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Thornoo1

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Posts posted by Thornoo1


  1. CMON are so light on when it comes to rules for their games, not a fan of Zombieside though Blood Rage is good. 

    http://resources.cmon.com/SIF-RULEBOOK-WIP.pdf

    I think it is a backward step in game design, fistfuls of dice and then an armour save.  Not very progressive rule making there. The move mechanic is a bit simple so there isn't any setting up charges or blocking, you can just pivot and go around stuff. Random charge length, wierd they picked that up.


  2. On 30 May 2017 at 6:24 PM, Jukey said:

    Personal favorite - Deathblighter lite: 3x2 reanimates - deathcaller - support lancer - blighted vexillum bearer - tactical drummer - simultaneous orders.

     

    I used this on the weekend to kill Hawthorn from a distance. Got the first 3 wounds off him before he engaged. The used a backwards shift to take off his last wound. 

    I used trumpets. Doing a banked charge gets you more fowards range.

     Very effective as Maro was embedded in a 2x2 (Ardus List) so was constantly bumping the unit up.so it then countercharged a big block of spear men for the win. 


  3. Back to solo Ardus. 

    As with so much in the Waiqar army synergy is everything.  So far Ancient Technique has appeared to be the default option for the reroll but have people been trying Ardus Fury and then dialing up a surge.

    Near a unit with Front Line Carrion Lancer attacking a unit with a blight token that is a guaranteed 2 mortal wounds.  With the white dice there's a good chance of 3 mortal wounds.  Add either reaping blade for the blank results or Fortuna's Dice for a precise or extra mortal wounds and all of a suddenly Ardus takes out Hawthorn in 2 turns (without worrying about that defense 5 Hawthorn can dial up). He can remove any model upgrade in big blocks. 

    42-44pts.


  4. 2 hours ago, Jukey said:

    I ran two games with his stand alone form, both were disappointing. Taking Ardus and embedding maro in a 2x2 of reanimates is a much better use of 46 points.

    This how I've been running him.  He usually gets at least 6 trays up in a game. Acts as a good flank protector or counter charger.  I add trumpets and blighted vellum. 51 pts. 


  5. 7 hours ago, Maktorius said:

    I'm incapable of doing the math :P but my gut feeling is that Moment of inspiration (which has the same cost) will kill more Cavalry (and Spearmen) over time. For example; the Reanimates in this case would be a 6-9 tray unit with 3 threat, and the white die has 2/3 of a chance to score a hit and 1/12 for a MS. And maybe the probability of the target having a blight is ~ to the Reanimates having inspiration to reload the MOI.

    Another option I would prefer to the FLCL though costing more, is equipping the Reanimates with Fallen Hero and Reaping blade which will give a chance of 2/8 per dice to score a MS without the requirement of blight.

    All good choices, I might give them a go.

    But FLCL looks cool. Also Ardus can tap its surge ability of nearby.


  6. 46 minutes ago, Polda said:

    Reaping blade is Melee only, it would not have helped. Maro is kinda disappointing as a solo hero.

    I agree totally. Maro is much better as a unit upgrade. In a 2x2 reanimates block he shines. 


  7. I'm thinking that a build of 6 2x1 archer units might be viable.  The shiftyness of them may be a hard counter for that goddamned Spearstar.  Simply never let it hit you.

    I'm leaning towards getting two army boxes and then one of each of the expansions.  I had thought I'd get away with only one army box.


  8. Just now, Vineheart01 said:

    The herald that adds an overgrowth token to the middle of nowhere will greatly help that. Limited by up to range5 of wherever you deploy him, but until his card goes away (which tells you what to do with the token) you could easily bridge the gap between two pieces of terrain to have an effective 6range area to benefit from overgrowth in.
    Thats pretty dang wide. About all it doesnt do is benefit flankers since you cant put it on the other side of the board (typically)

    I can very much see the theory behind the use of overgrown and think it's a cool mechanic.  But the practice is going to take, excuse me, practice. The elves are certainly not going to be a beginner army if you want full use out of the overgrown mechanic.


  9. Just now, Willange said:

    All that's just my guess though.  It will be interesting to see how it plays out in practice.

    Absolutely will be interesting. Just to check, to make a terrain piece overgrown the army needs upgrade cards which say "Overgrow X"? So the Verdant Sorceress will enable two Overgrown tokens?

    Not to be too contrary as I am actually excited to play this army but I'm not too sure how much you'll be able to utilise the terrain.  Many times you'll be wanting to pick the scenario card which will often mean you'll only be placing 1 piece of terrain.  Canny opponents will place their 2 pieces at extreme ends of the board to try an negate the use of overgrown terrain.


  10. Is it just me or does the elven army have a weird dichotomy at the core of its construction?

    On the one hand there's a whole lot of shifts which seem to encourage you to stay disengaged and therefore being out in the open to be able to achieve this seems like a solid plan.  But on the other hand the use of overgrown encourages the army to stay close to the terrain and use its ability to enhance your units.  This would seem to encourage play which would see your units being engaged as they aren't as nimble due to being anchored to within range 1-2 of the overgrown terrain.

    Any thoughts on that?


  11. 3 hours ago, Parakitor said:

    I tried it on a 2x2. It was okay, but it was my first full 200 point game, so I made some mistakes. And my opponent had four 2x1 units of Oathsworn Cavalry w/ Rank Discipline, so my archers didn't stand a chance, even with Wind Rune. One good charge, and we were locked down.

    As always the local meta, i.e.  what your friends take, impacts on the effectiveness of unit choices. 


  12. 5 hours ago, jek said:

    Nice collection, do you also play Imperial armies, I spotted 3 Knights on the top shelf of the blue storage rack.

    There's a few armies in there.

    • Chaos of two flavours - Nurgle and Khorne
    • Imperial Guard
    • A Battle Company of Blood Angels
    • A Great Company of Space Wolves
    • Inquisition with Henchmen, Grey Knights and Arbites
    • Sisters of Battle
    • Orks
    • Imperial Knights
    • Tau
    • Dark Eldar
    • WHFB WHFB High Elves
    • Tomb Kings
    • Napoleonic 1812 Prussians
    • 300 or so mageknights re-based with clear bases, used in rpgs
    • Xwing - Imperial
    • Mordheim - Shadow Warriors, Reiklanders, Chaos Beastmen
    • Waiqar RWM

    Who knows how much money but I can state with great confidence that the enjoyment quotient is high.


  13. I just wanted to echo the sentiments above.  Miniature table top games are not the same beast as board games.  It's a costly beast if you let it take over but so much of this hobby is about 25% painting, 25% modeling, 25% list building and about 25% playing.  Also every game is absolute different from the last.

    This is what a serious gamer has in his basement, this is with my Mordheim, half my 40k Orks and my Runewars packed up ready for gaming on the weekend.

    all%20games.jpg


  14. 51 minutes ago, Vineheart01 said:

    The unit suffers wounds, not maro

    Which is arguably kinda broken since they can still Regenerate afterwords. He cant add to his own unit so once you snag his unit with something hes in trouble but until then its an endless swamping of trays....
    I actually avoid the 3x3 spearmen deathball because it comes off as kinda cheap to me dealing 20-30 damage to a unit i am fighting. Then i faced Maro doing this kind of shenanigans....that kind of sheer damage is needed to break through him since you need to do over 12 damage to permanently remove a tray (8 to remove the 2 he can just revive, 4 more to prevent the reanimates just Regenerating the third tray).

    Its expensive, and not unbeatable, but good god he makes a unit of reanimates nigh impossible to kill off. Hawthorne, a 3x2 with Kari, and a 1x2 Golem by the end of the game had brought what was originally a 3x2 block down to 4 trays....combination of only getting subpar damage and constantly getting 2 stable runes ftl.
    I still won in the end thanks to the 4x1 cavalry sweeping the backfield but man the rest of my army did jack thanks to Maro :P

    Yes the Spearstar and Maro are hard counters for one another.  IMHO the Spearstar comes off better in a straight match though, especially with dispatch runner. 30 damage>12 regen.


  15. I think Waiqar players are suffering from not having either a couple of cheap fast redirectors, such as the Carrion Crawler or something which can hit hard and fast like the death knights. 

    I'm struggling to stop the death star particularly as it gets a second swing from a support unit nearby with dispatch runner.

    If you can redirect the deathstar and hit the support unit the list starts to struggle but I have yet to get on top it.


  16. This came up in a game we played today.  I'm leaning towards taking points off from the original size at army deployment. It can make a properly played Maro list very strong but then you need this against the spearstar which is often putting out 12-16 points of damage a round.

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