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Boar

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Everything posted by Boar

  1. Because of 9" away from enemy limitation. With normal move you can get closer to set up charge f.ex, or bring to bear 9" range weapons like gaze of grungni or arkanauts pistols
  2. -half dmg for frigate -about I think 1/3 drop for ironclad - avg 1,33 dmg on various weapons instead of 2 dmg, max output of those reduced by 33% (so almost half output dropped on CC of riggers, also roughly half output on HTH heros ie. admiral, endrinmaster), Bound endless spells are definetly annoying, but to me not as much as loss of damage. Not to mention that lower damage makes enemy wizards that much survivable, and it`s this, that may have major impact, spells being bound is problem in addition to pillows fired from our cannons, not major in itself. At least that`s my take on it. Actually how mortal wounds interact with such ability? Are drill cannons going to save us 😶?
  3. So Seraphon Coalesced reduce incoming damage by one from each attack (to min of 1), effectively halving output of shrapnel and aethershock carbines of capital ships. In essence Frigate loses half firepower against Coalesced. My brother is buying Seraphons right now, concern rising.
  4. Well you can`t make Dwarf much shorter🙂
  5. Ha, I didn`t get initailly what you mean here, but I think note on github cleared it up for me. So in essence sometimes v.low probability maximal damage would not be shown, right? Something like fleetmaster with venomfang blade who, at least in theory could cause 24 mortal wounds, but since probability is low it never shows up because you would need not thousands, but often milions or more simulations? Also would it be possible to add export feature (to csv) to some of derivative stats? For example from window with average damage per save. So you could export something like table below. I mean, you obviously can copy and paste like I just did but maybe it could be useful. Though I have to admit, as I am typing this I am starting to doubt usefulness of such feature. Save Kharybdyss Dreadspears Corsairs Darkshards Chariots 2+ 1.96 1.39 1.85 2.22 3.67 3+ 3.1 2.5 3.7 4.44 4.67 4+ 4.24 3.61 5.56 6.67 5.67 5+ 5.38 4.72 7.41 8.89 6.67 6+ 6.52 5.83 9.26 11.11 7.67 - 6.85 6.67 11.11 13.33 8
  6. When it comes to damage output volley gun and drill cannon are actually similar on average, hence my question. One option could be - in say 6 man unit- taking 2 volley guns, but not in addition, but instead drill cannons. Due to low amount of shots from drills you have quite large chance of doing nothing with them. When constantly and reliably chipping at enemy unit is more valuable to you as player volley guns could be better. Drills are more of high risk, high reward things.
  7. Curious what`s your reasoning behind this?
  8. I counted avg. damage for individual weapons. That way anyone can mix and match, in second column with bonus to hit where applicable. So only mortar is worse than rifle (if in range obv.). Like you noticed other mortar problem is high chance of doing nothing (over 80%, while rifle fail rate is around 60%). However other weapons are 50% better in output than rifles, or 100% better with +1 to hit, and fumigator is always twice as good. aetherrifle 0,44 0,44 fumigator 0,89 0,89 decksweeper 0,67 0,89 mortar 0,33 0,44 aethercannon 0,69 0,93
  9. They being within 12" is obviously a must, but I am getting different result vs 4+ save. Just aethercannon and decksweeper (so two models) without bonus ( so they hit on 4+) deal the same average damage as three rifledwarfs
  10. Admiral`s is smaller in scope, but it can be affected by artifact that gives you one free CA use from warscroll
  11. You can have more as per last FAQ. Q: In a Pitched Battle, if a unit that is a Behemoth can be taken as Battleline, does that unit still count towards the total number of Behemoths that can be taken in the army? A: No.
  12. vs 4+ save drill have avg.damage of 0,94, skyhook/grapnel 0,83. Against lighter armor drill is slightly worse, but gains even more vs 3+ and more. In situation of -1 to hit drill would always be better than skyhook/grapnel.
  13. It kinda looks like balancing concern on one hand, so they didn`t write f.ex one free use of any command ability. On the other hand similar traits/artifacts with free use of warscroll ability are in other battletomes, so kind of standarization. And than they realized that warscroll as it is written wouldn`t give enough benefit to justify taking artifact and so writers added generic abilities onto this? Pure speculation obviously.
  14. +1 would be nice. As for saving place on warscroll, I actually think it`s good that they didn`t do that. Since you watched WW, you maybe noticed that Vince called out that triumphs weren`t repeated in the book, and that`s arguably bad move as it makes rules more opaque esp. to newer players.
  15. That is done in mind with artifact that let`s Admiral one free use per turn of warscroll commands.
  16. Hey if there was only Vince it would be OK
  17. Gunhauler can help, not so much with 6++ save (that too obviously) but simply by limiting where enemy can go with their troops.
  18. Yeah hand of gork is pain, and wizard is of course hiding behing loonshrine (which is shrine`s unwritten additional ability🙂). The problem I can see with engaging squigs too much, is that it could leave not enough time to clear grots from objective (I usually put grudge on largest grot unit btw). Also when clearing grots you have to position your guys and ships taking into account grots crawling out of loonshrine. Since we are not numerous we can lose command of objective by enemy simply running close. There is also matter of navigator`s aetherstorm, which if succesful vs. manglers/boingrots can buy more time to shot at grots.
  19. So far I played 3 battles with new KO, all of them on 1250 pts vs Gloomspite, and hard getting to objectives is definetly true. Grots are annoying, but can can only put -1 to hit on one unit, so there is that (and 1/6 times spell will fail). The thing about Mangler is wrong though, he can one shot ironclad on charge but it would be relatively rare occurence (slightly less than 1/6). And if Ironclad rerolls saves from aether gold it would be very lucky Mangler that would do that (1% chance). Artifact on boss could certainly improve that chances though. Units of bounderz with their mortals on charge could prove to be more dangerous, and perhaps should be dealt with first.
  20. Hard to say right now, detailed show about KO will be on wednesday, but in last he was very dissapointed
  21. Kinda my thoughts as well. I will watch though and hope that Tom chilled out over those few days. Don`t get me wrong, Tom is great guy, thought more emotional one of the two.
  22. Ability has text like below, so as you can see you simply add +1 "Add 1 to hit rolls for attacks made with a Grundstok Mortar, Decksweeper or Aethercannon when it is used by a unit that has at least 1 of each of these weapons"
  23. Maybe I am misreading what you are saying, but that table is absolutely correct. So for example there is 4,51% to get exactly 17 succeses in row on 2+. Once you reached f.ex those 17, that 18 roll have indeed 1/6 chance of failing, but then you are looking at singular event, not on chain. EDIT: OOPS I ****** UP Table below should actually give probability of that number of succeses on 2+ followed by failure. 0 16,67% 1 13,89% 2 11,57% 3 9,65% 4 8,04% 5 6,70% 6 5,58% 7 4,65% 8 3,88% 9 3,23% 10 2,69% 11 2,24% 12 1,87% 13 1,56% 14 1,30% 15 1,08% 16 0,90% 17 0,75% 18 0,63% 19 0,52% 20 0,43% 21 0,36% 22 0,30% 23 0,25% 24 0,21% 25 0,17% 26 0,15% 27 0,12% 28 0,10% 29 0,08% 30 0,07%
  24. Yeah, but netters have 2" buble and they are such pain. Granted thunderers and khemist are on 32mm bases rather than 25mm but still it should be very annoying to your opponent. If he hits on 3+ he would lose half of combat ability for many of his models, and if he have 4+ it`s loss of two thirds.
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