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Donut Assassin

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Everything posted by Donut Assassin

  1. In 3.0, for the rule to work like it did in 2.0, the ability should be rewritten as something like negate the first wound/mortal that would slay the targeted model.
  2. I read 2.0 core rules and the older faq regarding cycles, that faq clearly supports 2.0 core rules. Read the cycles ability and 3.0 rules, and the ability clearly works as a much better and usable ability (the old one was completely useless). If you try and use the older cycles faq that was for 2.0, in a 3.0 game, it doesn’t make sense, and shouldn’t be used, a stronger argument would be made if they did a actual errata or rewrite for the ability in 2.0, but they didn’t, because it already made sense in 2.0, they were just making it more clear for people trying to read something in 2.0 that was clearly not there.
  3. If you completely get rid of all thoughts related to AOS 2.0, and read the rules for cycle of the storm and rules for wounds in AOS 3.0…. Then if a single model in a unit with 2 wounds left, get allocate 10 wounds from a attack. That model is slain with the first 2 wounds (do not remove model yet), then remaining 8 wounds are negated as per rules for wounds in 3.0, then the model would be removed from play but cycle of storm ability triggers and the model remains in play with 1 wound. Without a 3.0 faq on this ability, this is clearly how this works, intentions of writers should be left out of discussion. Otherwise there is so many things that could be opinionated as not how something was intended to work.
  4. Save destiny dice for battle shock rolls. Once you use a destiny dice the roll can’t be modified. So even if you lost a total of 20 horrors, if you use a “2” destiny die, then you you pass because you don’t subtract 20 from the roll.
  5. I have also been looking at building a 1 drop list. But playing around with different size units to give the best odds of successful charges on t1. So another weird nob shaman with Boat endless spell and probably 2x20 are boys (30 if they can fit) so two chances to get a single unit or both units up the board. 6-12 gore gruntas for a cp hero phase move 9”+ d6” + 9” move, +2 inches of bonus charge (Bloodtoofs), the maw crusha also doing the same to get up and charge t1. So many ways to assemble the army with so few different units.
  6. Back from adepticon with my rats. Think I did well with my rats. It became a 5 way tie in overall score for 1st place Best Overall. Ended up taking Best General Chaos and another Skaven player took 2nd place Best Overall. Fun times!
  7. Mixed is pretty much t1 as well, depending on how you build. So many strong units and one of the strongest spell phases in the game that shreds opponents back lines.
  8. mixed skaven and Pestilens are both T1. If I owned 200+ plague monks, I would be playing them. Take battalion for the main purpose of being a low drop army and go first, run 200 monks up the board. Should be next to impossible to lose any games if you focus on objectives. You do average 33 mortal wounds back Just for having guys die in combat phase lol. Take a warpseer and give him trait to pass wounds to nearby rats, and artifact for additional 5++, keep him alive for the big no battleshock bubble. So plague furnace and 5x40 monks with congregation battalion, + warpseer is 1800 pts and 2 drops. Take WLV + 10 monks added into battalion or whatever else. I would keep it 2 drop tho. 235 wounds in a list. Let’s not forget gnaw holes and threatening to throw 40 monks into their back lines if they engage your front ranks. Everything about this is T1.
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