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frostfire

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Posts 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. 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? 

  3. 3 hours ago, Calebexnihilo said:

    Interesting as Seraphon is not particularly strong right now. What's he playing?

    Shadowstrike - Deploy in such a way that he has no good target for a Turn 1 strike with the rippers.

    Thunderquake - Kill the EoTG and the list falls apart.

    Always kill the slann.

    Our biggest weakness is melee. Our best melee unit (ripperdactyls) has no rend and is VERY fragile.

    Get on objectives early and Seraphon usually can't take em away from you.

    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.

  4. 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.

  5. 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...

  6. 2 hours ago, sal4m4nd3r said:

    Harbinger is only 160 points. Confused on the double warshrine. It doesnt stack. Dropping one gives you 180 points to play with. I think you would get better use out of one big block of maruaders then two smaller ones for SURE. 

    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?

  7. 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?

  8. 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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