Jump to content

Paniere

Members
  • Posts

    112
  • Joined

  • Last visited

Everything posted by Paniere

  1. The horrors' warscroll says that you must allocate wounds and Mw to pinks if there are any left. On the other hand, when a unit fails a BS test, feeing models count as slain , no statement about allocating wounds . So I 'm guessing if I can remove brims or blues as result of a failed BS test
  2. not doing the math for pinks vs std because it s a no brainer to me. pinks can benefit from fold reality , 1s on BSs and locus of change making them more durable
  3. once pinks are all gone, you can remove either blues or brims as you prefere
  4. I'm stilll baffled. 1) If a horror unit wants to cast it on itself, it must be in an approximately 19 cm bubble. This formation won't be kept forever due to splitting and piling in combat, so the bonus will be useful for 1 turn. 2) If a horror unit wants to cast it on another horror unit, the latter must be adjacent and with 15cm diameter, never happening
  5. Another note, is it just me or the wording of Horrors' signature spell is unnecessary ambiguous? Channeled pink fire: 6+ to cast: "pick 1 friendly horror unit wholly within 6 of the caster and visible to them" ...Does this mean that you must keep all models into a bubble of 6" diameter to be elegible to cast it? This micro range also makes it very hard to cast it on another nearby horror unit. also. how can a unit not being able to see itself? This makes me thing that this spell is intended to be cast on OTHER horror units, making it possible only if you tag em in 2 very close bubbles, physically impossible as numbers wil ltend to grow...I'm baffled by this wording
  6. ehehe GW foresaw your objection, changing the name of the spell into "choking tendrils"
  7. I'm doing the math right now: My selected Heroes+batallion take up 910 points and I still need to field 3 Battlelines plus 2 other units to fulfil the changehost requirements. I can't field a 20 pinks unit, although I'd love to, because that would require 400+200+200 in pinks, leaving 290 points for the remaining 2 units plus endlesses. Unless you have hundreds of blues and brims, you want to fill the last 2 slots with 3 flamers+1 exalted f, plus 70 points in endless, not enough imo
  8. I've read the last few pages of this topic and there are so many inaccuracies just because people hasn't actually read the tome but instead they have listened to inaccurate readings of it . I just read all scrolls of the units I own and intend to play ( demons) and I'll try to fix some errors or point things out in random order: 1) no, vortexbeast is not present in this tome 2) ogroid spell has changed, no more summoning of brims but healing D6 instead 3) Pinks got a major nerf in casting ability but due to the new splitting mechanic has become a big blob which will contest most of the objectives. Pinks are wizards ONLY if they are 9+ models, which means that units of 10 will not cast if they get a couple of casualties. In addition, thy can cast only their signature spell , nothing else included endless for as I read it. to compensate this casting nerf they get better shooting with better odds, too soon to tell if the trade is worth
  9. thoughts on the daemonrift? could sound tempting dealing potential big damage on the cast, but if next move is on the opponent could be lethal on our side mhm
  10. thanks! reading the english wording(which I hadn't up to now) makes it very understandable indeed. My own language description is ambiguous
  11. as title says. when a purple sun hits let s say a 10 models unit, do I roll 10 dices and my opponent removes casualties as he prefers, or do i roll 1 dice for every single model and , if a 6 is scored, that model must be removed. Note that in this way special weapons, banners etc could be killed and cohesion could be broken. which is the correct approach ? thanks!
  12. My apologies if this came up before in this topic or elsewhere but I'm not an IJ player. My opponent had one ardboys unit from his ardfist batallion destroyed, bringing its total down to 2 units left. He spent 1 cp with his wc to bring one unit back, then kept spending cp's to bring another unit back up to a total of 5 ardboys units. Was this worked out as intended ? Can you spend multiple cps on this CA bringing back 10-men-strong units indefinitely, or at least up to 5 which is the batallion limit? Thanks for helping out guys
  13. I started AoS and Tzeentch for these same reasons, but I ended up loving the demon face and nowadays I only use the GS+changhehost. With your list you will have a fun intro into the AoS DoT mechanics but you will realize soon that you aren't exploiting its magical potential at all, being unable to cast enough spells and moreover lacking all the summoning models
  14. I had my first tournament last weekend. My changehost went pretty well considering my greatest opponent has been the time limit. I went through 4 units swaps, 11 spells, then movement phase, summoning and shooting with everything, numbers increasing with summoning. This was very time consuming and in 2 out of 3 games I couldn't play more than 2 turns. Consequently I drew one, won one by 1 point and lost one by 1 point. In the long term I probably would have ended winning them all considering my heroes were full life and had plenty of summoning options. How do you deal with speeding up your game? Andy hints and tips very appreciated thanks
  15. sounds like the witchfire coven is your way to go. Big acolytes battlelines, 9 enlightened + shaman on disk
  16. I currently run purple sun, geminids, pendulum, BV, spellportal. Palisade or gravetide too if there's space
  17. I run 3 units of pink horrors from the start and no Blues. I have 40 blues for the summoning, in case my pinks are dying too quick for my blues numbers, I rely on the "petty vengeance rule"
  18. I have played a dozen games with CH so far, no competitive environment but tournament rules nonetheless. I'm still very far for mastering this batallion, it requires a lot of thinking, positioning and decision making. The slightest error and your paper casters will get wiped out. If I have the certainty of going first, I usually deploy at least 2 units of pinks as close as possible to enemy lines, then at the start of my hero phase I swap them, gaining 9 inches towards the enemy. Then I release 2 powerful endless spells, combining the destiny dices, and +2 or +3 rerollable casting rolls (LoC comand ability and blue scribes). Then I can run back in the movement phase to defend my rear lines. So far so good. My learning curve gets steep when the Changeling comes into play. I must deploy him in the opponent zone, but not too close to the enemy's heroes in order not to get discovered. At the same time, it must me within 27" from the LoC to teleport something nasty behind the enemy lines . Honestly, so far I've always failed to use it effectively, very hard to master but potentially very funny
  19. You have enough demons for a very good changehost, maybe 10/20 blues for summoning. You are only missing 5/7 endless spell. The only arcanite I field in mine is the GS
  20. so in a narrative campaign, how are the fighters killed and then brought back to game considered? Does the opponent get glory points for 1 or 2 thirds despite they came back? do they roll for deaths or not?
  21. Also, minimum band size is 3 and maximum 15 or 20, depending on game mode
  22. I'm in the wargaming world for so long but my local friends are more into boardgames and rpgs. I know they'd fancy try this new (for them) world out, but they are held back by the entry costs. I find this game perfect for whoever wants to drag more people in wargaming. This is the main reason I will buy it and it's not a point that the 2 guys at GMG even considered because they are after the perfect skirmish game, comparing this one with more complex and refined engines but surely less friendly to newbies
×
×
  • Create New...