Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Azamar

Members
  • Content Count

    213
  • Joined

  • Last visited

Community Reputation

340 Celestant-Prime

1 Follower

About Azamar

Recent Profile Visitors

406 profile views
  1. In the core rules it says the player whose turn it is tests first.
  2. Locally for me the only player who has Archaon I would trust with this, so I don’t have a personal issue. But for pick up/ competitive games putting a cup over it seems to be the best bet.
  3. @Pigey what about replacing durthu with a tree lord ancient? If you are banking on getting out that second wood at the first opportunity, then an automatic wood seems like a solid idea.
  4. That’s what I do (sometimes 2 units of 10 with axes and a unit of 20 with shields if I’m running a warrior kinband). For Hearthguard the pole axes can cause scary amounts of damage in spikes, but broad axes are more consistent. I actually prefer the broad axes most of the time, although pole axes will generally scare your opponent more- especially if it’s a big unit.
  5. Question from a new sylvaneth player just getting started- how many wyldwoods do you typically need for a 2000 point game? If I pick up a tree lord ancient I presume I need at least 2 of them? I don’t play in a particularly competitive environment so I don’t exactly need to flood the table with them, but it seems like every other ability needs a nearby wood to work
  6. I quite like a unit of 20 with shields- especially in a Hermdar lodge- use a runesmiter to drop them into your opponents territory or around an objective, and you’ve got 40 wounds with a 4+ save and immunity to battleshock for your opponent to worry about. I haven’t tried twin axes in a unit of 20, but I would have thought that 32mm base size would work against them as you’d struggle to get them all into combat. Units of 10 die surprisingly quickly, but when they do get a swing they can dish out a decent amount of damage.
  7. Bit late to post but my splintered fangs are done (barring a bit of work on a few of the bases)
  8. Reposting from the Kharadrons thread- a list I’ve been thinking about this morning. I like the idea of using tempest’s eye to make a true combined duardin list- something like (if I’ve got the new points right): warden king (general) Runelord Runelord battle line: 30 ironbreakers 30 hammerers 10 longbeards others: 10 grundstock thunderers kharadron frigate 3 gyrocopters allies: grimwrath berserker 10 hearthguard berserkers How well that would synergise with the tempest eye’s rule’s I don’t know- I may well be better splitting the dispossessed into smaller units, but I like the idea of having a combination of fast objective grabbers (gyrocopters and the Kharadrons), heavy hitters to grind up the field (berserkers and the hammerers) and a meaty block of ironbreakers in Defense (ok they’ve been inexplicably nerfed, but 30 models with a 3+ save/ 6+ invun, and battleshock immunity if I hang the king back, is still tough to shift.
  9. I like the idea of using it to make a true combined duardin list- something like (if I’ve got the new points right): warden king (general) Runelord Runelord battle line: 30 ironbreakers 30 hammerers 10 longbeards others: 10 grundstock thunderers kharadron frigate 3 gyrocopters allies: grimwrath berserker 10 hearthguard berserkers How well that would synergise with the tempest eye’s rule’s I don’t know- I may well be better splitting the dispossessed into smaller units, but I like the idea of having a combination of fast objective grabbers (gyrocopters and the Kharadrons), heavy hitters to grind up the field (berserkers and the hammerers) and a meaty block of ironbreakers in Defense (ok they’ve been inexplicably nerfed, but 30 models with a 3+ save/ 6+ invun, and battleshock immunity if I hang the king back, is still tough to shift.
  10. I remembered to take a few photos at our doubles, including a few of @Lightbox‘s fantastic ironclad in action (although the best army votes that thing won did cost us the wooden spoon in the end) 3 major losses and one major win for us, all fun games though.
  11. Back to painting AOS although my motivation has been lacking recently. My target this month will be the splintered fangs warband from warcry
  12. I pinned mine- it’s pretty easy to do (first thing I’d ever pinned) you just need a hobby drill, and use cut pieces of a paper clip for the pin. Has the added bonus that you can remove the flying stand for transport.
  13. I’ve done this and I think it works. A lot of the newer plastics had similar features across the different armies- dark elves a bit more spikey and wood elves (eternal guard anyway) have a tunic rather than a breast plate, but there’s enough similarities to gel them together imo.
  14. Phoenix Guard and Greatswords both had models displayed alongside the book at the open day (plus there’s a greatsword on the cover) so they seem pretty safe. And Scourge Privateers were mentioned in the announcement article I think, which would suggest corsairs are in.
  15. To recap- Think of the combat phase as three mini phases- start of phase normal phase end of phase if an ability says it happens at the start of the phase, it happens in the first mini phase, then normal combat starts. If both players have start of phase abilities, then the player whose turn it is uses all their start abilities, then their opponent does. My understanding of it is (based on the contorted epitome’s horrible fascination ability vs the Hermdar command ability) On your turn you activate your start of phase abilities first- meaning you spend your command point and your berserkers fight. Then the Slaanesh player activates their start of phase abilities like horrible fascination. They’re welcome to roll for the berserkers, but as they’ve already fought it won’t make any difference- it can’t cancel out with the berserkers attacks as they’ve already happened. In the Slaanesh player’s turn they activate horrible fascination first. If it’s successful, but in your start of phase you spend a command point on the Hermdar ability, the two cancel out and the berserkers fight during the normal phase as usual. Lords of the lodge I’d be less sure about, but I assume in the first example (your turn) the berserkers second pile in would have to happen at the end of the phase- again the two abilities don’t cancel out as the Hermdar ability has already been resolved. In the second example (Slaanesh turn) I assume the abilities do cancel and both pile ins would happen in the normal phase, but there’s an argument for the second pile in waiting until the end of the phase. Does that sound right to everyone? I don’t know what the 2+ ability is, but if it’s a start of combat phase ability as well it would follow the same rules.
×
×
  • Create New...