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The Old World Cometh Again !!! / Re: Fear and Terror Shenanigans
« Last post by Athiuen on Today at 03:17:56 AM »
If a unit engaged in combat is charged by a terror causing enemy unit and fails their test, do they immediately flee from combat?
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The old night goblins plastic multi-parts. Interesting.
Why anyone would buy them instead of the 7th ed plastics that are used for AoS is beyond me.
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The Old World Cometh Again !!! / Re: Steam tank shooting.
« Last post by Athiuen on April 18, 2024, 11:51:43 PM »
I think you can only pick one of its weapons to fire per turn, but can also shoot the engineers weapon if they have one.

You also can't shoot (?) if you fail a charge.
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The Old World Cometh Again !!! / Re: Fear and Terror Shenanigans
« Last post by PowerSeries on April 18, 2024, 11:23:35 PM »
I did luckily eat an entire unit of glade guard and a lv 4 wizard with one failed LD test against a point blank Griffon charge.  Only reason I didn't completely lose that matchup.

It's strong and I think we can definitely try and use terror effectively.  It's better against some enemies and worse against dwarves and elves but can still happen.
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The Old World Cometh Again !!! / Re: Steam tank shooting.
« Last post by Clymer on April 18, 2024, 08:07:15 PM »
Under "How Many Shots" page 137, it says each model may only shoot once. Unfortunately I don't see any rules that would make the exception that they could shoot both the cannon and the gun.

However, chariot says that the crew may attack separately. So I think you get the engineer's weapon, plus either the cannon or the gun.

It's kind of a bummer because I remember shooting both in 7th edition. I think you could also shoot the steam gun in combat in 7th edition. That's a change that would make the Steam Tank more worth taking.
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Thank you for doing the write up. Ive been meaning to build lists with these scenarios in consideration.
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The Old World Cometh Again !!! / Steam tank shooting.
« Last post by Footpatrol2 on April 18, 2024, 06:40:44 PM »
Can you shoot the cannon and the steam gun in the same turn?

Also since the steam tank is considered a chariot I assume the engineer can shoot independently from the steam tank meaning I can shoot the engineer and the cannon in the same turn.
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Are you all thinking about playing to the battle scenario when building lists? After a month or so of practice and learning games using just the open battle format, we switched to rolling for scenarios. The scenarios are really fun and your army design can have a big impact on your success in the mission. Just to summarize the army "needs" for the scenario:

1. Open Battle: No special rules
2. Break Point: You lose when your army falls below 25% of its starting unit strength. Better have a lot of bodies, and a lot of resilience!
3. Flank attack: 1/3 of your army is split off into a flanking force that starts within 18" of one of the side edges in your deployment zone. The rest of your army deploys in a zone that is narrowed by 18" on either side. The "flanking zone" is written down secretly and revealed simultaneously so you don't know where your opponent will be. Your flanking force should be fast, and your main force should be resilient.
4. Meeting engagement. Each unit rolls a d6. On the roll of a 1 it is placed in reserves. Deployment zones are 12" apart at the start. The rest of your army enters as reinforcements on any turn after the 1st. This scenario could benefit from units that can strike hard and fast accross the narrow no-man's land, and also units that can fight independently and don't rely on support to be effective. Speed will also be helpful to get those reserve units into the battle fast. Because the deployment zone is a diagonal, there is an opportunity to deploy cannons and artillery deeply. But there is also a good opportunity for scouts to get behind each other's lines.
5. Mountain Pass: Battle the long width of the table. This scenario favors cannons and deploying in depth. It also creates opportunities for scouts. Ambushers may struggle against an opponent that does not deploy in depth because the long table edges are impassible. It is also much harder to get flanking attacks due to the narrow board and forces armies into a restricted area that is likely to be even further restricted by terrain.
6. The Lonely Tower. The tower offers up 300 victory points which is easily enough to turn a defeat into a victory. That makes it worthwhile to figure out how to include a unit of 10 or fewer infantry to occupy the tower. It also means you'll want tough infantry and flying units to attack anyone holding the tower. Targets in the tower have full cover, so most BS based shooting will be a bust, but templates, cannons, and magic missiles can also help dislodge the tenants.

These scenarios are subtle, but introduce enough issues that it is worth planning for them.

Any other ideas or tips on how to build an army for these scenarios?
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The Old World Cometh Again !!! / Fear and Terror Shenanigans
« Last post by Clymer on April 18, 2024, 06:01:46 PM »
Has anyone tried leaning hard on fear and terror in a list? I had a really eye opening game this week where a unit failed a terror test from my charging griffon and caused a panic cascade through my opponent's army. He had tremendously bad luck on his rolls. But it got me thinking, what if we could do more of that, but make luck less of a factor.

Here's some ideas I had:

1. Wizard Lord with daemonology on an Imperial Griffon. Casts Gathering Darkness which is -2 Ld and no inspiring presence. Versus a leadership 8 unit, they have 58% chance of fleeing. Versus an Ld 7 unit, they have a 69% chance of fleeing. If they don't flee and they get into combat, then they must take a break test with -3 Ld (-2 from the spell, and -1 from Terror). Of course the wizard would have to win the combat, but hopefully he can manage that, especially with a combo charging unit of knights or something.

2. Combo-charging terror causers. Same as above, but have a second terror causing (another griffon, or a steam tank) unit ready to charge, in case they pass their terror test. Unlike fear, a unit can take more than one terror test per phase. And because the unit would flee before chargers are moved, this gives you a chance to redirect charges and such.

3. The Necromancer Terror Enhancer: Could be a wizard on an imperial griffon, or a wizard nearby terror causing units. This guy can throw spirit leech which is the same as Gathering Darkness, only casting value 8+ instead of 9+. He can also spiritual vortex to make that one unit -3 Ld and everyone else within 12" of the 5" template -1 Ld, which might help force additional panic tests from fleeing units running through. Bonus if you can set up the vortex template in a place where a fleeing unit would run through it on their flight.

4. The Fear Star. We have cheapish troops. Why not take them in large numbers and make them cause fear? You can do that by putting a necromancy wizard in the unit with Deathly Cabal. That also gives the unit a 6+ Ward Save, which is nice any day. If you can combo that with Spirit Leech and/or Spiritual Vortex, then there's a pretty good chance they will fail their fear test, causing them to fail charge, or suffer a -1 to hit in combat. It's a little riskier because it exposes your wizard to combat, but if you had this on a largeish unit of 30+ troops, there's a pretty good chance you'll be out-numbering the opponent to maximize the effects of fear. And if (when) you win combat, the -x Ld Spells will make it more likely the enemy unit will break and give you a chance to run them down.

Anyway, just some thoughts on what might turn out to be a hidden strength for Empire, and also checking to see if anyone has tried these or something similar.
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Ah. I missed that
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