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ACBelMutie

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Everything posted by ACBelMutie

  1. Thanks a lot. The description is a bit confusing because I thought I could redirect not saved wounds. Thanks.
  2. Thanks for the advices guys! I'll try the Hexwraiths deeper. Today I used dire wolves to shield (first time I use this tactic) my skeletons warriors against charges and it worked pretty well (Vs Idoneth). I'll probably test the Black Knights (I love these miniatures a lot!) in a few days, but I'm not sure if 30 Reapers are better than 15 Black Knights. They are more consistent and they have less drawbacks. I have a question and I don't want to open a new post. Necromancers can redirect unsaved wounds, but how is it applied? Example: Necromancer is general and has ossific diadem. The enemy get 10 hits with damage 2 against the Necromancer with Rend "-". I'd do: Try to save the hits with the 6+ save of the Necromancer. Example: 1 saved, 9 in. Try to avoid the damage with ossific diadem (6++) . Example: 2 damage avoided, 16 in. Try to avoid the damage with the alligance hability (6++). Example: 2 damage avoided, 14 in. I try to redirect the 14 unsaved wounds to a warrior skeletons unit (4+). I roll 14 dices and 7 goes for the skeleton unit. The Necromancer is dead, but I can avoid the 7 wounds on the skeletons if there is another Death hero near the unit using Deathless Minions (6++). Is it correct? Greetings
  3. Thanks for the advices. I made a test charging with 15 Black Knights against 30 Reapers (360 points Vs 360 points). I used the 4++ save and the 6++ save of the nighthaunts. The results were: h = hits w = wounds Attacks: knights / horses Test 1: 19h /15h => 16w / 4w => 18 dead Test 2: 21h / 15h => 13w / 5w =>9 dead Test 3: 18h / 13h => 14w / 4w => 9 dead Test 4: 23h / 9h => 16w / 4w => 17 dead Test 5 21h / 13h => 17w / 5w => 15 dead Test 6: 26h / 10h => 16w / 4w => 11 dead After that I attacked with the reapers against the black Knights (6+ save because of the rend -1 and I used the 6++ save of the Death in the last column): Test 1: 19h => 9w => 8 wounds => 8 wounds (4 dead) Test 2: 33h => 19w => 16 wounds => 12 wounds (6 dead) Test 3: 32h => 21w => 17 wounds => 13 wounds (6 dead and 1 wounded) Test 4: 18h => 13w => 11 wounds => 6 wounds (3 dead) Test 5: 23h => 15w => 13 wounds => 11 wounds (5 dead and 1 wounded) Test 6: 31h => 19w => 17 wounds => 14 wounds (7 dead). You need a good position to be able to charge and get the 2 damage and 3/3 to hit and wound. I didn't use the comand trait lord of Nagashizzar because it's very difficult to get that bonus when charging and getting 15 miniatures for combat. About hexwraiths... do you think yo can run over a big unit of 30 reapers or 40 chainrasps? For example, the hexwraith unit is in combat and has 7 miniatures left. They retreat over the nighthaunts and thanks to the movement they can deal several mortal wounds. I don't know if you can retrear moving 2 inches ahead and then go back, is it legal? Greetings
  4. Hello. I'm quit new in this game, so I'm still testing some units with bad results. Horde units are pretty solid, but when I use a big unit like Vhordrai or Manfred, it's a big waste of points. Finally I go back to horde units again. I have tested Arkahn and I think it's very interesting and nice to rule with spells but when I want to use another mortarch, I have problems using them. Apart from the heroes, do you think black knights or blood knights are worthy? Hexwraiths are better in sustain and can deal mortal wounds, that's nice in my opinion. The last question I had was about Grave Guard. A block of 40 skeletons is better than a block of 20 GG, so why should I choose the GG? Because they aren't hero dependent? Greetings
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