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Skaflok

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  1. Skaflok

    Reform and its weakness

    Church, thank you again. Your clarification helped me to understand it better. AAA AB Is it possible to turn it to B AAA A Problem with those reforms is that if it happens close to terrain or other units, if those only legal moves are impossible because of other obstacles, such unit will have to die because it cannnot fight efficiently and attacker with one additional dice has great advantage. Anyway, with this knowledge, crossbowzachstar has even more sense. Especially backed up by 2 golems and 2 4 tray cavalry units. I just disbanded my idea to use wizard as he is too fragile and too weak compared to Malcorne.
  2. Skaflok

    Reform and its weakness

    hey. Thank you for clarification. Now I can see where I made mistake in interpretation: I assumed that it was around one of trays that is touching enemy or around center point of unit. Thank You again.
  3. Skaflok

    Reform and its weakness

    I want to start this topic because it is frustrating for many players that I met that reform on certain occasions is totally useless. Just as it is in exemple described earlier with flanker taking one back tray. One cannot reform this 3*2 just because it would have to touch attacker then and it must not. Also reform is impossible when attacker closed in inside of 3*2rectangle. Maybe I understand rules incorrectly. But if I am right, what would solution be to keep game flow feel ok?
  4. We have a situation where 3*2 were flanked by some monster predator - say aliana or vorunthul. Let's assume this attack was made against flank of second row. So we have it AAA AAAB Top of A is facing. Reading rules literally said unit can reform only around the center of 6th A. Turning its back against attacker. Apart of some obvious implications (vampire killing all crossbowmen having two or three turns without proper retaliatation) this should not happen as is in rules. Reform is already "wasting" activation, so I guess it should be able to help unit to improve its position, to make it possible to achieve B AAA AAA rather than AAA AAA B What do you think? Do I interpret rules correctly?
  5. This actually is very scary. Way better but much more luck dependant than zachbowstar
  6. Skaflok

    Competitive Latari Play and Builds

    on impact 3 blogspot there is nice analysis of a nimble and fragile but dangerous composition 2 2*2 leonx formations with impact 2 (heraldry upgrade with forgotten name), and rank discipline and aliana to move 1 of those pre-battle. there is enough place left for large archer block with maegan (fire or wind runed) and small tree bloke. This army worked really well against many different opponents. jumpy cats *2 can make even large stars' owners scratch their heads how to avoid morale effects (3 impact 2 units with 2 out of three being able to jump before battle). Army that is flexible and irresistible like water.
  7. Skaflok

    Ardus Doesn’t Stink (Hopefully!)

    Archers must be on the same flank as ardus otherwise he has no special to borrow
  8. Skaflok

    Golemstar

    7th rune golem is what i miss. But **** yeah
  9. Skaflok

    Warden of Horn and Branch

    or eight boxes. quite flexible but I'd rather let them live longer with Hedge; it's too expensive to include them though. In my first list it is more like msu, with two units forming core and magnet to enemy, two roadblocks and 3 nimble skirmishers to do pincer movement on far flanks, able to ignore terrain and just do their job. But of course, against MSU Oathsworn it will die in no time. If any of those units draw attention, fire once, melee once, add to ability once or twice it has paid itself. With those bigger ventala blocks you have same problem as with maegan/fire rune - you either do one or the other of your strengths. But sure they look creepy on battlefield and can rain death upon waiquar. Uthuks should rather eat them with ease.
  10. Skaflok

    Warden of Horn and Branch

    199/200 Ventala Skirmishers [30] 2x2 Warden of Horn and Branch [5]- Tempered Steel [3]- Metered March [2]- [Training] Remove Unit [40] Ventala Skirmishers [30] 2x2 Warden of Horn and Branch [5]- Tempered Steel [3]- Metered March [2]- [Training] Remove Unit [40] Ventala Skirmishers [30] 2x2 Warden of Horn and Branch [5]- Tempered Steel [3]- Metered March [2]- [Training] Remove Unit [40] Ventala Skirmishers [30] 2x2 Warden of Horn and Branch [5]- Tempered Steel [3]- [Music] [Training] Remove Unit [38] Prince Faolan [36] 1x1 [Artifact] Etharyon of the Ailatar [5]- Remove Unit [41]
  11. Skaflok

    Warden of Horn and Branch

    that'd be 10 boxes. 5 if you proxy. But can be devastating. Power creep even greater than in warhammer invasion
  12. Skaflok

    Two Waiqar Heroes combo heavy

    I like flexibility of your worms, , but then I need CI and MCW on archers so ardus keeps his strength. Anyway, I will definitely try this unit out. I saw this combo earlier, but always thought it to be too big an investment.
  13. Skaflok

    Inspired Chargers

    thank you for your advice. I played list with 3 2 impact latari units and it worked really well. I hoped that charge 3 and 2 dice with 2-3 rerolls may lead to additional cards draw and add up to a nice choice, one turn after the other with faolan etharion
  14. Skaflok

    Warden of Horn and Branch

    Ventala Skirmishers [18] 2x1Metered March [2]-Rank Discipline [4]-Remove Unit [24] Ventala Skirmishers [18] 2x1Metered March [2]-Rank Discipline [4]-Remove Unit [24] Ventala Skirmishers [18] 2x1Metered March [2]-Rank Discipline [4]-Remove Unit [24] Darnati Warriors [31] 2x2Warden of Horn and Branch [5]-[Equipment]Hedge Shroud [2]-Remove Unit [38] Aymhelin Scions [14] 1x1[Heraldry]Vicious Roots [3]-Remove Unit [17] Deepwood Archers [42] 3x2Warden of Horn and Branch [5]-[Equipment]Frontline Aymhelin Scion [6]-[Music]Close Quarters Targeting [3]-Remove Unit [56] Aymhelin Scions [14] 1x1[Heraldry]Vicious Roots [3]-Remove Unit [17] Maybe it should go into list section. I was thinking that to really be able to use ability, you have to invest heavily. It is a weird list, and has serious problems with high armor units, but triggering ability at init 7 or 8 and then early might cause opponents some serious problems.
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