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WhiskeyjackZA

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Everything posted by WhiskeyjackZA

  1. This is my reading as well and how we have been playing. So if my deep strike unit's contingent arrives the end of that turn, we jump it in the next turn at the end of the movement phase as per warscroll (my DoK LT/HR) / army ability (my NH stuff that all "deep-strike" end of movement phase). @Everyone: Nobody seems to bite on my 2nd question or the bonus question. Of course if you cannot "deep-strike" then it is moot, but let's assume you can as I have outlined "deep-strike" in the turn following the turn your contingent was setup. (So to be clear the contingent comes in end turn 1, I deep strike the unit in my turn 2 at the end of the movement phase) When do you put them in "deep-strike"? When the contingent arrives or do you have to declare at the start of the game which units in all contingents will be deep-striking'? If you only declare a "deep-strike" unit during the deployment of the contingent - it would mean you can decided effectively based on the board state if you want to "deep-strike". How will any of this impact on placing a single deep-strike unit as a contingent - say 5 Lifetakers as your rearguard?
  2. I am interested in how you overwhelmed your opponent in summoning with HoS? I have just started with the army and have played one meeting engagement against DoK. (SH: HQ, 5 Lifetakers, 5 Blood Sisters; MB: 20 WE, HQ, Medusa; RG: 5 Blood Sisters and 5 Lifetakers). My admittedly very experimental list (Masque and ES) was going for speed. (SH: 5 Seekers, Masque; MB: KoS, 10 Hellstriders; RG: 5 Seekers, Mesmerizing Mirror). I lead by 1 point end 3rd round but he managed to 1 shot my KoS with 20 WE - I failed to LoD with a 1 - that turn. Turn 4 was possible to hold on, but needed some luck. Any way, I have been theory crafting a good HoS list and I don't think summoning is going to be such a big factor given that you also need to hold objectives and going hero heavy doesn't help in that regard. I mean, I am pretty sure I will replace the Masque and Mirror, but most other hero options are going to give me 1 more hero. Of course I can cut down on seekers but they are kinda good for speed and holding objectives (okay - I just like playing them). How did your "summoning overwhelm" list look like? I have played a couple of games with my DoK, I haven't bothered with Morathi (not my style - maybe for tourney), but I also think regardless DoK are good in this format just with 20 WE and a HQ in the main contingent, nevermind if you follow that up again in your rearguard. I can see your issues with Morathi, but I am also curious if it is really that bad, given different scenarios where she might come in late and/or if she is effectively screened. I played games with both my HoS and NH where the speed / early objective grabbing was almost enough to hang on if it wasn't for some bad luck / mistakes. What was the rest of the Morathi list? I am not so negative about this format and actually very excited for it...but we probably need more games and a bit of a meta to judge just how much of an improvement it is on 1000pt standard games. Until then we need to hear all the experiences and there is always the local group / meta factor that might also play a role in how viable the format is in the area.
  3. How do reserve units work in Meeting Engagements? Let's say I have a unit of NH Reapers I want to jump in as part of my main contingent. The main contingent in the scenario enters end turn 1. Questions: (1) Will this mean they are setup at the end of turn 2, as per normal NH Faction abilities? (2) At what stage can I declare them to be reserves / using the NH ability? At the start of the battle when declaring the armies and contingents OR or when the contingent is setup to enter battle? (Related bonus question - let's say the contingent only contains 1 unit - can it be setup in reserve?) (3) My understanding is that it is only a unit that for instance has to be setup prior to the contingent arriving that will be lost? (That you cannot use that part of the rules to for argue the same Reapers are lost because they cannot enter end of turn 1 since their rules only allow them to be setup at the end of a movement phase. This would basically turn-off all reserve abilities since most work in the movement phase and contingents enter end of turn)
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