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Everything posted by NemoVonUtopia
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From memory the only things that changed are that warpstone sparks now add one to the damage characteristic of one models weapon and the vigour dust injector's range is now wholly within 12". There might be some more subtle changes that I didn't notice.
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Yah, I thought that it would be really bad, but after two games I've realized that taking d3-1 wounds isnt too bad. And at least if the shots roll is average or below average there is not downside.
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It is actually "equal to or greater than." The main strength is the new split unit rule, if you take out a model and break coherency then you end up killing much more. I am really tempted to buy one now but I don't really have any unit I would want to pop up with him that can't already do so.
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I use 4 units of 10 so they can cover more ground and are easier to maneuver.
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So I played my first game and my fireglaives were amazing and shot down my opponents vampire lord and terrorgeist which both took damage from flying too far. My deathshreikers and dreadquake were mediocre because I was targeting support units so I didn't get any of the unit size bonus. The chalice of blood and darkness shut down my opponents spell casting for a turn which helped me shoot him off the table.
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That is my understanding too which is nice for bull centaurs and fireborn ect. Also, is there a consensus on if blackshard armor works on mortal wounds? I may be reading too closely and confusing myself since the new rulebook says "After they(mortal wounds) have been allocated, a mortal wound is treated on the same manner as any other wound for all rules purposes" At first I took that as confirmation that it would work but I read the blackshard armor rule which says "The first wound that is allocated..." My doubt hinges on the interpretation that mortal wounds are only treated like normal wounds after allocation so during allocation they would still be mortal wounds and this blackshard armor wouldn't apply. Now I don't put too much stock in that argument but I like to be prepared if I ever face someone that nitpicky and have a counter argument prepared other than kicking them.
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I have had much more success when including 40 clanrats since they could protect my warp lightning cannon, weapon teams, and engineers for several turns. Without them I found that enemy units could easily get units past my stormfiends to attack my weapon teams and cannon. That was with the original inspiring presence that I pretty much always put on the clan rats to make them completely immune. In second edition there is probably better uses for command points so they will be less durable but still useful.
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The warpknaw verminlord's spell is insane with the new split rule and sniping unit leaders and banners.
- 1,008 replies
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Can units choose not to have a leader? I don't remember seeing anything saying that they are but since It does not say something like "1 model may" it seems non optional. I don't know if this is ever covered because I don't think there is any other unit whose leader is detrimental. I don't know why the castellan and deathmasks can't take dual hand weapons as that is one of the options in their kit and it seems like a lot of these changes are based on what models have available. I would say that ash storm is overall better since it now affects melee attacks too. While -2 to hit was nice there are a lot of armies that have no or weak shooting that ash storm was almost pointless against. I didn't realize that fireborn don't hurt friendly models until you mentioned it. That opens up using their long attack range to sit behind 2 ranks of ironsworn to protect them from being hit.
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I just noticed that the Exalted Greater Daemon of Khorne can be summoned for 16 blood tithe points. Did the 8 blood tithe cap get changed and I didn't notice?
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Since the blackshard armor is a battle trait artillery, bull centaurs, and fireborn all benefit too, right?
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I read the product description of the new rules on the Forge World website and it mentions that chaos dwarves are based in Ulgu. While I know everyone can come from any realm it's interesting since the rules mention their affinity to Aqshy.
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My favorite change is giving fireglaive a 4+ to wound in melee. It always seemed a bit off to me that having ax blades on the gun was equivalent to poking them rusty knives.
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The only things I don't like about the update is deathmasks being forced to have a pistol, losing great weapon options, the dreadquake mortar changes since the price didn't change, and how more power works for the iron daemon. Either I have to buy 2+ more command squad sets for my fireglaives or use spare ironsworn models and have them die first While the dreadquake mortar did get more reliable extra shots and no minimum range I feel like losing the ability to do 2d6 damage per shot makes it worse off than before because it didn't get a points change. I am ecstatic overall that I can immediately play an updated army. I was expecting to have to wait a week or two.
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Its exactly like the new stormhost rules that stormcast are getting.
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What I mean was if there is a unit of bloodreavers with a banner that is affected by a -1 bravery effect so they would be bravery 5 normally. Now if the EDB is within 12" but outside of the bravery debuff range then the bloodreavers would be bravery 8 instead of 5.
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I just realized a cool use for the exalted deathbringer when facing death armies that have a lot of bravery shinanegans. Since it let's other units to use his bravery until the next hero phase it will work against shooting type attack that target bravery, also it would negate bravery modifiers unless they are in range of the deathbringer too which seems unlikely considering that most things I remember that penalize bravery have a short range. I've occasionally brought an exalted deathbringer as a bodyguard for my general but I may try bringing him when i know I'll be facing death armies.
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Slaughterpriests are almost mandatory Skarr is pretty good if you have a spare leader slot. I got extra wrathmonger legs and back armor plates from a bits site. Wulfen seem like they should work but I haven't seen them side by side to know for sure.
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It says that points spent on battalions, spells, ect. count as points spent on units and therefore do not give extra command points. I don't see how I could read it the other way.
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How do? I've always interpreted it as you need 50 unused points to get a command point and the clarification just means you cannot argue that battalions and endless spells arnt units and don't count.
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Thanks for all the advice. Looks like I'll be getting based for my artillery. I'll wait and see if forge world releases suggestions like GW though I'll probably end up ignoring most of them if they are different than the bases that came with the models.
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I feel like the artillery would be difficult to magnitize unless they are on the base. Also I am curious what word was censored, can't think of any that would fit...
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What do y'all use to transport and protect artillery especially the dreadquake mortar? The official GW cases seem too small and with my experiences with pluck foam wouldn't prevent the mortar from rattling around and get stuck to the adhesive on the bottom.
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Most likely not. None of the realmgate war battalions have gotten points and the leaked pictures from the new general handbook did not have any battalions for warherd. Which is a shame because there are several cool battalions like that and the giant king that would be fun to be able to use.
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I chose great weapons because I use them to deal with tough models in my mostly brayherd army so I wanted the extra rend and damage. However, when I've played with only warherd they have felt rather fragile so I think that the shields would be a good alternative for a pure warherd army. I know from using gors with shields that they make a big difference in survivability. I didn't ever consider dual weapons because to me +1 save is a lot better than reroll 1 to hit.
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