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Jabbuk

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Posts posted by Jabbuk

  1. 1 hour ago, Gwendar said:

     

    The Gaunt only summons 5 Pinks with the ability, yes.. but those do split. You can always spend 10 Fate Points from any Tzeentch wizard to summon 10 Blues/Brims (why you would ever pick Brims for the same cost is beyond me). You can add in 10 Blues for 100 points or 10 Brims for 60, but only Pinks are battleline.

    That's great. Yeah I looked at the summoning table just now and I think that's just what I'll do. I'll summon 10 blues for 10pts. And I also totally agree about why I would ever want to summon brims for the same points, lol.

  2. So, after ordering the Battlebox and thinking of being smart, I told myself "hey, there's a Gaunt Summoner in there, I might as well buy some Blue Horrors, they're free with the warscroll ability" thinking he could summon those. This morning I looked at the warscroll and he can only summon pinks :(

    So if I understand correctly, you can only summon pinks, but you can field blues and brims as part of your army, using points, is that correct?

  3. 8 hours ago, Magic Magpie said:

    Hey there! Been a lurker for a while and finally played my first game of AoS a couple weeks ago so I figured I would finally join! I'm looking for some advice on my list. Long story short, my first game went poorly for my Arcanites. I would say that most of this was due to some fundamental misunderstanding of the rules on my part and some poor dice rolls early on. However, I think my list wasn't well suited for the situation, so I am hoping to come back stronger next time!

    I bought the Arcanite battle box a couple of years ago and basically fielded that in a 1000 point game against my buddy's Ironjawz. My army had a Tzaangor Shaman, some Skyfires, some Enlightened, a unit of Acolytes and a 20 block of Tzaangors. The Ironjawz had some Brutes, Gore-gruntas, but most importantly, a Megaboss with an artifact that gave him a 2+ save. Although most of my misfortune was my own (forgetting unit rules and initially misunderstanding how turns work), in retrospect I don't think my list would have fared too well against the Megaboss even if I had been on my game.

    My main takeaways are:

    • Tzeentch seems like it is best played with as many wizards as you can cram into a list, and a lone Tzaangor Shaman doesn't seem like it makes the cut.
    • A lot of rend destroys Tzeentch troops! Similarly, I needed more rend (or mortal wounds) in my list.
    • A 20 block of Tzaangors is really great but probably overkill in a 1000 point game.
    • The potential for six spells a turn means that I might have enough points to summon something in round 2 or 3! Unfortunately I might need to go get some more Horrors, as I think all I could summon right now would be Screamers. They don't seem particularly threatening, but some last-minute objective stealing might be in the cards!

    Assuming these points are correct, I have whipped up a new list for next time:

    Allegiance: Tzeentch
    - Change Coven: Pyrofane Cult

    Leaders
    Lord of Change (380)
    - General
    - Command Trait: Shrouded in Unnatural Flame
    - Artefact: Chainfire Amulet
    - Lore of Change: Bolt of Tzeentch

    Gaunt Summoner of Tzeentch (240)
    - Lore of Change: Bolt of Tzeentch


    Battlelines
    10 x Kairic Acolytes (100)
    10 x Kairic Acolytes (100)
    10 x Tzaangors (180)

    Total: 1000 / 1000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 84

    I think this list should work better for a few reasons:

    • This army casts four spells a round instead of one, and all of them can deal mortal wounds. They will also be more reliable with Beacon of Sorcery.
    • The Chainfire Amulet seems pretty great when combined with the Lord of Change. With 2d6 (7 average) attacks from the Rod of Sorcery it's likely that one will come up a 6, not to mention I can dump my fate dice results of 6 here since I have no Skyfires. Rend on normal attacks is great too!
    • More accurate Acolytes means more likely to land attacks that rend, which is a plus.
    • Horrors to help bog down the Megaboss or Gore-gruntas will be much appreciated.

    I would love to hear any and all thoughts! Since I am still so new to AoS, any general advice would also be appreciated. :) 

    Great read and very interesting to hear your understanding of the faction as a new player. I can't help much but I'll be reading the answers to this post :) Glad you posted.

    • Like 1
  4. On 11/18/2020 at 10:01 PM, RUNCMD said:

    Hey all,

    I have just posted my first Blog Entry (thanks to @Gwendar for the suggestion) and it focuses on how to start collecting and build a Tzeentch Army.

    You can find it here:

    This was mostly in response to a few people i've noticed asking the best way to start a Tzeentch army. So give it a read if you like. Also for happy for vets to wigh in on the post and highlight anything that may have been missed!

    @GrimDork this might help you if you're interested in giving it a read!

     

    Great read. Thank you so much.

  5. 1 hour ago, Ragest said:

    You are going to need a Tzaangor Shaman for your dudes on disk, then pick a fatemaster and your hero side is done with the LoC.

    Then you want to add some kairics for pyrofane cult or some tzaangors for transient form. I prefer the first one, so i will talk about that.

    Buy another box of kairic and use 2x 10 and 1 x20, plus 1x Tzaangors and another box of Enlightened on disk to end with a unit of 6.

    Then add Wytchfire coven batallion and its done, 1990 points.

    If you like the way after some matches I recommend you to take off gaunt summoner for a magister, take off normal Tzaangors for 3x 20 kairics and add some endless that firmyour playstyle (I use gemini and direhorn from BoC)

    That's so cool, man! Thank you very much for the advice. You didn't mention anything about horrors. Is it because I said I would buy those already or they don't fit into this direction? If you could clarify that, I'd really appreciate it.

  6. Hello friends,

    I've been wanting to get into Tzeentch for almost a year now since I really like the aesthetic of the mortals and with the announcement of the new Battleforce Box for Tzeentch, I'm gonna take the plunge!

    The content of the box clocks at 1200pts and is a nice starting point. Any advice in which direction I should go to add to that base? I was thinking a box of pink+blues+brims for the free summon from Gaunt Summoner. But then what? Screamers are really good I think?

    Thanks for your help in advance guys :)

    Edit: The content of the box is:

    - LoC/Kairos

    - Gaunt Summoner

    - 20 Kayric Acolytes

    - 10 Tzaangorz

    - 3 Tzaangorz on discs (enlighten or skyfire)

  7. On 10/10/2020 at 4:17 PM, ACBelMutie said:

    Just a quick question. If I move an Ironjawz unit in my hero phase using 1 CP, I can run with that unit. So the question is, can that unit charge later? I know if you run in the movement phase, that unit can't charge, but does that rule apply at the hero phase?

    Greetings

    I would tend to think so, yes. The unit is considered to have run so it cannot charge in the next phase. Ive always played it as a normal move myself to guarantee the charge. Besides, MD is extremely strong with GGs and MawKrusha. Their movement is plenty where you don't really need to run anyway. I might be wrong though.

    • Like 1
  8. On 3/8/2020 at 8:40 AM, Eevika said:

    SlaughterMaster.jpg.a4054cce96f189948be9d6fc927cd369.jpg

    Finished my Slaughter Master today. Minis from Atlantis Miniatures

    Looks really amazing man, nice job. I really love the Atlantis miniatures Ogres and I bought a Butcher myself  for my upcoming army. I searched all over the internet to find some size comparisons with the gw ones and I couldn't find anything. How do the Atlantis Ogres fit with the GW ones in terms of size? 

  9. 2 hours ago, brattenbergus said:

    Yeah, That sounds like a good idea! So I can spread them out more. Thanks alot for your help! :)

    Oh, another thought I had! How bad would it be to replace the Megaboss for a Wierdnob? So I can add some magic but keep the bodycount. Or is he just too important for the punch? 

    Weirdnob is also a popular option for general sometimes. This one is difficult. He gives movement shenanigans options with the teleport and is almost mandatory in my lists now but at 1k, sometimes the games are simpler. If you play on the 4x6 table format, he's definitely a big asset. The other big perk is that he can help dispel an annoying endless spell in your face that would wreck you for several turns. 

    Some people nowadays are more of the opinion that Ironjawz shouldn't even take a caster because of magicdom armies but at 1k, I don't think you'll see incredible magic combos.

    The Megaboss is a good fighter too. To me he equals another group of fighters. He's very durable in Ironsunz. He's fricking slow though. Perhaps consider taking the Megaboss in Bloodtoof. You get the free TP, charge bonuses, etc. All in all, just try it. There's no perfect lists. You gotta test it out yourself. One thing that is inevitable though, Megaboss and Brutes are slow as hell. Gotta use movement shenanigans with them.

  10. 45 minutes ago, brattenbergus said:

    Yeah, I also felt like it lacked bodies. I on another hand dont like the ardboyz very much, but love the Brutes. The appearance will say. So I would like to include atleast 1 unit of brutes. So is this list better? More wounds and bodies. 

    Or would it be better to remove the brutes or 1 unit of the Gore Gruntas for some magic with the Wierdnob? I am new to this hobby if you havent already guessed ;)

    Big thanks for the tips! 

    Allegiance: Ironjawz
    - Warclan: Ironsunz

    Leaders
    Orruk Megaboss (140)
    Orruk Warchanter (110)

    Battleline
    6 x Orruk Gore-gruntas (320)
    - Pig-iron Choppas
    5 x Orruk Brutes (130)
    - Pair of Brute Choppas
    15 x Orruk Ardboys (300)

    Total: 1000 / 1000
    Extra Command Points: 0
    Allies: 0 / 200
    Wounds: 88

    Yeah man, I think it's much better. Now, depending on your scenario, you might want to split your units differently, (3x5 Ardboys or a 10 and a 5) for more versatility. But you have a good hammer (GGs) you have a durable anvil w/Ardboys that could be buffed to become a hammer too and some Brutes too. You could also play with splitting your GGs in 2x3 to become screens/anvils, while your 15 Ardboys are the hammer. 

    Overall, I think the base is good, at least it would be for me :) I know Ardboys have lost popularity as of late because of their point increase, groups of 15 particularly, but I haven't had the chance to test it out. I know that a group of 15 in a 1k game is pretty tough, though. Good luck :)

  11. 27 minutes ago, brattenbergus said:

    I am also figuring out a 1k list to start with. How does this one look? 

    Allegiance: Ironjawz

    Leaders
    Megaboss on Maw-Krusha (460)
    - General
    - Boss Choppa and Rip-tooth fist
    Orruk Warchanter (110)

    Battleline
    3 x Orruk Gore-gruntas (160)
    - Pig-iron Choppas
    5 x Orruk Brutes (130)
    - Pair of Brute Choppas
    5 x Orruk Brutes (130)
    - Pair of Brute Choppas

    Total: 990 / 1000
    Extra Command Points: 0
    Allies: 0 / 200
    Wounds: 66

    It depends on your playstyle but I think you're lacking bodies. I mean any cheap chaff of 10 bodies will outnumber you and score objectives. Plus you have very limited mobility. Brutes are slow as hell and you don't have a weirdnob. 

    Personally, I like to play in the higher wounds numbers for my army. For 1k games, I would go for Megaboss on foot, 1-2 Warchanter, weirdnob or fungoid, and a lot of bodies. I like Ardboys a lot. If you want a nuke, bring 6GGs. I would try to play with that. Hope it helps.

  12. On 8/27/2020 at 6:30 PM, baiardo said:

    This is still an ever green for who want to start the faction right?

     Allegiance: Ironjawz
    - Warclan: Ironjawz
    Orruk Megaboss (140)
    - General
    Orruk Warchanter (110)
    10 x Orruk Ardboys (200)
    - 1 x Gorkamorka Banner Bearers - 1 x Gorkamorka Glyph Bearers
    10 x Orruk Ardboys (200)
    - 1 x Gorkamorka Banner Bearers - 1 x Gorkamorka Glyph Bearers
    6 x Orruk Gore-gruntas (320)
    - Pig-iron Choppas
    REARGUARD
        TOTAL: 970/1000
    WOUNDS: 83
     

    Megaboss on foot is OK for smaller games or redundancy. He's nothing stellar though. Generally you want 2 Warchanters, Ardboys and Brutes to your liking yeah. And get a MK :)

  13. On 7/30/2020 at 12:22 AM, Grimskul25 said:

    Hey everybody, 

    Trying to figure out the best way to use IJ with the new points changes and I'm glad Brutes are more interesting as a choice versus Ardboyz now. I'm in a 2v2 game (teamed with OBR) with 1500 points per player. Here's my list so far:

    Warclan: Choppas, Realm: Chamon

    Megaboss on Maw Krusha with Gore Hacka and Choppa - 460

    • Artefact: Metalrippa's Klaw
    • Mount Trait: Mean 'Un

    Warchanter, General - 110

    • General Trait: Checked Out
    • Artefact: Plate of Perfect Protection 
    • Fixin Beat

    Warchanter - 110

    • Get Em Beat

    5 Brutes with Pair of Brute Choppas  - 130

    5 Brutes with Pair of Brute Choppas - 130

    6 Gore Gruntas with Jagged Gore Hackas - 320

    Ironskullz Boyz - 80

    Ironfist Battalion  - 160

    I've been debating if I should change my Ironskullz Boyz into regular 5 man unit of Ardboyz and changing 3 of the Gore Gruntas into another 5 man Brute unit. I would however be around 1490 points then rather than on the dot with 1500. Do you guys think it's worth having more bodies, particularly Brutes given that it's a Choppas warclan list? Any feedback would be greatly appreciated.

    I think you could try adding Brutes instead and see how it goes. Choppas lists haven't really been discussed that much so it would be interesting to see how it fares. I say, since you already have your MawKrusha, perhaps a unit of 6 GGs is less needed as they act as one of our hammer. I'm not a big fan of Brutes in 5. They often die too fast. That being said to your question of is it worth it to have more bodies, I think they answer is yes. Bodies in this current meta is a big plus, with all the shooting and MW. Not that I have a ton of experience myself but it seems to be the general thinking, even in the Orruk Warclans forum.

    I myself am currently going to go for BigWaaagh to include a big block of arrowboys to up my wounds.

    Hope that helps.

  14. Hey guys,

    So with the new GHB dropping and the changes to the "special rule", am I right to assume that Ardboys with shields can only use one 6+ dpr now? I'm asking because I had heard somewhere that text written on the warscrolls themselves was unaffected and it was only the allegiance abilities that were.

    So, I guess to make it as clear as possible: can Ardboys with shields, and with the right amount of Waaagh! points, use their 6+ to shrug off a wound and then use the 6+ save of Laugh at 'Em if they failed that first try? Or they can only use one and I need to choose. 

    Thanks for clarifying.

  15. Hi guys, 

    I've been reading a lot of pages on army comps and have been thoroughly reading @EnixLHQ beginner's guide to NH (several times actually, it's just so good) and I've managed to come up with a 2k pts list and I'd like to have your feedback on it. Maybe thoughts on how to play it optimally. I know posts like ''please validate my list'' are kinda annoying but I figured that in these COVID times, the forum is a bit slower and maybe some of you wouldn't mind having a look. Here it is: 

    Allegiance: Nighthaunt
    Dreadblade Harrow (90)
    - General
    Guardian of Souls with Nightmare Lantern (140)
    Spirit Torment (120)
    Knight of Shrouds on Ethereal Steed (120)
    20 x Chainrasp Horde (160)
    6 x Spirit Hosts (240)
    20 x Grimghast Reapers (320)
    10 x Bladegheist Revenants (180)
    10 x Bladegheist Revenants (180)
    2 x Chainghasts (70)
    Black Coach (220)
    Shroudguard (110)
    Extra Command Point (50)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 115
     

    The general thought is that a have the big blob of Grimghasts that is rather killy, I have 2 units of 10 bladegheists with KoSoES in a shroudguard battalion that can either pop up behind, or be the front line if I decide to have the chainrasps in Underworld. I'm choosing the Dreadblade as general for the little teleporting tricks that he can do, Hopefully the Spirit Torment and Chainghasts create a nice little bubble, and I have the black Coach for support/healing until it's ready to charge in. 

    I have a group of 6 Spirit Torments that I wanted to use in a 1k list but I managed to fit it in here as another screen/objective holder, along the chainrasps. I could potentially have another 20man chainrasps painted too. Would that be better? 

    Let me know what you guys think in terms of army comp and how to play it, thanks :)

    Also, I have a question about deepstriking bladegheists with a Spirit Torment. I find it's extremely hard to have them wholly within 12 when I try to charge a unit. I was wondering how you guys proceed. Do you try to charge with the Spirit Torment first, and then if it misses, you cancel the idea of charging the bladegheists? In that case, you're just sitting ducks waiting to get destroyed next turn. I've had issues in the past game I had and it made me think that maybe bladegheists are made to be on the starting line and move quickly with support, rather than missing their charges in the back, or attacking without the ST buff (which makes them a lot less effective). Anyways, would appreciate feedback on this too :)

    Thanks again!

    • Thanks 1
  16. Hey guys, here's a quick question. I remember before our new book, that building brutes was a no-brainer. You build them with Choppas in groups of 5 with the boss Klaw.

    Now that everything has changed with the new book for Brutes and that this configuration is less useful than let's say, a group of 10 with Gore-Hackas, I'm looking for ways to make my brutes useful and sometimes (only sometimes) just field them as a group of 10 w/hackas but they all have Choppas on :(

    You guys have any ideas to bash them into Gore-Hackas? Or is the only solution to buy 2 other kits? (And since their warscroll is meh, I don't see this as a good investment)

  17. 1 hour ago, 5kaven5lave said:

    While peeps are being super helpful, just had a couple more questions if anyone has time.

    First of all, the Ardfist CA - I’ve read the FAQ and it reads to me like if you fluff the 4+ roll you can spend more CP until you are successful and get the unit that died back, is that right? Don’t wanna be ‘that guy’ about it.

    Secondly, is anyone giving shields to Ardboy units?

    Also, I don’t play BB but I have a set of the Orcs from it, would they make good Ardboys with the right weapons attached?

    Cheers. 

    Hey man, will try to answer to the best of my ability:

    - I believe you can, unless it has changed. A lot of strategies discussed many pages back relied on this. 

    - Always max out your shields. 2 per 5. You have nothing to lose and everything to gain since the new warscrolls.

    - I don't know what BB is.

    • Like 1
  18. 31 minutes ago, EnixLHQ said:

    The Briar Queen. You know her. You may even love her. But do you play her?

    Fellow Mortarchs, have you played the Briar Queen in any of your AoS lists, and if so what were your results and feelings about her?

    I'm curious since she has a decent ranged attack and can slow down some fast units with her spell if she has any competitive purpose in a Nighthaunt list. 

    Hey man, apparently she does. Ash McKewan (spelling?) a very good Nighthaunt player in the tournament scene, uses her a lot. He talks in depth about her in AoS Coach Nighthaunt Faction focus. Check it out on YouTube :)

  19. Hi everyone, 

    I'm looking to get into Idoneth Deepkin and do a fun 1k build as a starting point. I don't necessarily want to go hard on the eels and be ''too strong'' for my club. We're more casually competitive. I was thinking of this list, based off the start collecting base. What do you guys think of it?

    Allegiance: Idoneth Deepkin
    Volturnos, High King of the Deep (280)
    - General
    Isharann Soulrender (80)
    10 x Namarti Thralls (130)
    3 x Akhelian Morrsarr Guard (170)
    3 x Akhelian Morrsarr Guard (170)
    10 x Namarti Reavers (130)

    Total: 960 / 1000
    Extra Command Points: 0
    Allies: 0 / 200
    Wounds: 57
     

    Thanks in advance for your feedback :)

  20. On 4/19/2020 at 3:52 AM, backslide said:

    I have just finished 18 sprint hosts so of course I need an amusing list for them all..

    First stab...

     

    Allegiance: Nighthaunt
    Lady Olynder, Mortarch of Grief (200)
    Guardian of Souls with Nightmare Lantern (140)
    Lord Executioner (80)
    - General
    - Command Trait: Ruler of the Spirit Hosts
    - Artefact: Pendant of the Fell Wind
    Knight of Shrouds (100)
    - Artefact: Midnight Tome - Shademist
    6 x Spirit Hosts (240)
    6 x Spirit Hosts (240)
    6 x Spirit Hosts (240)
    30 x Grimghast Reapers (420)
    Black Coach (220)
    Execution Horde (100)
    Suffocating Gravetide (20)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 118
     

    20200419_092629.jpg

    I can't believe the pain you went through in assembling them... You're a hero. That being said, I finished my first group of Bladegheist Revs and I absolutely love the models. I tried to go for a cursed blade look.

    IMG_20200422_074401.jpg

    • Like 4
  21. Any thoughts on the lists I presented above? I also did a build at 1500pts including a group of 40 chainrasps and with discount, it was damn cheap and was dead on 1.5k.

    When should we use a group of 40 rasps? I haven't seen such a big blob in lists, is it better to go 2x 20 instead?

  22. Good day fellow ghosts, 

    With the halt on GW orders and the current situation, I'm trying to see what kind of list I can do with the NH models that I have and that I want to play.

    Here's a list I came up with following @EnixLHQ guide and I am at 1320 points . I am, however, unsure how to fill up points to 1500. Initially I had a 1000pts list in mind (Dreadblade, 6 Spirit Hosts, 20 Grimghast and 5 Bladegheist, a Spirit Torment and a Guardian of Souls) and I realized that I have enough stuff to go to 1.5k I think.

    So here's my list: 

    Allegiance: Nighthaunt
    Knight of Shrouds on Ethereal Steed (120)
    Guardian of Souls with Nightmare Lantern (140)
    Spirit Torment (120)
    20 x Chainrasp Horde (160)
    20 x Chainrasp Horde (160)
    20 x Grimghast Reapers (320)
    10 x Bladegheist Revenants (180)
    Chainguard (120)

    Total: 1320 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 86
     

    Now, I think including the Chainguard batallion would make sense here to pair with the chainrasp and GoS. It would make them really durable. The Grimghast would kind of be on their own as a force and bladegheist and KoSoES in Underworld for deep strike.

    Seeing as I have 6 Spirit Hosts and a Dreadblade Harrow that are painted, I am wondering how to complete my 1500 pts with something that makes sense synergistically. I am fairly new to NH, this is my first shot at creating a list, so I might be missing some cool tricks to work with. I also have a Lord Executioner that I can paint that can be like a hero killer in the back on his own. 

    Could you guys provide some advice as to how to round up this list to 1.5k pts intelligently? (The models I have to round it up are: 2x Dreadblade Harrow, Lord Exec and 6 Spirit Hosts) Thanks in advance for your help. 

    I'm gonna include some pics of my paint job so far :)

     

    MicrosoftTeams-image (1).png

    MicrosoftTeams-image.png

     

    Edit: On a second d thought, perhaps I could go with a list like this at 1750pts? 

    Allegiance: Nighthaunt
    Guardian of Souls with Nightmare Lantern (140)
    Knight of Shrouds on Ethereal Steed (120)
    Spirit Torment (120)
    Dreadblade Harrow (90)
    Lord Executioner (80)
    20 x Chainrasp Horde (160)
    20 x Chainrasp Horde (160)
    20 x Grimghast Reapers (320)
    6 x Spirit Hosts (240)
    10 x Bladegheist Revenants (180)
    Chainguard (120)

    Total: 1730 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 114

    I basically added my group of the Dreadblade Harrow and Spirit Hosts as a standalone threat that can move around. If I had the models I would add a Black Coach and another group of Bladegheist but I don't :) Let me  know what you guys think.

    • Like 2
  23. On 3/11/2020 at 9:13 AM, Koujow said:

    Dumb question: A Megaboss equipped with a Rip-Toof and the Armor of Gork does 2 MW on a natural save of 6 (Technically a mortal wound and then a mortal wound)? Or do they not stack? And is that totally useless to include? I thought a MK doing a bunch of 'thorns' damage would be awesome. 

    That's a good question actually. I had the same thought a while ago. I hope someone answers. I would tend to think that they both stack, just like save after save abilities stack as well.

  24. 13 hours ago, Ravinsild said:

    How does Gore-Grunta charge ability work? 
     

    I charge 3 Gore Gruntas into 1 unit of 3 Kurnoth Hunters. 
     

    The Sylvaneth has player protests after I roll 3 dice. 1 for each model that has completed the charge and is within 1” of the Kurnoth Hunters unit. 
     

    He argues you roll 1 dice per unit within 1”, so had I tagged his Dryads and his Kurnoth I would roll 2 dice, 1 for the dryads and 1 for the Kurnoth.

    I showed him the “if the unit has more than 1 model, roll to determine after each model completes its charge move, but do not allocate the mortal wounds until after all of the models in the unit have moved. “

    He still says it’s once per unit. So I would roll only 1 time against his Kurnoth Hunters despite having 3 models in my Gore-Gruntas unit and all 3 being within 1 inch. 

    136BDF7A-18D1-4D05-A2B2-CAB346DCE2A3.png

    Wow, that guy... You indeed roll for each model in your unit. So if your unit had 6 GGs all within 1 in of an enemy unit when they finish charging, that's 6 dice. And if a model would be touching 2 adjacent enemy units, within 1in, you would roll a dice for each enemy unit to determine if there's a mw or not.

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