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Grimnir

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Everything posted by Grimnir

  1. Amazing work. The font in the cells - army name, starting size, subfraction is too large
  2. It's turn game too full AoS Skirmish version, it not be a warcry anymore. Starting chaos bands now it's no't first persons and heroes but more outsider withouth cavaly, monsters, brutal heroes and generals. It's crush all first idea about chaos wastes and bla bla bla Archaon chosen lalalala. Only full teams of AoS armies will stay. So i stil lwait real "Heroes" for old band, i mean new models, boxes, stats, not stupid "conversion your generic chaos lord in own band style". And i mean its good idea about stand alone AoS skirmish, because basic skirmish was a junk, and warcry rules more better. But.... how be a start idea and bands?
  3. My team - 1 Hunter champion. 2 Simple Hunters. 3 Hounds. My clubmate playing another roster. Hurricane Raptor Prime. 1 Hurricane Raptor. 2 Hunter. 1 Hound. 2 Birds. It's so Heavy shooting. You can stay and shoot 2/3 times. 8-10+ damage per hurricane activation. Also easy way to win. But...we dont play versus chaos bands. Maybe it see more balansed.
  4. Yes, 2 objective mission is so easy to win. And you can deploy marker on top of roof and use fly to scoring it. Ithink 1 flying girl is good choise.
  5. Boring, Lazy team. Lot of Wound in T5, your enemy will hate you in endgame. Today i played 3 times and have 3 win. Roster: 3 Hunters, 3 Hounds.
  6. First skill is super. You may control enemy damage dealers or runners. Also Leader is so angry and dangerous
  7. Grimnir

    Warcry wishlisting!

    Simple, need more ability & artefacts. I think new models be soon. In campaign games need more brutal injurity table. Veteran skills, maybe as a part of Favour of Gods.
  8. No deepstrike and other reserves. ARRIVAL TIME Each contingent has an arrival time, which is when it must be set up on the battlefield. This will be indicated on the map included in the battleplan, and will specify either ‘Start’, ‘Turn 1’ or ‘Turn 2’. Contingents with the ‘Start’ arrival time are set up before the start of the battle. Contingents with the ‘Turn 1’ arrival time are set up at the end of the controlling player’s first turn; contingents with the ‘Turn 2’ arrival time are set up at the end of the controlling player’s second turn. Any units that cannot be set up at their contingent’s arrival time for any reason are destroyed. RESERVE UNITS In a Meeting Engagement, reserve units cannot be set up on the battlefield before the arrival time of the contingent those units belong to. If a reserve unit has to be set up on the battlefield at a specific point – e.g. at the start of the controlling player’s first turn – but that point comes before the contingent’s arrival time, that unit cannot be used as a reserve unit in that battle – either set that unit up with the rest of its contingent or do not use that unit. Cant deploy before and cant deploy after
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