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crkhobbit

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  1. I'm going to do my Thunderers in chaos black and go for the ghost-hunter theme that's mentioned in the book. Going to highlight the blacks with blues. I saw someone use Thunderhawk Blue to highlight black and it looked great. Can't remember the other colors though, so I need to do some testing.
  2. ...while the enemy model is within 3" of a Khemist and the lone fumigator of your 10 man unit.
  3. Don't forget that SCE look slightly worse than they should when looking at win percentages because there was a bold-faced obvious problem with Slaanesh. And Petrifex Elite is definitely "over-tuned", too. When you have two factions nearing 70% win rates, everything else gets artificially pushed down by some amount. So it's not quite as bad as it looks. Honestly, the SCE points increases right when Slaanesh came out were unfortunate due to the release of a couple of much strong factions at about the same time. Pre-Slaanesh/Bonereapers, Evocators were probably a little too cheap at 200 points. After, they could cost 180 and be fine. And SCE's Slaanesh match-up especially was/is disgustingly unbalanced. So if they can bring Slaanesh back under control in the meta, then SCE should fare a bit better on average.
  4. The sky is my terrain piece! <Firefly theme song playing in the background>
  5. I'm absolutely going to test Khemist/Bottle/WLV while allying in a Knight-Incantor and Comet. Vortex AND Comet cast into opponent's deployment on turn 1? Yes, please.
  6. 2-3 Gunhaulers 1 IC or Frigate 1 Thunderers 0-3 units of Wardens
  7. I think I may just be misremembering the Zilfin once per game hero phase move.
  8. I don't have the rules in front if me right now. But I seem to remember a rule somewhere that you let you charge in the hero phase. I think I dismissed because I couldn't think of a reason for it. But this would be a good reason for it! Hope I'm not misremembering.
  9. Yes he meant damage efficiency while garrisoned.
  10. I plan to test stacking fumigator with Khemist in a unit of 10. Might also test geminids, but probably will end up too close range to be comfortable. Considering lifeswarm as well.
  11. 140 points gets you Thundrik and the unit of 4. Great value imo.
  12. Mortar vs Rifle are dead even on damage versus a 4+ save. Rifle is better against 2+/3+ saves, and mortar is better against 5+/6+. Rifle has better range. But if you're shooting something within 3", then the mortar wins. If you're garrisoned, the mortar loses the +1 to hit, so the Rifle wins. So I guess it depends on what you're planning to do. If you're going to be on foot the whole game, a case can be made for the mortar, but I think it's still a toss-up. If you're going to be garrisoned the whole game, the rifle is better, but maybe still take one mortar just in case you get out. If you're planning to start garrisoned and then get out, you want at least one mortar. IMO, it's close enough that you probably can't go wrong. But the rifle looks like it's better in more situations due to the extra range, so I think I lean towards it.
  13. Pretty sure Thundrik isn't the one with the balloon anyway. It's one of the other guys. And since it's only one of them, the unit didn't get hitcher.
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