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jek

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Posts posted by jek


  1. 6 hours ago, Glucose98 said:

    Let's get this back on track.


    So when you're doing the magnets on the hero mound for Lord Hawthorne's infantry layout -- do you clip that peg just the same as everything else? Drop one in there too?  Do you drop another magnet underneath the mound for the tray? 

     

    Yah I clip the peg from the scenic base and drop in a disk... the mounted Maro doesn't really hold well yup the base but he holds enough in my storage trays. 


  2. 8 minutes ago, Darthain said:

    Incredibly amusing based on above:

    431Y6Vu.png

    Heroes on display on scenic bases.

    I know they have a picture on the release page (which I think was a mistake) but without there being any actual unit card or dial for the infantry version there is no real reason that they would have for including infantry scenic trays with the unit. 


  3. 1 hour ago, Daverman said:

    I've gotten in the habit of putting a standard bearer figure in an infantry unit whether I have a single figure upgrade or not. I just think they make the unit look better.  So long as my opponent knows it's just for show its not a problem. 

    I do this with the full command unit usually, they just look more interesting...and it isn't like my opponent doesn't ask when they can kill anyway lol...rule of cool


  4. 29 minutes ago, Daverman said:

    We couldn't agree on whether Sweeping Strikes works with Charge or not.  Say Lord Hawthorne dials in a move/charge that brings him within 1 range of one or more targets... can he attack those targets?  Does he get a panic token for not colliding or does "treated as touching the front edge" apply?

    if you are talking about whether you can attack a charge target that you just get into range 1 of then it doesn't because you would not be colliding and since Sweeping Strikes only is in affect during a melee attack and you only attack during a charge AFTER you have collided with a unit. But if you are asking if he would be able to attack OTHER targets he didn't collide with then...probably? 


  5. I've played a few games with Ankaur Maro as a hero now and two of them I have been trounced, and one of them has been a narrow, VERY narrow defeat...(actually I may have lost handily that game as well but I don't remember).  This has solely been as the support build Maro by the way.

    1) Heartseeker is nice, but I played him FAR too defensively with it and (you'll see in my pitiful performance in the battle report coming up) he only was ever able to make one or two shots in the BR game, I think he killed a single horse. 

    2) He raised 4 trays, and with regenerative magic never actually healed a wound since I was too defensive to regularly attack and with that one attack I rolled no surges and didn't dial in one...so that was a waste.  

    3) He moves really far, but I never actually moved him more than twice...once again, I'm too defensive. 

    My list had 2 2x1's of archers, one I embedded in the stonghold terrain and kept them there for 4-5 turns.  Where once again I was far to defensive and didn't shoot anything because nothing moved in range, and it wasn't until I had shifted them out of the terrain were they able to shoot things, when they did shoot they did their job well.  My other archers became a tarpit for a 3x2 cavalry charge (Hawthorne's ability is scary...) so they were the recipients of Ankaur's special ability I added 4 trays, it made them hold up cav for 2 rounds.  

    I brought a 2x2 of Oathsworn, they hit hard killed some dudes, then died.  It took several turns to get them into position and the charge didn't go as well as I had hoped.  My opponent was better at predicting my movements than I was at predicting his. Something I really need to work on. The spearmen they hit, returned the hit on init 7 with an action to make hawthorne hit from dispatch runner.  Hawthorne's damage isn't as terrible when he is only engaging one enemy. 

    The reanimates, with Lingering dead, they were a target that Kari ranged attack a lot but only ended up actually killing like 2-3 per turn, the downside of the Reanimates was that Kari on her first hit offed my necromancer...I still have not been able to use that guy...So Lingering dead is awesome, it really helps the survival of that unit...Once again though too defensive with this unit and they only got one attack and at that point they were only one tray...oh well...

    So after a few games, I think I need try out violent forces Maro, I think for what I want Maro to do I would be better off have him as an upgrade... and play a lot more aggressively. 


  6.  

    25. Will my neodymium magnets lose strength over time?
    Very little. Neodymium magnets are the strongest and most permanent magnets known to man. If they are not overheated or physically damaged, neodymium magnets will lose less than 1% of their strength over 10 years - not enough for you to notice unless you have very sensitive measuring equipment. They won't even lose their strength if they are held in repelling or attracting positions with other magnets over long periods of time.


  7. Ah I have been setting the magnets with one of the discs and pressing them in for a flush fit using an old metal key that is larger than the actual base, they go deeper than flush with this method.  Anything that is perfectly flat and larger than the model base will work for this.  But if you are just sticking the magnet into the hole with the stick of magnets as the pressing force than yes as @Xargonaut said make sure there is something in the hole so you don't press the magnet anymore than flush...I think it may be time to update my magnets how to they work guide with the 1/10 magnets instead of the 1/16 ones I initially used.

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