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Tasman

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Everything posted by Tasman

  1. Because of the wording in the ability. And who's Gabriel?
  2. Still no. Having re-read all of the other FAQs for the other armies, it remains clear. Anyone who would play this any other way is playing for advantage, IMO. I'd never allow it in any tournament that I'm organizing.
  3. No, I meant that I had posted something in the wrong spot, then deleted the text.?
  4. Don't want to be a wet blanket here, but those units that you want to ambush with have HUGE foot-um- Hoofprints! Any player who understands the rudiments of deployment will definitely seal off his table edges to prevent this. A great idea, it's a little too situational for my taste. I'd think about halving the raiders, and sending the chariots up the middle.
  5. You're free to play it any way you want, but you'll be wrong. The semantics on the wording of this stuff has been hacked apart on this forum forever. There's no reason to believe that the wording here has any different meaning than elsewhere. Enjoy it while you can, I guess.
  6. All of those were faqed at one time or another. You'll see this one as well when they get around to releasing it. The wording is clear, as in all other types of buffs.... the use of "A" or "ANY" means "One". Example: The GUO. He can add one attack to a unit of demons within range, but can't target the same unit twice with the same ability. He can, however, use it on another unit of demons along with spending another CP.
  7. You can't use it multiple times on a single unit. You'd have to target a different unit. "A friendly unit wholly within 12" of A friendly chaos spawn". You could use this multiple times if you have multiple spawns and enough CPs though.
  8. Yeah, the BoC have a lot to offer- many builds, many different looks for your opponent. A speedy, death dealing army no matter how you want to build it. One thing though, there's no +1 for the roll off. The player who finishes deploying first decides who takes the first turn. It is a straight init roll after that. Have fun and welcome back.
  9. Well then, marauders are the way to go. What's the question here? If you want to mark your army Khorne, fine. Take that blood stoker, a couple units of marauders, some knights, and a juggerlord. Do some damage. Bring a warshrine. most of this will be beneficial to jumping on and holding objectives. Chaos warriors are still among the best for this. There's so many options here that I can go on for a long time. In this context, you're right. There's no use for reavers.
  10. Alas, marauders don't fill that role anymore.... at least not for Khorne. What's needed there are MSUs of chaff for tithe points. Reavers fill the bill here with min sized units of 10. Not so for marauders since the min unit size is now 20. In most other things I prefer marauders, but in a pure Khorne army, reavers are a must have. Blood warriors will grab and hold objectives while units of bloodletters are summoned to annoy your enemy and screen them.
  11. I just have a rule of thumb to never have less than 3 in a 1K game or 4 in anything bigger than that. There's just too many scenarios that need heroes to claim objectives. That's jus my personal preference.
  12. The BWV no longer doubles the range of a spell. Nor does it add 1 to the casting roll. It adds 6" to the range, gives the guy on it cover, and gives the boon of being able to cast an extra spell. It also states that the vortex, as well as the guy on it, are "treated as a single model". Therefore, the whole, "Nyah ,Nyah, you can't get me up here" build is history. It was nerfed, and rightfully so. But it's only 40 p now as an endless spell.
  13. Or the bale wind. Extra range on Bray shamans spell + cover save + extra spell.
  14. If you want a CC GUO, go with Rotigus, and keep him healed. Otherwise, for some good rending attacks at half the cost, consider a demon prince with ghyrestrike.
  15. Glotts CP gives them +1 Att, his spell gives them +1 W. They"ll last a while on an objective with 80 wounds, esp if you can get insp presence on them during battleshock. Very frustrating unit.
  16. Depends on what you want them to do. Marauders: 6"M, rr1s, possibility of being able to hit and wound on 3+ , 5+ sv w/shield. But only one attack. Unless buffed by Glottkin and/or harby. Then they are totally awesome. Monks: bring a ton of attacks. Die like flies. My vote is for the axe guys every time.
  17. Yeah. People tend to forget that a lot of what witches bring is because of the buffs, BUT those hags are really, really squishy. Hence the"gotta have more hags" posts. There's not a lot of hero choices here as opposed to many AoS factions. Gotta go with what works as when people start sniping hags, it's over. I found that if you can weather the storm of attacks, witch elves dissapear quite rapidly once they are counter-attacked. Especially without the inspiring presence from the brew.
  18. Nope, he's holding the statue. I built one of mine that way, too.
  19. I just like it on Harby because he's got better movement. Put it where it fits your playstyle.
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