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Messages - Furball

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1
The Parade Ground / Re: First army list **ever** in WHFB, 1500pts
« on: February 21, 2013, 11:30:57 AM »
Quote
I'm trying to go for a civil war/french revolution era army, and the knights don't really fit in with that. Can you offer an alternative option?
I'm not 100% sure what comes under a civil war/french revolution era army - that period of history isn't my strong point. A quick wiki would suggest they had very little cavalry, and what they had was poorly equipped. A small group, of 5 men, would not be that out of place especially if you modeled them to be wearing less than full suits of armour (look at greatswords to see what counts as full plate for them). It also mentioned skirmishers, so some archers could be a good shout as redirecters and chaff units.

Besides that, the list looks good. Not my kind of list, but then we shouldn't all play the same army. I know some people might tell you that some of your units are the best in the book, but it is your army so play what you like to play. You might find that when you play with the army, it doesn't quite live up to what you want and you change it slightly.

2
The Electors' Forum / Re: What is a Win At All Costs player
« on: February 20, 2013, 12:06:45 PM »
I think a lot of negative preconceptions are being added to WAAC - some of it well-founded but still wrong.

A WAAC player is simply a person who winning is the most important thing, mainly over their opponent and themselves having fun.

In fact, even that is not true, as a WAAC player finds the fun in winning and not how they fought. A non-WAAC player can enjoy losing a game, a WAAC player will not. This comes to show in army selection, in terms of the book they choose and the units from that book. This does lead to them jumping armies more, but that is not an inherit trait of a WAAC player (indeed, my players who play for modelling jump from army to army because they get a new muse/new models).

The same thing happened a few years ago with RAW players - they were simply who played by how the rules were written. Then came a bunch of negative preconceptions, which whilst true for many RAW players, were not to true of them all.

3
The Parade Ground / Re: First army list **ever** in WHFB, 1500pts
« on: February 19, 2013, 08:57:33 AM »
Quote
Arch Lector w/ Halberdeirs
Will be better with Swordsmen - purely because you are giving hatred to more men and he will give hatred to the Halberdiers if they are within 3" of the parent unit.

Quote
30 Swordsmen w/ full command
        10 Halberdiers detach w/ full command x2
10 Handgunners w/ Commander HLR x2
Detachments can't have command, which saves you some points. I would also increase them to 15 models - which costs the same as the full command. Full command on the Handgunners is wasted points - they shouldn't be getting into combat so a musician is not needed (plus swift reform stops them shooting) and a banner is just a free 25 VPs to the enemy. HLR is down to personal choice.

I would suggest a small units of Knights, but that is purely because I like to have something that can move swifter than some drunkards. As for equipment, you need to protect your BSB, you can get a 1+/5+ save on him. For the AL, again, keeping him alive is more important than making him killy - so armour and ward saves.

4
The Electors' Forum / Re: bsb build?
« on: February 18, 2013, 09:44:33 PM »
If I can, I'm always a fan of the Shrieking Blade on my BSB. Fear can be a really useful tool to reduce the number of hits occasionally. Between that the Dragonhelm, you could go for Ratslayer Helm which is 5 points cheaper. However you lose the 2+ against flaming and you give hatred to Skaven.

5
The Electors' Forum / Re: Trying to make a 2k list work
« on: February 13, 2013, 07:03:28 PM »
In a recent tournament (1500 pts) I took the following:

AL on horseback
Lvl2 Beast Wizard
Captain BSB
Warrior Priest

40x Swordsmen
15x Halberdiers

9x Reiksguard
3x Demigryphs
Great Cannon

It did pretty well, coming in second. The list is built around my preference for armies - it holds and does what I want it to do. With the right buffs, Swordsmen can be deadly (+1 S and T, with re-rolls). If I was to drop anything from the list it would be the cannon - it really didn't serve me well.

I think it is all about finding a play style that suits you. If you are playing with the wrong style for you, you will lose.

6
The Parade Ground / Re: 1500 Tournament List
« on: January 29, 2013, 06:25:06 PM »
Thanks for the feedback. I've taken some of your advice on board, other bits had to be ignored. AL has been mounted and the turned into Reiksguard. I worked it out as cheaper than the Crown of Command for Stubborn. The BSB couldn't make it mounted due points, plus it would need me to buy a captain for the core. WP comes in to give the core Hatred. I changed the Halbs to Swordsmen for a couple of reasons. I wanted to go full correct modelled and my Halbs would be half Halbs and half Spears. Second, if these are being left relatively alone, Swordsmen hang around better in my opinion to hold units in place so either the Demis or the Knights can hit them. Fire-banner was needed as I am expecting a fair number of regen beasts. Here is a more precise list.

Lords
Arch Lector
Heavy Armour
Enchanted Shield
Warhorse
Barding
Talismen of Endurance
Relic Sword

Heroes
Captain
BSB
Full Plate Armour
Shield
Dragonhelm
Dawnstone
Shrieking Blade

Battle Wizard (2)
Dispel Scroll

Warrior Priest
Heavy Armour
Great Weapon

Core
Swordsmen (38)
Musician
Standard Bearer
Halberdiers (15)

Special
Great Cannon

Demigryph Knights (3)
Standard Bearer
Musician
Champion
Banner of Eternal Flame

Reiksguard (9)
Standard Bearer
Musician
Banner of Discipline

7
The Parade Ground / 1500 Tournament List
« on: January 27, 2013, 04:52:59 PM »
Hey, I've got a tournament coming up and it is a 1500 points one. I've not done too well in the last couple of years due to taking poor armies (relying too much on the men and struggling with anything stiffer than a strong wind). I haven't worked out the bits and bobs yet but I'm thinking of something like the following:

Lords and Heroes
Arch Lector w/ Crown of Command
BSB w/Dragonhelm, Dawnstone, Shrieking Blade
Battle Wizard (2) - Beasts, Dispel Scroll

Core
40 Halberds with FC
10 IC Knights with Mus. and SB, Banner of Eternal Flame

Special
3 Demigryphhs with FC
Cannon

This comes to around 1300 - leaving me around 200 points to spend. I'm tempted to take another WP to go with the Knights to make them hit hard and be more useful along with a Hurricanum to add extra bite to my Halbs, but I am worried about the number of bodies on the table.

Choices are either:

WP on horse

Hurricanum

or

20 Swordsmen detachment.

Thoughts, C&C, abuse?

8
The Electors' Forum / Re: Quiz
« on: November 04, 2012, 05:17:39 PM »
I presume that is correct based on page 99 of the BRB under Combat.

9
The Brush and Palette / Re: Bear Shields or Transfers
« on: August 27, 2012, 02:49:21 PM »
For transfers, Bolter and Chainsword had a large Decal project going and one of the designs made were some bear claws. (Linky) The second one down are the claws. There are a number of guides on the internet telling you how to do this. I plan on using these decals, as my freehand bear claws are looking more like poor hand prints.

10
The Electors' Forum / Re: New battalion box
« on: April 28, 2012, 12:19:04 PM »
£60 for £82 worth of models; can't really complain about that. Yes, switch out Greatswords to Cannon does make it less worth it (down from £92), and it isn't going to be the perfect set of models for everyone. Personally, I could do without the extra knights as I already have plenty. However, if you go with the idea that battalion boxes are meant to be starter boxes, it is a pretty darn good box. State troops, Missile Troops (that can easily become combat state troops), Cavalry and a piece of Artillery, is a good starter army to build on.

11
The Electors' Forum / Re: Monstorous Support
« on: April 23, 2012, 07:46:27 PM »
Am I being dense here or what? I cannot see the issue at all.

Demigryphs have the unit type of Monsterous Cavalry.

The MC entry in the rulebook can be simplified to:
  • Follow the rules of cavalry
  • Use highest wound value
  • Stomp
  • Rank up in 3, Horde in 6
  • Rider may have as many attacks as in profile (added via FAQ)

Normal cavalry rules say only the rider may make supporting attacks.
Normal supporting attacks rule says only 1 attack per person.

The latter is over-riddenby the MC rules, so the rider can make as many attacks as on his profile.

DG Knight Attacks = 1.

Where is the confusion? You don't need to look at the Monsterous Beast rules because DG are not Monsterous Beasts.

12
The Electors' Forum / Re: Middenheim theme need help
« on: April 22, 2012, 10:49:21 AM »
Link would be a good place to start.
Link has painting blogs in it for some hints.

13
The Electors' Forum / Re: Detachment size question
« on: April 21, 2012, 02:31:16 PM »
Short Answer: Yes

Long Answer: Yes, you are correct.

14
The Brush and Palette / Re: Single- or Multi-Province Paint Scheme?
« on: April 20, 2012, 11:35:55 AM »
My army is technically single province but includes units of different colours. I have my swordsmen and spearmen as Stirland River Patrol, along with my general - this was my original core of the army. I then have my Halberdiers, Archers and Pistolliers are in standard Stirland colours. Finally, my knights come from the Order of Perpetual Darkness, along with my Warrior Priests. I'm not sure where my Greatswords will be from, more likely in standard colours.

In the end, it is down to you which you think looks cooler or what keeps you painting. The reason I had different colours because I got bored of painting white and green.

15
The mortar will hit more models only if there are more models available to be hit :D
Yes, and I am pretty sure in this edition of warhammer large units of infantry are quite common.

Anyway, I might be taking mortars in my army even though they aren't our best choice. I play Stirland, so anything too fancy we just can't afford ;P

16
That post of numbers, like this one, was wrong.  Wounding on 3 results out of six over 2 results out of six is a 50% increase in wounds dealt.

3/2 = 1.5.

I don't know how to make it simpler than that.

Multiplying something by 2 is a 100% increase, FYI.
Yes, hit to hit S3 will cause more wounds than S2. However, you are not taking into account the difference in the number of hits caused. The mortar will hit more models therefore cause more wounds. You cannot ignore the strength of the mortar in the comparison. It would be like making the entire discussion about harming T6 models where S2 and S3 become the same.

Units of 35 men are rare, but units of 50 either deployed 10 wide and 5 deep (or a thinner file but more ranks) are common. If you got off the perfect large target shot on the perfect unit (at least 7 wide and 7 deep), 45 men will be hit. However, that is never going to happen hence why I've used 35 models for all my calculations.

17
O&G: below average magic, bad BS shooting, above average combat, some special tricks (manglers & fanatics) > need average war machines > rock lobber is average

Empire: above average magic, bad BS shooting, weak combat, some special tricks (steam tank, war wagons, good saves) > need strong war machines > cannon is great, hellblaster is average, hellstorm is weak, mortar is weak
How is the Rock Lobber is average whilst the Mortar is weak, even though the numbers show otherwise. The Rock Lobber can play both roles as either a monster killer or a horde killer, but isn't as good as the cannon for killing monsters and isn't as good as the mortar at killing hordes (besides T4,4+ where it is very close).

The Mortar has been downgraded from an awesome must-take in every army, to an average piece of equipment that is overshadowed by other warmachines. I don't expect to see it in hardcore tournament lists, but it is still an acceptable choice for every other list.

18
I agree that a direct comparison of points is not the best way to compare units. However why do you think an engineer is still a good choice to accompany a mortar? He has to declare which warmachine he's going to help at the start of the shooting phase so either he has better things to do (helblaster) or in the other case, if you get an engineer just for the mortar, you just made your 100pt S2 warmachine 65pts more expensive. Totally not worth it.

And buffing the mortar with magic is all nice, but too situational. You have to use most of your power dice to do it, the opponent has to not dispell it, and then you have to hit with your mortar. So, far too random.
I don't think using an engineer for a mortar is a good choice, however my point was that each unit needs to be priced in mind of the other units in the army. A ranged unit is a lot more valuable to some armies compared to others.

The mortar does get better if you start syncing it with other units/magic, however without the buff it still isn't a terrible choice. Yes, it isn't our best option but it is far from a terrible choice. Compared to other 8th pieces, it doesn't price up too bad.

19
Both of the rock lobbers do less damage against hordes and the range of the magma cannon is tiny.   Yeah they are all much better :)

Suppose a T3 10 x 5 horde:

Lobber: 21 hits, 10,5 wounds
Mortar: 33 hits, 11 wounds

  How are you hitting 21 people with a small template?
I worked it out both mathematically and with a diagram. The small template can hit a 5x5 square of 20mm models, but due to the circle the four corner ones aren't hit. 25-4=21.

20
The Brush and Palette / Re: Fenrisian wolves as cavalry..
« on: April 18, 2012, 09:47:21 PM »
Linky from Estel's Cult of Ulric thread. I believe they are Thunderwolf Cavalry used for DGKs.

21
True, but if I used that argument people would reply "Yes, but you can't rely on magic for the effectiveness of a unit."

Just looking at the numbers if the Mortar was left at S3. One direct hit on Halberdiers, 35 models hit, 17.5 wounded, 17.5 killed. 17.5 Halberdiers cost 105 points now. The Mortar would be way too powerful for 100 points at that strength. One direct hit would earn its points back. At the moment, it gets 70% of its points back with one direct hit to Halberdiers.

22
S3 small template is better than S2 large template.  A small template direct hit is going to hit 21 of your infantry in your regiment, barely less than a large template hitting that same regiment, and it's going to deal 50% more wounds.

However, the mortar costs MORE than the rock lobber.

Shooting at hordes? why aren't you taking the new helstorm?
Did you miss my post of numbers? I know mathshammer isn't everyones strong or favoured point, but if people are going to argue about the effectiveness of units then it needs to be taken into consideration. It is not going to deal "50%" more wounds. Even if they hit the same number of models, against T3 units the Rock Lobber wounds on 4+ (50% of models) and the Mortar 5+ (33%). 33 x 2 = 66% not 50%. So thats one point disproven.

21 models compared to 35 (45 if it hits its maximum but it never will). 35 --> 21 is 60% of models (or 46% if ever maximised). That is not "barely less" but quite a bit less. So thats two points disproven.

MarkoV, personally I will trust maths over your superior win ratio. Warhammer is based on maths and tactical skill. Like I've said, I don't think the Mortar is the best unit to take, I do think it lies down there in the bottom half of effectiveness per point. However, it isn't all doom and gloom as some people think.

In addition, T3 units the Mortar is better. T4 the Rock Lobber is better. T5 or higher, the Mortar is better. They will be both be wounding on 6+, and even if you ignore the additional models the Mortar will hit as T5 units will be smaller, the Armour Piercing of the Mortar gives it the win. Rock Lobber only wins against T4 and Monsters (due to higher centre hole and wounds).

I'll look into the Rocket Battery now.

Edit: The Helstorm does look good on paper. The AP gives it the edge over the Rock Lobber - and therefore the Mortar on T4. T3 it would cause 10.5 wounds, which is lower than the Mortar. However, the Helstorm *could* launch more rockets. However, it is less likely to be accurate and get that full hit. Remember, a small target only needs to scatter by 4 inch to miss the unit (obviously, this is worse cause scenario). I'm not going to attempt to work out the likelihood it will miss/models it will hit as that way lies only insanity. However, yes the Helstorm has the potential to kill more models, but I never said the Mortar was our best piece of artillery.

23
The Electors' Forum / Re: A Challenge...
« on: April 18, 2012, 06:20:08 PM »
Quote
They were raised to hide points of OP'd other units in them.  That is totally and completely terrible game design.  If the other units are so good, then they should cost more, not hide the points in other units that already were shakey at best.
I disagree. When the strength of a unit is in the buff, it makes more sense to have some of the cost in the units that are more likely to be buffed by them instead of the unit itself.

The usefullness of a Warrior Priest is directly proportional the number of men that can be gain Hatred/Prayers from him. If you have a unit of 20-men, 65 points for a WP is too much. If you have a unit (inc. detachments) of 80-men then 65 points is a bargin. That extra point per model (swordsmen being 7pts not 6pts) is the buff-tax. You are paying a point because of all the different buffs that can be added to these units with relative ease. If you didn't have the cost on buffees, it would need to be on the buffer. So lets take 40 swordsmen, a Warrior Priest would need to be at least 40 points more expensive. Seeing as Detachments also play a big part in the Empire, lets add another 20 to that. 125 points for a Warrior Priest seems a little steep to me - especially if I am only taking smaller units. I know I am not coming across in the clearest manner, but like you said, the designer had two choices; add the cost to the buffer or the buffee. With the cost on the buffee, it scales better. Obviously, if you don't take advantage of the buffs then our troops are going to be too expensive.

24
I might be wrong in my calculations but I will work it out again.

Large template = 5 inch = 12.7 cm (radius 6.35 cm)
Small template = 3 inch = 7.6 cm (radius 3.8 cm)
Infantry base = 20 mm = 2 cm

Templates centred on a base means distance from centre:
1st model = 1 cm
2nd model = 3 cm
3rd model = 5 cm (last model on small template)
4th model = 7 cm (last mode on large template)

Therefore, the small template can get five models across and five models up. This would be 25 models, however the corner models are not included so it is 21 models. So I was wrong there which means all my calculations were wrong.

A large template can get seven models across and seven models up. This would be 49 models, however the corner models are not included so it is 45 models. However, as you rarely see units that are either 7 across and 7 deep, I reduced this to either a horde unit (10 x 5) or a large bus unit (5 x 7) so 35 models.

Doing my calculations again:
Against Halberdiers:
Mortar - 12 wounds, 12 dead, 8.33 pts per kill.
Rock Lobber - 10.5 wounds, 8.75 dead, 9.71 pts per kill.

Against T4, 4+:
Mortar - 6 wounds, 4 dead, 25 pts per kill.
Rock Lobber - 7 wounds, 3.5 dead, 24.28 pts per kill.

So, Rock Lobber is slightly better per point against T4, 4+ units but Mortars are better against T3, 6+ units.

25
Has no-one mentioned the Plague Claw catapult.  100 points for s2 no armour save large template.

No as some people do not like comparing to 7th edition books. Unfortunately the mortar is bad even compared to 8th edition war machines. Some think they are equal to rock lobbers and should cost the same (so at least 15 pts cheaper), but then again we are supposed to have better artillery than goblins for sure (and not just cannons).
Just because we are meant to be better artillery doesn't mean it needs to be cheaper. Before I start out, I do think the Mortar has been misjudged in the rules/points and isn't the best effectiveness per points we can take. However, points cannot be compared directly from one army to another - you have to take into account synergy with other units in the army list. Our Mortars can be influenced by Engineers, can be taken alongside other artillery, are a special choice. All these things need to be taken into account with the points.

**Maths deleted because I miscalculated the number of models under the small template. See below**

All this and the Mortar is more likely to hit something each turn as well due to the larger template.

Edit: I do realise that I said points cannot be compared directly across two armies and then I have go on to do so. Hypocritical I know :P

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