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red_moo

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  1. Omg you are right. Wow, tunnel viewed on the 3" rule there... Thanks!
  2. Hey! There are two main points here. First is that the wound allocation comes after "resolving" the attacks. From rules that would be this part: "ALLOCATING WOUNDS Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted." The abilties always override the general rules, so in this case the command ability needs to be resolved first before the sequence continues. So what the guy above explained. But I wanted to point out the second thing that is faulty in your question. If the seraphon player fails the 4+ roll (or if it worked like your first option) and you do remove the eel in front and the rest are 3.1" away, you effectively removed your unit from combat and can't pile in as the unit is no longer in combat!! Same as when unit A fights unit B and C. After B fights, the A player removes the models from unit A so the unit C is 3+" away from unit A. C can not pile in and fight.
  3. Hello guys! I busted out my 15 years old skaven and I am educating myself about what a good competitive build would look like these days or in the mid future. I hope a core of 3x20 clanrats, 9 jezzails and 1 warp lightning cannon with engi is a viable base. I also have 2 rattling guns. Beyond that I know I can go the standard build with 40 monks, screaming bell, verminlord to round it off, but I hope there are other options. The problem I am having is whether I should splurge out and get the battleforce box which gives me exactly that (build the 20 clanrats as monks) or are there better, less casting reliant options that I should use my money on. Or... should I buy it anyway (i know thats a bit of an unfair question, but I'm strung between it being a good deal and it meaning I'm locked in to that build)? If anyone has any insight to get me up to speed please do tell. Thank you and good luck in these weird times...
  4. Heh, I have 3 armies in the works so the most expensive units may not be a very wallet friendly choice. Otherwise of course I would like to rock vararchaon army sometimes. Ok, noted. I always thought they just rely on buffs a lot and then they are able to do nice work. Everything funneled into those varanguard I see. Kind of a fun one tick pony army I gotta say. Either they get the buffs and pillage the table or you are done. Thanks!
  5. Oh and I forgot to ask what the second list looks like with just 40 marauders. I'm trying to keep it interesting hobby wise too... Plus it's more fun operating with different units than one big blob. Thanks!
  6. Thank you!! I have to say this look much different than what I was expecting. Have more questions than answers almost hah What would you put in the first one instead of varanguard (purely because I dont have them :D)? And isn't two warshrines overkill? And in second one having karkadrak with just 5 knights. How come? Why not more cuz of his buff?
  7. Hey! Would you be willing to share the two lists? I'm splitting my head open trying to figure out what a competitive slaves army would look like where I could fit in a demon prince, chaos warriors and chaos knights. I can live with mandatory 20 to 40 marauders and 5 horsemen to zip around. Thank you!
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