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C.A.O.S

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  1. So guys, let me understand. Units cannot disembark from a boat after it has moved. But also, units can disembark only at the end of the movement phase. So it means that a unit can disembark a skyvessel only if it has been stationary in the movement phase?
  2. Yes, of course. The last match I have played I had on table 5 units of pink horrors (3 summoned). In that moment, each battleshock phase I recovered 4 pink, 8 per turn. It means 40 wounds added. Obviously is not mandatory to summon pink and play the game in that way, but I've found it coherent with my play style. 75
  3. Because from practice, i see that generally speaking i have a lot of difficulties mantaining 20 pink wholly 8" from a small base daemon prince. It is more important on the heroes, but in general, since i summon only pink, recover 2/3 pink per battleshock (so 5/6 in a single turn) is still very strong, and allow me to utilize the daemon prince better. Plague drone are very interesting now, since can do a lot of damage in an army that lacks in dealing damage. Good luck for today!
  4. Allegiance: Legion of the First Prince - Grand Strategy: Prized Sorcery - Triumphs: Leaders Be'Lakor, the Dark Master (360) in Battle Regiment - General - Lore of Ruinous Sorcery: The Master's Command The Changeling (170) in Battle Regiment - Lore of Ruinous Sorcery: The Master's Command Slaves to Darkness Daemon Prince (210) in Battle Regiment - Sword - Artefact: Armour of the Pact - Mark of Chaos: Khorne Kairos Fateweaver (435) in Battle Regiment - Lore of Ruinous Sorcery: The Master's Command Battleline 20 x Pink Horrors of Tzeentch (430) in Battle Regiment - Reinforced x 1 10 x Pink Horrors of Tzeentch (215) in Battle Regiment 10 x Plaguebearers (110) in Battle Regiment Endless Spells & Invocations Umbral Spellportal (70) Total: 2000 / 2000 Reinforced Units: 1 / 4 Allies: 0 / 400 Wounds: 81 This was my list. Really focused on dealing with big centerpieces and deathstars. I think that it lacks a little bit of damage, but I've preferred to focus on playing the missions and denying enemy scoring, instead of wipe out my opponent
  5. I've tried the changeling against an archaon nurgle list. It is really strong, combined with belakor, and khorne daemon prince
  6. Hi! I've a rule question: is exit from garrison considered a movement for the purpose of gaining control of objectives? For example in place of arcane power. The doubt is related to the fact that the garrison rule says that exit from a garrison Is considered the move for the unit in that movement phase. From FAQ related to reserve a unit that has been removed from play, and set it up again on the battlefield, does not count as have made a move por other rules purpose. But KO exit from garrison do not require to remove the unit from play and set it up again, the unit is in play and it is in the garrison, a big difference (so it is not like a teleport, or fly high rule, for example), moreover from faq KO garrisoned unit does not count as reserve. So I think that deployment from garrison can be considered as a movement for catching objectives purposes! What do you think?
  7. I have the book No, simply rerolls, like now. From now we have to think alternative solutions to avoid shock test. Navigator diviner trait + formations, or simply bought command points
  8. I 3 triumphs confirmed, only reroll save hit and wound
  9. Seems that we will have only 3 triumphs available in the next GH, if it is confirmed, I hope that will be the ones which allow us to reroll failed hit, wound or save rolls, otherwise it will be a MASSIVE nerf to us
  10. I see a lot of lists, but except someone, none has a good body count and wound count on the battlefield. For me is really important to have wounds on the battlefield, also ours arkanaut are pretty strong in defending when using the reroll, but cannot resist to mortal wounds and some smashing units in the game. So for how I see the game, playing with less then 100 wounds, or simply with less then 50/60 company is unfeasible in this meta at high level, taking objective becomes a nightmare
  11. The first way is to underdrop the jawz, start first, eliminate as much as you can, prioritize war chanter and gore gruntas, the double halves move to maw with your Navigator, and take space with your company. Otherwise if ironjawz underdrop you, play conservative in one corner, with less model as screen you can to minimize the damage that the maw can inflict and then hope in double turn to make damage
  12. So guys, for being sure: someone can confirm that hitchers ability can be used in the hero phase by balloon boys? Maybe with some examples or opinions of people that are used to go competitive events.. Thanks!
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