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KoganStyle

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Posts posted by KoganStyle

  1. 3 hours ago, Tizianolol said:

    You know in that despoiler list what units are part of the battalion? In total there are more then 7! I mean in tsports supereries . I love that dispoilers list!!

    It would have to be:

    Karkadrak 

    Sorcerer lord

    Sorcerer lord

    Knights x 10 

    Knights x 5

    Horsemen x 5

    Marauders x 20

    Warshrine

    As you need 1 Mortal StD hero and 7 units (and Heroes are units) 

  2. 19 hours ago, Weazel said:

    I have been eyeballing (and admittedly drooling at) the SC! Slaves to Darkness box for a while now. Now I could just buy the box for my painting pleasures, but I wonder if StD have any viability on the tabletop? I don't play any grand tournaments or anything, so just looking for something fun with a reasonable chance at winning some games as well. I currently play Gitz and their performance isn't exactly stellar, but are StD better? And do they have a "meta"? I'm inclined toward Khorne if that makes a difference.

    Buy the box and get the Blades of Khorne battletome, then you get the best of both worlds!

    StD units can be given any mark and if you happen to mark them Khorne then they won't be counted as Allies in an army that uses the Blades of Khorne allegiance.

  3. I am hoping to take mine out for a spin this weekend vs Ironjawz and Gloomspite, but the gaming day may be cancelled now. I used the Dark Fantastic Mills base for mine 

    20200317_103745.jpg

    • Like 1
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  4. 8 hours ago, TaurielBlack said:

    Hey guys, just wondering, but is it still possible to get the Chaos Marauders to hit and wound on a 2+?  Or is that the old rules?

    It was mentioned to me by a GW staffer at my local warhammer store, and so I've searched high and low, and with what I found, the lowest I can get it, is hitting on 2's thanks to horde rule and a Slaanesh daemon prince's Command Ability (though not ideal as you have to lose models first and that isn't helpful when marauders die so easily), and wounding on 4's :/ 

    So I'm just wondering if I'm missing something? The most consistent I can make them is hitting on 3's, rerolling ones (due to khorne) and wounding on 3's. With possibly rerolling all hits and wounds due to Daemonic Power from a Sorcerer Lord.

    Only thing I can think to add is if the unit the Marauders are targeting have had savage bolt cast on them by Grashrak (WHU Beastmen shamen) which grants +1 to hit.

  5. 30 minutes ago, Golub87 said:

    Speaking of KoS... I have been toying with the idea of plopping down 6xInfernal Enraptures - this will give 36 depravity points per turn, allowing  summoning of one KoS per turn from T2 onward.

    This sounds quite powerful, is there something I am missing? 

    It was FAQ'd so that the ability only counts the total number of Enrapturess on the field once, and not per Enrapturess

  6. You should look to build a Sy'll Esske host; an army list found in the White dwarf. Syll and their forces gain benefits for mixing in daemons and mortals which might work out nicely for you!

     

    EDIT: You'll want the October 2019 WD 

  7. 9 hours ago, Intrinsic said:

    Your innate dodge would not carry over to the Rebound roll. You would still have to roll the die as required for Rebound and resolve the card as stated. 

    But the problem is the innate dodge is not tied to the defence roll as it is currently stated on the card dissipate. You have an innate dodge for the duration of the attack action, in which Rebound can also occur. Rebound rolls a defence dice and successes on a dodge or crit, and the innate dodge is still in effect as per dissipate.

     

    I'm the regular Mournflight opponent; I don't want this combo to go off but I am trying to find rules/wording that show that this shouldn't be the case. Dissipate should stipulate that the innate dodge should be for the defence roll only, but that isn't what it says.

  8. Does Dissipate (from Mournflight) which grants an innate dodge for the duration of the attack action count as a dodge for the purposes of rebound which happens during an attack action? 

  9. 44 minutes ago, Snakeb1te said:

    Thank you.

    So you're saying that I could not use a Ruinbringer battalion with Slaanesh Allegiance?

    Correct as the Ruinbringer battalion  does not state it can be used in the Slaanesh faction (Pleasurebound explicitly states that it does)

  10. On 11/20/2019 at 3:45 PM, Midjithero said:

    Gotta keep the thread going!  In an effort, here’s a WIP pic of a sorcerers manticore im painting up.  Not sure what will still be in the book, or if they’ll get a power boost...but I got it so might as well paint it and get it into the display case.

    😝

     

    505FC26C-D12F-4877-84F1-221937D88775.jpeg

    Loving the colours so far! I'm hesitant to build mine because I don't know whether they will exist in the new S2D book but I hope it is in some format. Do people think they will drop either Lord or Sorcerer option? 

    • Like 1
  11. 17 hours ago, Bandit-94 said:

    Can I remove the horn counter of karthaen when I want or I must have to do it for the first attack action after I put the counter on it? 

    It doesn't give you the option to choose unfortunately. It says "When there is a Horn counter on this card, re-roll any number of dice in the next attack..." so once you have blown the horn you have to use the counter on the next attack.

    • Like 1
  12. 2 hours ago, belly318 said:

    I've started to build a deck for these guys, let me know what you think;

    https://www.underworldsdb.com/shared.php?deck=0,B368,N373,B398,N550,P56,N436,N543,B431,N503,N514,B434,N322,N384,P36,P41,B367,B100,B101,B103,B104,B106,B298,B110,B116,B117,B118,B119,B126,B382,G21,P57,G3,B105,B275,G22,B120

    Looking to go pure aggro, but i've tried to avoid objectives that rely on making a kill with 'attacks'. Between spittle, snare and pit trap - there's too many chances to miss out on scoring them. I've included a couple of weapon upgrades, to make the archer boy a lil bit more choppy in the event that Rippa goes down early. 

    I do need to cut an objective and 3 upgrades from here though. Get Thee Hence and and the Weapons would be the easiest to remove by themselves, but I think these will be quite useful. Chip damage and increasing the accuracy of attacks is what i've tried to focus on. 

    Cover Ground/Spectral Wings/Loping Strides seem like no-brainers for these guys. And then a few defensive upgrades for keeping the boss alive. 

     

    So...  what do I cut from it?

    What format are you running because this has too many restricted cards for Championship currently so 2 of those would have to go.  I'd probably drop warning shot to reduce your objectives and restricted count by one (and make it so you only have 6 surges). I'd probably drop the tome as you have trophy belt. It isn't as good but it saves a restricted slot and once you have 10 glory to spend on upgrades you don't need anymore unspent glory. 

    The last 2 upgrade choices are agonising! My opinion would be to drop Spectral Armour and Great Strength. Survival Instincts allow for more successes than Spectral (but less chance of a crit) and Boss hat is a strong combination of both Spec. and GS.  

  13. Are the faction specific 'confusion' style cards intended to score Shortcut (examples: Bound by Fate, Nervous Scrabbling)? As they both say switch positions but neither say place. 

    Also because neither say place, switching to a Lethal Hex doesn't cause damage as the model isn't placed into the lethal hex?

  14. Definitely getting some Bubastis vibes (from Watchmen) on those Sphiranx, will want to paint one to be a similar colouration but more the film version than the comic.

    Do you think the Ogroid is of the same race as the Fomoroid crusher? I think the Formo's are more cyclopean than Ogroid.

  15. No love for the Hoof bois?

    I really like them atm, but they are so fragile I'm not sure its even worth trying to bolster that with upgrades. My main tactic has been to grab objectives rather than hold objectives (so looking at cards like swift capture and path to victory, not so much dug in or supremacy) since they don't have the toughness needed to sit on an objective unless you have them tucked away safely in your half.

    I try to only kill one or two of the enemy when I need it for an objective, since you have to commit one or more of the Ungor to do it, or have Draknar charge in and then watch him get taken out. Grashrak just sits at the back with a Ritual token because I don't like warping my gambit deck just to make more use out of a 1 dice spell caster. 

    Faced the Briar Queen twice and won 17 - 13 and 24 - 7, but have also lost to the Profiteers 9 - 7. I'm hoping with more releases they will continue to evolve (and more objective moving cards YES PLEASE! KORSH LOVE 'EMS)

     

     

     

     

  16. If the inspire condition revealed in the "Let's play" for the lion beast is the same for the whole warband then they feel like the Beast Grave version of the Fyreslayers. The condition is:

    "This Fighter has a charge token at the end of a phase"

    Unless they change the wording in the Beast Grave rulebook then they won't inspire until the end of the 4th activation of Round 1 (as that is the end of the Action Phase). I hope they have stats that will enable them to survive that long!

    • Like 1
  17. See the first paragraph of the jumping rules. You can move any distance vertically downwards as part of the jump, so you would place your model on a platform/battlefield floor as part of your jump, thereby at the end of the movement be on a surface (not mid-air). If you're actively choosing to leave them in mid-air after the move/jump you should follow the falling rules.... and you deserve all the punishment your opponent can mete out as a result 🤣

  18. Thanks both. @tom_gore your explanation about point 3 has removed the largest concern I had around the set up: That the winner of one dice roll can warp the flow of the game due to the other player not being able to interact during the set up phase. That the attacker/defender is decided after deployment makes for a much more interesting proposition.

    I haven't played the game yet as I'm building all the terrain and using that to entice my friends into giving it a go, but I wanted to make sure I understood the rules correctly so we all play the game as intended!

    • Like 1
  19. Is there any consensus on the drawing of battleplan cards vs resolving the cards? 

    I've seen reports where each card is drawn so that the winner of the priority roll has full knowledge of the game to be played and can pick preferred deployment zones etc... when it comes to resolving them, and games where the card is drawn and resolved one at a time. 

    I prefer the one at a time approach, and I'd argue that drawing the card is not the same as revealing the card (but revealing the card isn't mentioned as a step ), but that you draw a card so the loser of the priority roll can see that those are the cards that will be used for the battle and not any other. 

     

    Thoughts? Experiences?

  20. Liked the video, animations are to taste but you have great sound bites (I can now only say "Hero phase" as the video does 🤣)

    Could you spend 5 sec just covering the deployment card. You showed the minis (great way of showing the groups - best I've seen so far on YT batreps) but it seemed all the groups appeared at the same time? I'm a total newbie so I guess there could be a card that brings them all on, but it would be nice to see that on the report. 
     

    Are you playing a campaign or are these 1 game gangs? If they are 1 game gangs then I don't think a post battle chat is really needed, but when you get into a campaign then I would be interested to find out who gained stuff in the post battle.

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