by frostfire

  1. Is the endless spell and teclis combo viable? Teclis got an aura which is 4+ to ignore endless spells and do D3 mortal to a enemy unit within 18''. So I summon a endless spell, says the prismatic palisade which has a ability trigger at the start of each turn. When it is activated, it might affect about 4 or 5 of my units and I get to roll 4 or 5 dices to ignore the effect and each successful roll is a D3 mortal. You can do this with multiple endless spells each turn. How's that sounds?
  2. Honestly the very existence of Seraphon is the humiliation to the game balance. Just finished watching a game that 1000pts Seraphon tables 2000pts the sixth circle. It’s frustrating.
  3. I know we are going through the quarantine but has any one played against the new seraphon since they came out for months? They got some serious ranged damage and I think it would be a hard match up for OBR.
  4. Some weapons, says the poleaxe of Hearthguard berzerkers, have the ability to do mortal wounds in addition to normal damage on the unmodified hit roll of 6, Does it mean for each unmodified hit roll of 6 that's additional mortal wounds on top even if I fail to do any normal wound or do I need to make successful wound rolls for each of these attacks to do mortal wounds?
  5. Hi all respectful starmasters, quick question here: when it says "you can re-roll 1 casting roll", do you reroll 2D6 together or you can just reroll one of the 2D6?
  6. if the blue scribe learn LoC’s spell how does it work when I look on the damage table?
  7. Wow does it means I can bring 1 frigate with 30 skywardens, fly high, disembark 3'' away from the enemy, shoot and make a sure-charge, and get +1+1 in melee? That's pretty shocking.
  8. But the warscrolls have the higher priority than the core rules right? If I can't get 1+ to wound and what's the point of having it on the warscrolls?
  9. I've noticed some warscrolls have got 1+ to wound. Does it mean I can make a wound even if I roll a unmodified 1?
  10. All KO models are relatively new so I think they wouldn't be getting any refurbishment. Some rule changes for the ships to make them competitive would be great enough.
  11. And unless some abilities have special clarification saying they would cancel out(e.g. Locus of Depravity)
  12. Great to see attack exploding changed to unmodified, along with some super generous battlion pts drops!
  13. Sequitors for more body counts and more durability on the table. I think both Evocators and Sequitors are great picks.
  14. Yeah always go for the slann the the EoTG first but however it could be really tough sometimes since the slann+ vortex+cover gets 2+save and rerolling against shooting, and skinks as good screen make it harder to take it out by deepstriking tactics. In most games, as long as the slann remains on the battlefield (and it does survive), he can keep summoning 10+ skinks every turn, flooding the table while my units dies without summonning back. It feels like if I could not kill the slann T1, which is hard, I would get overrun by the skinks very soon.
  15. I know I have asked in this thread several times, and I know it might not be proper to ask the question here. But local Seraphon player has dominated the store for quite a long time, and it’s never a pleasant game against him. Every one has had a headache playing an object game with him. I admit he is good at object games, and good players deserve to win. Though I still want to find a way to beat him even once. So may I ask what weaknesses do you find during playing Seraphon? And what’s the toughest matchup to Seraphon? Share and I might have some of his experience to deal with the weaknesses mentioned. Thought it would be win-win.
  16. Going to play a against a Tempest’s Eye army who goes with 40 arkanauts and a lots of irondrakes and oh boy they just stab in our weakness since mortek guards only get to reroll save in the combat phase. How do you deal with such a heavy shooting army?
  17. In my experience against other cities, I could always find a way to hold the line, to rally a fight back, But not against TE, the firepower and the resilience are just incomparable.😂 Arkanauts is just like a deathstar walking on the table, aiming units each turn and wiping it out like crazy. Not to mention a devastating doule turn. Time will tell people how powerful the Hawk Eyed is...
  18. Sorry I mixed up the points of the Harbinger. I am taking two warshrine because they are so great, not for the stacking aura, which is certainly going to be FAQed, but for all the rerolling they provide. With the spell of the CSL and an addtional warshirne, it means potentially I could have two units who can reroll hits and wounds. I know that one big unit of marauder is better but the battlion needs 7 nurgle StD units and a hero if I am correct, so I have to split it into two units of 20. Maybe I should make two unit of 10 warriors and get a unit of 40 marauders?
  19. DP 210 CSL on foot 110 CL on foot 110 Harbinger 170 20 Warriors 400 20 Marauders 150 20 Marauders 150 10 Horsemen 180 Warshrine 170 Warshrine 170 Plaguetouched 180 That’s what I came up with after StD preview. Both nurgle and StD allegiances are good. Really take our resilience to a new level. What do you think?
  20. Have recently watched the StD book preview from GMG. Have to say I fall in love with Nurgle shenanigan in this book in an instant. They are so tanky.
  21. The AOS Reminder stat shows that many people choose Living city over instead of TE. That makes me confused. Is Living city tankier than TE or does Living city have stronger firepower for a shooty army?
  22. So if my opponent summon a purple sun , I would not be able to try to summon it in my turn unless I dispell it first?
  23. Quick question here: it there any rule says that two identical Endless Spell ( e.g. two purple suns) can not be on the battlefield at the same time?
  24. There are several abilities allow units to fight at the start or the end of the combat phase out there since last year and these abilities do impact the meta as we all witness. My question is that if several these kind of abilities affect a unit, how do these abilities work? Do their cancel each other out or does the later ability just takes priority? I konw that some faqs have explained this issue, but the description of Horrible Fascination and the faq about the Wildfire Taurus seem to be confusingly contraditory.
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