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Kurkulem

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  1. you don't have to take an admiral and you are free to make someone else your general, yes for question 3
  2. If you don't want gunhauler battleline I think Urbaz is not better than no spatioport: you can take the D3 gold and keep the flexibility on artycle (reroll 1 to hit on one unit for all the army is really strong), footnote (the 3 are great too) and all the other things like khemist as general for two artefacts or no endrinwork taxe. As you said we don't need all the moral buff and the flexibility of generic is better than urbaz'one gold after a melee fight. (sry for my english)
  3. Barak Zilfin footnote say one unit can make a normal move in heroes phase. Boats rule say I can make fly high instead of normal move. So can I use the ability with the footnote?
  4. I had the same list p15 without any interest...
  5. it's not really about the 48 wounds but 5+ to save
  6. Take a look: Boulderhead Mawtribe (+1 hp for mammoths, +1" bubble move for general...) Frostlord on Stonehorn, general, brand of the sward artefact (+1 to hit for mount), mount trait: d6 mortals to an enemy with a 4 or better save Huskard on Stonehorn, mount trait: +1 to hit rolls with horns Butcher, additional spell: -1 to save or +1 attack Stonehorn Beastriders Mournfangs x4 Mournfangs x4 Gnoblars x20 Frost Sabres x2 2000pts Eurlbad (6 to hit = 1 mortal wound) 119 wounds, most 4+ save, 5 drops Ok so i'm not sure for the second artefact, +1 spell for butcher or auto dispell for huskard. 3 mammoths to maximise the charge capacity. If all the guys from the formation are in contact we have around 12 mortals per fight without charge or everwinter trait. Huskard can boost the mourfangs to deal 4 attacks 4+/3+/-1/dmg3 per mount in charge, stackable with butcher sorcery. Gnoblars and frost sabres help to control or deny teleportation. Great mobility and resilience, lots of mortal with eurlbad, charge, voltur, everwinter and sorcery, few drops, not so bad in counter magic in the firsts turns...
  7. For me skaven codex will not be competitive in hight level, exept for mass control. my first try: Thanquol 400 2x archloch 200 gnawlord 100 Deceveir 300 40/40/20 rats 520 2x cannons 360 Warp Lightning Vortex 100 1980 Thanquol is master piece, enought hp to use flamers, use control spell (halve mov) and summon lightning to block ennemy forces. arloch with cannons use Gnawholes to snipe hight value target. Rats score objs, Deceveir help control.
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