Jump to content

Vextol

Members
  • Posts

    486
  • Joined

  • Last visited

Everything posted by Vextol

  1. I've always used nerf as 'make less effective' . If you hit someone with a baseball bat, it hurts. If you hit someone with a baseball bat wrapped in "nerf foam" it hurts way less. Ironically, people use the term "hit with the nerf bat" as a means of indicating they were weakened a lot... though... if you were hit with a "nerf bat" it shouldn't hurt that badly so I'd rather be hit with a nerf bat than hit with a bat and nerfed 😬 I like "nerf" when the effectiveness of a unit is reduced and "nerfed into the shadow realms" when a unit is ruined. Maybe we could say "Foam grand slam" if a unit is ruined. Keep those bat similies going.
  2. Where are you seeing this? I want to know stuff!
  3. Well geeze, I liked them. I mean, I'm sorry they're not big enough for someone who has a game room large enough that they literally have a DUNGEON door that enters into it 😂 At least now I know what and actual "problem" looks like. Seriously though, that is quite the collection! I also looked at those shelves and did in fact want them. It's a better system but as you mentioned it does come with a much steeper price tag.
  4. Yeah, these were very generic but they work great. They don't seal so they aren't good for formal collections like coins, cards , comics or "dust free" things but they are amazing display cabinets and the construction is definitely acceptable. They are NOT adjustable though so what you see is what you get. Mine are begging for the rest of my sylvaneth and Idoneth forces to be finished 😂
  5. Ikea. It's amazing. I needed something that fit archaon because he's like a million feet tall. These were absolutely perfect. And like $60. So, for anything else they're kind of expensive but for Warhammer it's like nothing 😂
  6. Definitely hit it with lizards, nurgle, Idoneth (by the end of the month), Stormcast and khorne. Night haunt , sylvaneth and kharadrons on the fence.
  7. Worse for eels because they lose the retreat and charge turn in the tides
  8. Yeah but...with no buffs at all, a unit of morrsarr does more damage on the charge (by a lot), they aren't monsters, they have 2 more wounds, they move faster, and deal mortal wounds. Alloplexes feels like a tax in the Corps. Given, supreme Lord of tides does help this, but spears only loses a little bit of ground on the bite per command point spent and the buffed fanged maws and lashing tails of the guard are enough to outperform the buffed hooks and fins of the alloplexes. Adding attacks to these outweighs the potential benefit of the increased attacks on the bites. If you're worried you can't charge the enemy, then yes, alloplexes will outperform on damage but you're probably in a bad way. Fuethan actually makes eels worse so it's a good one to pick for eel-badness. I think alloplexes feel like they're "missing" something. That's why I want a rend on their shooting. As a side note, I'm currently painting 3 of them. Don't get me wrong, I love these guys. But I can't defend that they are a good competitive choice. I love the models and I think they're fun and fully support anyone who wants to field them. If I ever played against alloplexes when someone had a box of eels they could field, I would buy them a beer.
  9. I don't think it's that they're not good. I think they're not worth it. You're almost always better going for eels point for point. The typical response would be to make the eels cost more. BOO. I think the aloplex should be tweaked instead. Maybe toss a rend on those shooting attacks. That way, the major melee units don't canabalize each other and instead, alloplexes can serve a different function.
  10. Mad forgeworld love here. More if they give back my 3+ on the GUO....but still a lot of love
  11. Haha! It was fight! Not a GW typo then but a general typo 😂 That basically clears it up for me. Thanks!
  12. I don't necessarily agree with the notion "must" being "if possible" because it would call every other "must" in question. I always read must as a definite must unless a warscrolls specifically says they don't have to. You cannot fight unless you attack because you must attack to be able to fight. That makes attacking integral to activating because fighting is integral to activating and attacking is integral to fighting. It's the big difference in our logic. I do not read an implicit "if possible". 1. Interesting and something I hadn't considered. That's a legitimate question in any form actually. I think the intent behind the rule was that if you killed a charged unit with a different unit, you could pile into a second unit with the one that charged so as not to waste the charge. I've never considered what would happen if your second pile in didn't actually make it to anything. 2. I suppose yes but I know this community at large would disagree. If not, I'm invisioning a stardrake with the cloak in the house that let's you attack in the hero phase. If you had enough stuff in combat, he could easily wait until the end, eat 6 people (and break cohesion killing a ton) and never himself be attacked. 3. I considered this actually. I believe what would occur would be the first player whose turn it was when there were only soul cage units left in the field would get to attack. Not super clear though. I think I'm on the fence right now. I don't like the idea of making a unit lose all their attacks. It's one thing to make someone attack last, it's another to take 100% of their combat capability simply with some tricky activation
  13. Actually, it does. It is the transitive property of equality. If a unit is eligible, this means it is able fight. If a unit is able fight, it must attack. Therefore, a unit that is eligible must attack. If a unit cannot attack, it isn't eligible to fight because eligibility hinges on the necessity to attack. If the wording said "If you pick a unit to fight, it first piles in, and then the models in the unit can attack" then it would work. But the presence of the "must attack" means a unit that has been hit with soul cage cannot fight and a unit that cannot fight isn't eligible to be activated.
  14. According to the core rules, if you fight with a unit (aka activate) you must attack. Under section 5: Fighting. I don't think you could choose the soul cage unit to 'activate' though. You can only choose an eligible unit. As the opposition hasn't attacked with all their options yet, your soul cage unit still isn't eligible. If they were your last unit, you'd be forced to pass Thanks to the FAQ (page 5 under "attacking"), your opponent cannot also pass if they have eligible units to fight with. So what you end up with is that you will continue to pass until all their units have fought. Then, when it's your turn, your unit would finally be eligible and could fight. I think what's happened here that's causing the confusion is a simple typo. Most likely, soul cage should have said "...that unit cannot fight..." and not "...they unit cannot attack...". Edit: It was pointed out that the real rule is actually "fight".
  15. Almost done with my Iron Clad. Need to base (and finish the mountain underneath ). So far this is the least 'matching' army I've ever built. Literally every model is just a "lets go for this this time!". It's pretty funny looking on the field. They don't call them 'clowns' for nothing!
  16. Vextol

    Rotigus

    He looks like a christmas ornament!
×
×
  • Create New...