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Ninjon

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  1. Shhhhh..... Don't tell anyone, but there is a key to this army being incredibly strong. And that key is.... .....Mercenary Chaos Marauders
  2. I'm not so sure this tactic is so easily dismissed. If you run two blocks of Mortek Guard (our best unit overall anyway), in the shape of "L'" that are side by side (with the bottom of the Ls touching each other), with the 2 harvesters towards the center, you can really cover a majority of the board and take two objectives. Something like this: 11111111111111111 2222222222222222 11 22 H 11 22 H 1111 2222 1: Guard block 1 2: Guard block 2 H: Harvesters Then models you remove will always be in the two clumps near the Harvesters (note that these are not EXACT diagrams), and both will trigger off of both blocks of Guard. Since damage is done one at a time, when you assign the first damage to either unit you simple apply it to the model that is within both 3" Harvester ranges. One dead model = 2 4+ rolls to resurrect one. If you resurrect 1 (or 2...) from this damage, you IMMEDIATELY resurrect the model, place it back on the table within range of both harvesters, THEN move onto the next assigned damage. In theory you won't ever be targeting a model outside of both Harvesters range. Does this tactic still have downsides to it? Sure, as said its relying on a big point investment in Guard plus 400 points in Harvester support, but this army should be running Guard heavy anyway. But the blocks can separate if the need arises. And of course, if you take out the Harvesters, the combo falters.
  3. I think the Harvester thing will stay as is, because it’s a massive point investment in an army that struggles greatly in that area, and it’s not THAT big of a footprint on the battlefield. What we need is board control, and while opens up some really interesting options to do so, it is quite easy to undermine (get rid of one harvester).
  4. If a unit finishes a charge and I spend 1CP... then immediately spend another, what has changed? There is no after-effect of spending the first CP that changes the game state. When spending the 2nd CP, has a unit still “finished a charge”? Why yes, it has! Im fighting the semantics here, because that’s what you are choosing to lean on for this argument. I’m not saying your assessment is wrong in the “intention of the rule”, but again it would have been easy and consistent to just use the word “once” in this CA wording, and they didn’t.
  5. ...Because it doesn’t limit you to “once per unit per charge”, and GW has had the “once” CA wording on LOCKDOWN lately. If it doesn’t say “once”, they actively chose it to be worded that way (theoretically). Also your argument based on “charge phase” is completely invalidated at every turn based on previous GW rules and updates. An aspect of a phase is not given some “finite window” to work within, look at IDK or Orruk spamable CAs, they all work in the same “small window” that you claim this one does. RAW is it’s spammable. Will I go out and buy 40 horseboners before the FAQ drops? Heck no. But you coming in witg some “lulz so obv quit being such a peasant” attitude is asinine.
  6. This army’s recursion is respectable, which mitigates MW decently. And that’s not counting double harvester positioning to double dip on the 4+, meaning by the numbers Mortek never go down in number...
  7. Great point. And be aware that we can turn our 6+ shrug into a 5+ shrug, and throw on the additional 5+ shrug buff to the unit about to be hit is much more answers that most folks get.
  8. I know it's been brought up, but if the Kavalos Deathriders CA isn't FAQ'd to only be used once per charge phase (per unit), it could really be devastating. - Unit of 15 Riders, use the CA 5 times on impact (1 for free with the Battalion, and that really isn't an exorbitant amount of CP given how many the army can produce): 75 dice, 25 MW on average (deleting the target), and THEN you get to pile in an extra 15" in the combat phase (whatever else is closest gets rammed). - All 15 Riders do not have to be engaged for the MWs to hit, just a unit within 1" - It screws over 'fights first/fights last' shenanigans because it happens in the charge phase - Even if you do get bogged down, with the battalion you can just retreat and charge to do it all over again - The tactic is strong enough to even take in units of 10 (points are always an issue with this army) and blow up most threats on impact Will this get FAQ'd? My gut says yes, as it doesn't feel like its 'the way the rule was intended when written', but dumber rules have stuck around in this game and it requires a pretty heavy investment for you to pull off.
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