Jump to content

tom_gore

Members
  • Posts

    260
  • Joined

  • Last visited

Everything posted by tom_gore

  1. I haven't seen anything of such in any designer's commentary or FAQ.
  2. Well even with -2 Rend they're still at 3+ save (with Staunch Def and Castellan's Light) with rerolls on 1s with the Shield so... yeah not unkillable but still pretty tough with their wound count. Don't want to do the math, but I believe it's somewhere north of 50 wounds with Rend -2 to bring them down. You're still much better off bombarding them with MWs.
  3. I knew my post didn't look broken enough for some reason... Thanks for the correction!
  4. An 80 point netter shutting down a 250 point Brute boss is priceless.
  5. In this case you would need to roll each save separately. It's slow but it's the only way to play it properly. In fact, even with a full health Stardrake with the same spell cast on it, you'd need to roll each dice separately, as if you rolled a 6 first and then 1 after that you'd still lose that would because the first healing save did nothing (but save, of course). Also keep in mind that Rend is applied to the roll before you check for the healing. I see so many players playing this wrong and healing their Staunch Defender Stardrake on 5+ saves against -2 rend...
  6. *AHEM* https://www.forgeworld.co.uk/en-FI/Vorgaroth-the-Scarred-and-Skalok-the-Skull-Host-of-Khorne-2018
  7. Keep in mind that 3D models in games generally miss any texture from the meshes as that's done with bump maps, tesselation and just well... digital textures. It means that in order to make it into a printable model that looks like the one in the game, you'd probably have to do a lot of work. Also, TWW poly count is probably quite low for a high-quality 3D printed model. YMMV.
  8. I mean that several other miniature game companies have apps that cover all the unit stats and cards, without a need to print physical copies (although they often offer those as well). GW does this already with AoS, but not with its other games.
  9. Perhaps they're finally moving to a fully digital age?
  10. To be honest we also played it like you did in the beginning before we noticed you're supposed to both pick your deployment zone and deploy your troops before determining who is the attacker and who is the defender. We prefer it the "right" way, since it removes a lot of inherent advantage in asymmetric deployment zones vs. scenarios. You need to consider both scenarios when choosing the deployment zone and deploying your team.
  11. By the book, you draw all cards at once and then resolve them in this order: 1. Set up terrain as per terrain card. 2. Priority winner chooses deployment side (red or blue), then sets up his Dagger, followed up by opponents Dagger, then the Shields and Hammers. 3. Check if the victory card asks to roll off and choose a defender/attacker or set up objectives. Resolve these at this point. NOTE! This means that you do deploy your Round1 forces before knowing if you're the attacker or the defender! 4. Apply the rules of the Twist card (including deploying Chaotic Beasts, etc.)
  12. I'm dreaming of getting updated stats for Ironjawz. Most critically some reach for their weapons to help with their slow movement. Most likely though just temporarily out of stock.
  13. Warhammer Community was there alongside the product lines as well. Probably means nothing more than another round of made-to-order discontinued minis.
  14. Question: What happens if you use the Untamed Beasts Harpoon ability and the indicated distance would force an enemy model to jump on top of enemy/friendly models or on top of an obstacle (not a platform)?
  15. tom_gore

    28mm Bases?

    Probably not available yet anywhere. 3D printing your own would probably be the easiest way to get some at this point.
  16. Yeah looks like a huge release. Interesting to see if the new faction will be able to field some of the "serviceable" plastic kits from the TK range. That would make a lot of angry former TK players happy again.
  17. Problem with Waaagh! is that it's a 6" leader-only pulse, which means usually more than half of your warband is unable to benefit from it at any time. Also, to use it, you often need to activate your leader first, which in many cases is a very unoptimal choice. Charge is decent, but it also would need to have the Waaagh! pulse activated before it to be able to utilize most of the 6" range of the ability. Once your opponent realizes these limitations, he's more often than not able to work around them. Of course you might get lucky and get the "kill your opponents shield" scenario and welcome them to try.
  18. By your list (and by my experience) I would rate Ironjawz into the garbage tier. 1. High movement (HAHAHAHA) 2. Flight (Nope) 3. Number of attacks (Decent, but nothing flashy) 4. Quantity of bodies (Probably the lowest of all warbands) 5. Availability of both cheap bodies and high quality elites (neither - brutes are tough but crippled by their 3" movement and 1" reach) Add in top an absolutely useless double (Shield Bash) and a worse-than-the-general quad and I have for you a really strong contender for the worst warband in Warcry at the moment. And anyone who comes telling me they've had success with Ironjawz, come back after playing some scenarios that require moving, assassinating or anything else really that is not "kill them all" (not sure an actual "kill them all" scenario even exists, but it seems this is the scenario people base the imaginary strength of Ironjawz on).
  19. Just clip off the sculpted base edges, glue to round base and even out with green stuff
  20. Magnetizing your transportation - I find - is easier than transporting in foam, but of course foam is much more accident/violence -proof.
  21. Sorry to tell you but you got screwed there. You can only score 1 or 3 points per turn in Relocation Orb regardless of how many models/heroes/wizards you have within 3" of it. Of course even the 7 point lead would have been massive by end of turn 2 and unwinnable by you. Just wondering how did he manage to keep the Orb controlled on turn 2 and 3 when it moved and you had the first turn to go and contest the new location.
  22. I'm hoping as big a new release as the Gitz were. Talking about half a dozen new kits or more, endless spells, terrain and of course a tome the ties all that together and adds existing kits as an integral part of it. That might be what would make me finally start a Death faction.
  23. I use a simple method of calculating the average of 6 rolls, each turning a different number, then multiplying it with the number of attacks. For example, the average damage caused by 1 attack with a big choppa against toughness of 3 is (0 + 0 + 2 + 2 + 2 + 4)/6 = 1,666... Multiplied by 3 (the number of attacks) it is 5. The same calculation for 2 choppas is (0 + 0 + 1 + 1 + 1 + 4)/6*4 = 4,666... I did have a small error in the spreadsheet though. Against higher toughness the 2 choppas are better, but toughness 5 is pretty rare in the game.
×
×
  • Create New...