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TechnoVampire

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  1. I feel the same. I don’t play competitively, and no one in my group uses SOB so I’ll probably give it a miss and go for pinions or flaming weapon. thanks for weighing in.
  2. I know it’s been out a little while, but not heard much discussion about it. What do people think of vile transference since the FAQ: ‘Vile Transference is a spell that has a casting value of 7. If successfully cast, pick 1 enemy unit within 3" of the caster that is visible to them. Roll a number of dice equal to that enemy unit’s Wounds characteristic. For each 6, that unit suffers 1 mortal wound and you can heal 1 wound allocated to the caster.’ I’m considering using it on my VLOZD for extra survivability, but it feel situational and the 3” range kind of puts me off.
  3. Thanks, these are all good points and help me see why it’s actually fairly beneficial. I hated characters being locked into general role, feels far too restrictive.
  4. Thanks for the heads up! I finished mine last week and they were indeed a fiddly unit to put together. I love how they look, but as you said finding the right pieces, cleaning and gluing took forever and felt like a bit of a chore.
  5. Thanks yeah, that’s as much as I could gather… I was hoping there was maybe something more that I had missed making people excited. I felt like I heard people talk about it pre 3.0 release and seeming very positive about the change, but I’m struggling to think why.
  6. This isn’t exactly a rules question, but I can’t think of a better place to post it. I see quite a lot of people talking of the benefits of certain named characters etc being treated as a general in addition to the model chosen to be the general (I play SBGL and see this a lot). other than the extra CP received for having your general on the board, and multiple “generals” making this more consistently received, can anyone describe to me what the benefits of this are? Many thanks.
  7. Thanks, this is helpful! I’m using a necromancer in my list, do you know if you fail the bodyguard roll, can you still use deathless minions to prevent the wound on the necromancer afterwards? Thanks.
  8. Sorry I see it now: Q: In section 14.3 of the core rules, ward rolls are made to negate a wound or mortal wound before it is allocated to a model. However, many units in the game have abilities that trigger when a wound or mortal wound is allocated to a friendly model. Can I use abilities that negate allocated wounds or mortal wounds after a ward roll? A: Yes. … So that means you could roll for amulet of destiny and deathless minions?
  9. Would you guys mind citing/ explaining which part of the FAQ changes how ward saves work? I’ve had a look and can’t seem to find anything.
  10. Thanks for the heads up, sounds like something I’d be very likely to do! (Hope your wonky(ier) skeletons look ok! 😊)
  11. Haha oh dear, looks like I’ll be having lots of fun with tiny parts as I ordered the death rattle kit. I’m actually using them as a unit of 20 grave guard, because I like the models and it’s convenient and money saving that they come in a box of 20.
  12. Hi there, I have a modelling question. Can anyone tell me if the kit for the cursed city Ulfenwatch skeletons is the same one as the new death-rattle skeletons? I like them both, but I’m trying to tell if there’s a difference and if so what?
  13. Ok, thanks, that makes sense. I think I was just imagining more like big two handed swords than what they have in the kit. The models aren’t terrible, but I think there’s loads of room for improvement.
  14. Ah great, I couldn’t see them on the GW website or in any of the pictures. Thanks 👍
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