Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Muppet

Pages: [1]
In the FAQ it says that a rider of a monstrous cav model get its full number of attacks when making support attacks, up to a maximum of three. Furthermore, for monstrous beasts it says that monstrous beasts get their full number of attacks when making supporting attacks up to a maximum of three.

This then means that for example Skullcrushers in two ranks will get their full number of attacks from both riders and Juggernauts as supporting attacks, since Juggernauts are monstrous beasts. Is that correct? Or does the Juggernaut lose this rule as they are part of monstrous cav model?

WHFB The Electors' Forum / Challenge a chaos lord
« on: December 07, 2013, 08:07:39 PM »
I'm up for a game where I'll score extra campaign points if I kill the opponents general (chaos lord) with my general in a challenge. I know that the chaos lord will be mounted on a juggernaut but not what kind of gear he will have. I've been thinking about this and I think my biggest chance is to kit my general with barded warhorse, full plate, shield, VHS and obsidian blade. I'll try to snipe him with magic and cannons before we engage but as I see it this is the only way I can get to strike first, strike harder than him and ignore his 1+ AS.

I'm a bit stuck in my imagination here so I would appreciate your comments. One idea is also to put another character with the white cloak of Ulric next to my general to benefit from the -1 to hit. Is that possible by the way? Reading the rules I would say yes as long as the chaos lord is in base contact with both characters during the challenge.

If Enchanted blades of Aiban (Lore of Metal) is cast on an engineer, will he benefit from the +1 to hit bonus if he transfers his BS to a Helblaster or should you cast the spell on the Helblaster? Or is it not possible to get this tasty combo?

WHFB The Electors' Forum / BRB p.18 There's too many of them rule
« on: November 24, 2013, 11:53:56 AM »
The rule in the subject seems rather strange or pointless to me. In the example they give in the BRB an unit of HE archers declare three different charge reactions to three different charges they face. But since it is the person declaring the charges that chooses the order in which the charging units move it will only play to the charges advantage. If they want the HE unit to flee they will charge first with the unit where this charge reaction was chosen. If they want combat they will charge first with the unit where the charge reaction was hold. In any case they will never stand and shoot since they cannot stand and shoot if they are fleeing nor if they are tied up in close combat.

Also, if they first charge with the unit so that the HE unit flee, will the two other charges cause the HE unit to flee twice more, even though they had chosen different charge reactions towards them, making them a grand total of 6D6 inches flee movement? Or if the first flee movement takes the HE unit out of possible charge range, will they not flee again since the charge cannot be completed? I cannot find in the BRB anything about that a unit only can flee once.

Maybe not so clearly explained, hope you understand anyway.

The Parade Ground / List for campaign with some special rules
« on: November 05, 2013, 09:39:22 AM »

I'm going to play a 2500 p battle versus HE in a campaign with some special rules. In this battle the HE will have a lord on a dragon (probably the biggest one) which will have a 4+ ward against shooting from warmachines. Also, the terrain will be muddy, so all units using swiftstride will have to pass a dangerous terrain test.

My list looks as below, see tactic comments also.The BSB is kitted to survive but also be able to deal some damage if he should get into a challenge. If you have any advice, please speak up! :-)

The general goes with the IC knights, flanking.

The engineer will stand between the mortar and the helblaster, using him to bombard Swordmasters or lending his BS to the helblaster to shoot the dragon out of the sky.

The cannon targets chariots or bolt throwers.

Both infantry blocks will be in bus formation to get steadfast as long as possible if they get into battle.

The Stank will try to get a charge on the dragon, but he will probably be able to avoid that. Otherwise it will support the infantry blocks and have the same targets as the cannon.

The BSB, captain, wizards and priest will be divided between the infantry blocks.

The pistoliers will harass and redirect, hopefully be able to get behind his lines to pick on any warmachines.

Total  2496 pts


Battle Wizard Lord, lev 4, lore of life, dispell scroll (225 pts)

General of the Empire, full plate armour, shield, barded warhorse, ogre blade (171 pts)


Battle Wizard, lev 2, Lore of light

Captain of the Empire, BSB, full plate armour, Dawnstone, Enchanted Shield, sword of might (141 pts)

Captain of the Empire, GW, full plate armour (72 pts)

Master Engineer (65 pts)

Warrior Priest, GW, heavy armour (72 pts)


12 Knightly Orders IC, FC, Ranger banner (380 pts)

38 Swordsmen , FC (296 pts)

39 Spearmen, shields, FC (234 pts)


Great Cannon (120 pts)

Mortar (100 pts)

5 Pistoliers, Musician, Champion with repeater pistol (120 pts)


Helblaster Volley Gun (120 pts)

Steam Tank (250 pts)

Core / Knights with great weapons
« on: November 17, 2012, 12:27:47 PM »
Hi everyone,

My general experience with my knights is that they can be effective in the round they charge but in the following turns they are really not achieving much. This also means that if they get charged they are usually screwed. Well, they have some good staying power but they will almost never beat an enemy unless they get serious help. In my opinion this is purely due to that they kill very few enemies at S3.

I have been thinking about building a 12 knight unit with great weapons. In 7th edition rules you did not benefit from +2S when on horse back, but that has changed in the 8th edition rules. So they will loose 1+ Sv for 2+ Sv, but I think that the benefit of being S5 will make a difference. I am not concerned of ASL as at I3 thay will usually strike last anyway.

I am not really looking for advice here, I will build the unit anyway for the fun of it, but I was wondering if anyone tried it out in the field and what the experience is?

The Parade Ground / Friendly games vs. WoC, HE, Skaven or VC @ 2000 p
« on: March 17, 2010, 07:45:51 PM »
Hello everyone,

I am heading for a nice weekend with some old friends, good food, good beer and a high focus on WHFB. I have been trying to put together a list that will work decently against any of the above opposition, as if heading for a tournament. I will give you the list below and also what else I have that I can swap things for. Thankful for suggestions, comments and the like.

Arch Lector, great weapon, AoMI, VHS                                                                             186
Wizard lev, 2, rod of power                                                                                              130
Warrior priest, barded warhorse, heavy armour, hammer of might, enchanted shield    138
Captain, pegasus, full plate, shield, lance, doomfire ring                                                 144

19 spearmen, shield, FC + 9 swordsmen det                                                                   188
19 swordsmen, FC                                                                                                            139
5 knights, musician                                                                                                           123
17 handgunner, marksman w HLR                                                                                    161
20 flagellants                                                                                                                    200

5 knights, IC, FC                                                                                                               170
6 pistoliers, musician, outrider w repeater pistol                                                              132
1 mortar                                                                                                                             75
1 great cannon                                                                                                                 100

Helblaster                                                                                                                         110

                                                                                                                           SUM      1996

What I can play around with with is

2 extra knights
7 swordsmen (can form a 19 unit with FC if the detachment above is removed)
8 free company (so detachment only)
20 greatswords w FC
1 great cannon
almost any combination of character choices (except no war altar, monstrous creatures or mounted wizard)

The idea is to put the WP with the IC knights to have a fast unit with a good punch, the other knights will bait and support. The AL goes with the swordsmen and the wizard goes with the more defensive spearmen. The captasus will just fly around, irritate, march block and help out wherever he can. The great cannon is of course better than the mortar against heavy armies like WoC, but the mortar is priceless against weak units like Skaven. The swordsmen detachment can of course go with the swordsmen unit instead.

Well, that was some of my thoughts. How about you sharing yours?

The Parade Ground / Army, to be listed in the future...
« on: February 13, 2010, 03:51:40 PM »
Hi all!

This is not an army list as such, but rather what I have so far (painted and ready for battle). I will also list what I am planning to add (I have it, just not built and painted). If the mix seems a little bit odd it is because I have gotten almost everything for free from a friend. I would like your comment on what is needed more in order to get a more complete and all-round army and maybe what is needed to get a little more bite. Please come with any suggestions!

Best regards

Your Muppet
Painted and ready

Lords & heroes
2 wizard on foot
3 captain on foot
1 captain on barded warhorse (acceptable to use as a Templar Grand Master also)
2 master engineers

Core units
19 spearmen with FC
2 x 19 swordsmen with FC
17 handgunners (1 Marksman with Hochland longrifle)
10 archers
8 free company
6 knights with FC

Special units
20 greatswords with FC
6 pistoliers (one outrider with repeater pistol)
2 great cannons
1 mortar

Rare units
To be built
10 handgunners... or are crossbowmen a better/more fun choice???
5 knights with FC
Probably enough scrap to build another 8 free company

Pages: [1]