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uncalledprofanity

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Posts posted by uncalledprofanity

  1. Don't really like that KO are becoming the new hate magnet in the meta. I wanted them to be competitive but it seems they are pushed to become more than that. And all the gate keeping they do will ****** off other players.

    I already played a faction that became borderline op and hated, wasn't really fun to play in my local group, so be careful what you wish for.

    • Like 2
  2. 21 minutes ago, plavski said:

    Well that's just bloody crazy! I imagine there are some crazy combos to be discovered here!

     

    Hmm... So Spell in a bottle says:

    Pick 1 endless spell. Any endless spell can be chosen (all restrictions are ignored) but you must pay any points required for the model. Once per battle, the bearer can automatically cast that endless spell (do not roll 2D6) and it cannot be unbound.

    But the Warp Lightning Vortex says:

    Summon Warp Lightning Vortex: Warpstone shards are cast into the air, growing impossibly large and discharging bolts of warp lightning. Summon Warp Lightning Vortex has a casting value of 8. Only Skaventide Wizards can attempt to cast this spell.

    So to me, this would mean you can choose the endless spell, but you can't cast it, as only Skaventide Wizards can even attempt to cast it. Is there an FAQ out there for defining whether the 'automatically' here bypasses the restriction on race specific wizards?
    The most I see is in the designers commentary for Malign Sorcery:

    Q: Some abilities allow a model to know additional spells, including additional endless spells. In a Pitched Battle, can you use these abilities to cast endless spells if you did not spend the points for those endless spells? In addition, can these abilities be used to cast endless spells that can normally only be cast by Wizards that have a specific keyword? A: No to both questions.

    I don't know how cool it is to slightly slide the answer from one question to another here, but it would indicate to me that you shouldn't be able to.

    I will play it entirely in the cool way where you can get any endless spell from anyone, but I think i'll ping off an e-mail to the rules clarification to see if it gets me straightened out in the Designer's Commentary for this book.

    Well if he couldn't cast it, specifying that you can choose every endless spell, without restrictions wouldn't make much sense. What endless spell that normally has restrictions would he be able to cast then?

    • Like 2
  3. On 12/19/2018 at 6:56 PM, Rock Lobster said:

    MY LIST IS DA BEST!

     

     

     

    Name: Bodies, Bravery and Bashiness

     

     

     

    IronJawz – Hysh

     

     

     

    Megaboss on Maw Krusha – Prophet of the Waaagh and Mirrored Cuirass

     

    Warchanter – Aetherquartz Broach

     

    Warchanter – Boss Stikka

     

     

     

    20 ardboyz – Big Choppas

     

    20 ardboyz – Big Choppas

     

    5 brutes – claw, gore choppa and two brute choppas

     

    3 gore gruntas – pig iron choppas

     

    3 gore gruntas – pig iron choppas

     

     

     

    Ironfist

     

    Bloodtoofs

     

     

     

    2000 on the nose

     

     

     

    Drops: 1

     

    Command Points: 2

     

    Wounds: 151

     

     

     

    Why this list is good:

     

    1.     1 drop – you can almost always go second and potentially secure a turn 1 charge if the opponent gets too close, or the possibility of a double turn.

     

    2.     Look at the wound count, that is a lot of wounds with a 4+ save to chew through and hold objectives. 20 Ardboyz have 33% more wounds than 10 Brutes but suffer more from morale, except than…

     

    3.     Extra durability through bravery, those 2 big 20 man arboyz units don’t run easily, at bravery 9 with the bloodtoofs and boss stikka they will grind it out with opponents and force them to extract every wound there

     

    4.     Punchy – first turn you will already have 3 command points, with aetherquartz broach you can burn those 3 on a big waaagh and get 1 back on average, also with prophet of the waaagh you will likely get 4 attacks from those 3 waaaghs. If you are fighting turn 2 and turn 3 (not turn 1) you will likely be able to get 4 attacks both turns and mincemeat your opponent. 20 Ardboyz backed by a warchanter are as choppy as 10 brutes base – each Waaagh increases their effectiveness beyond the brutes.

     

    5.     The army is moderately fast. The ardboyz will get +4 to charge with their banner and the ironfist move, assuming an average charge roll that is a decent 16” – 21” threat range for charges, since I only consider a roll of 5” for a charge reliable I call that 14” – 19” subject to ironfist roll.

     

     

     

    Weaknesses:

     

    1.     I sacrificed all magic and potential cogs movement for bodies and the mega battalion – making the army potentially slower and at risk to magic.

     

    2.     Only 1 character provides a Waaagh, if he goes down then a lot of power in the list is lost – play more cagey with him

     

    3.     For the extra Waaagh power I sacrificed ironclad on the megaboss for prophet of the waaagh, this could be the difference between life and death in certain circumstances, but also it nets him an average of 3 extra attacks a game for all units which feels worth it.

     

     

    Can you explain how this list is a 1 drop? The two warchanter cannot be part of any of the battalion.

  4. In the new "big" FAQ:

     

    Q: Some old abilities refer to a roll of 6. What does this mean exactly?

    A: If an ability refers to a roll of 6 (rather than a roll of
    6+ or a roll of 6 or more), it means a roll of 6 after re-
    rolls but before any modifiers are applied.

     

    Well, that makes Crypt Flayer much more reliable in a meta filled with -hit effects. And Slaanesh seems to pile in even more of that.

    Atleast in my games that was my biggest problem with them.

     

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