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Ravenborn

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Posts posted by Ravenborn

  1. On 2/20/2020 at 10:50 AM, Revlid said:

    As the title says: what's the point of having separate hit and wound rolls? Why not just have a single attack roll, like in Warcry (one attack roll, modified by Strength/Toughness), or Underworlds (one attack roll, opposed by one defense roll), or just keep the same system but remove the wound roll (one attack roll, then a saving throw).

    ....

    So why does the wound roll even exist?

    Could you leave us old timers just a little bit of granularity in the game?

     

    Please?

    • Like 1
    • Haha 2
  2. Ugh. I’m the worst. Thanks for triggering self-loathing!

    :)

    I normally wear glasses, but need to take them off to paint. I end up holding the model about 4” from my eyes, so I see EVERY little flaw. And I just cannot have that. How the hell can Trooper Jim shoot properly if one eye is bigger than the other, and slightly crossed!?!?

    So, yeah.  Definitely persnickety here. That said, I love painting, have for over thirty years. It’s a “zen” thing for me, blocking out the world and trying to exert a level of complete control over a single model, that I rarely have in real life. It’s strangely calming. 

    And I am improving, learning to “let go” and move on to the next model... but I still have a long ways to go. 

    • Like 4
  3. It’s late and I have an idea that will look ridiculous in the morning, but I’mma subject everyone to it anyhow.

    What if witchbrew was a prayer? It would remove the certainty of applying it to a unit, limit how many you could use per turn, and also requires sacrificing a slot that could be used to cast another prayer.

    In fluff terms, the hag queen needs to “bless” the witchbrew before giving it to a unit.

    Would that work? It seems 60 pts would still be a reasonable cost, given the drop in reliability.

    • Like 2
  4. The kharybdis model is so much better than the hydra...  but I think the hydra rules are so much better for the DoK.  I’d much rather have the ranged attacks and guaranteed  regeneration of the hydra than a slight bravery debuff. 

    Role-wise, it’s a damage magnet, attracting firepower away from your other fragile units.

    I definitely want to get one, because I loves me some c’thulhu-inspired ocean-spawn to terrorize my enemies.

     

    As far as hag and slaughter queens, I used the delf sorceress for mine. 

     

  5. I have a pile of regular dark elves and plan on using them as allies to give me a reason to dust them off once in a while. 

    Does anyone else do this? I’ve used the cold one knights a couple of times, but now that the hero can use his general ability it might be a bit more useful.

    Also, could someone please tell me the point value of the Celestar Ballista? I was thinking of using the rules for my old bolt throwers.

  6. Sisters of Slaughter... what are they good for?

    Just curious why people take SoS over another unit of witch elves.

    I paint more than I play, so I don’t have enough strategic experience to understand how to take advantage of their different abilities. Is their role different than Welves? Do you hold them back to counterattack behind the welves? Defensively, to hold objectives?

    My current 1,000pt list is Hagg Nar with 20 WE and 10 SoS, along with snakes n’ harpies n’ warlocks, lead by a medusa.

    Any advice appreciated!

     

  7. Yeah, two wounds instead of two attacks might be a better way to go. Call it “poisoned arrows” and it fits the theme much better than a hail of arrows.

    Looking at the Kurnoth Hunters, a unit of three has six shots of -1 rend, d3 dmg. I don’t know what they cost, and I know direct comparisons aren’t advisable, but I’d like the melusai archers to be a better dedicated ranged unit that make enemies want to take cover. A potential max of eighteen wounds, vs our potential max of five. 

  8. On 9/28/2018 at 1:23 PM, Mark Williams said:

    For blood stalkers, I would like to see the errata keeping Morathi’s ability from triggering their mortal wounds redacted. Her command ability clearly says, “as if it were the shooting phase.” And the errata contradicts itself as there’s no faq that correlates to its wording. That simple change would make them more useful and make lists have more variety.

    Unfortunately, that only makes Bloodstalkers useful in larger games, because they require a 480pt “buff” to be viable. 

    I’d like to see them get two attacks, even if it’s at reduced range. Similar to the Namarti Reavers.

    As they stand, 160pts is too much for a maximum of five wounds per shooting phase.

  9. Can someone explain how the Avatar works when it’s on the cauldron?

    Specifically, if I activate it, does it walk off the cauldron? Do I measure the walking distance from its starting point on the dais, or from the edge of the base?

    If I’m on turn three, can I move my cauldron, then move my Avatar off the cauldron, or has he already moved for the turn as part of the cauldron?

    I may be overcomplicating things, but it’s a bit of an oddball unit.

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