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The Electors' Forum / Re: Stupid idea for a Stupid hat?
« on: May 22, 2013, 06:37:02 PM »
I've seen it work on a Goblin Warboss. Opponent lets all the sneaky Gobbo Lore through saving dispel dice for the Hat, which was the plan.
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. Hits the Volley Gun, dead. Moves the Mournefangs up to stop the Flagellants from getting into the Tower.



I don't have a problem with dseevers1854 line of questioning. Forcing us to fully explain ourselves, and quantify our statements can only be for the benefit of the fine generals of this site.
By the way, a single level 4 is always better than to level 2's.
Better at what? Not at potentially channeling. Not at providing a variety of spells from different lores. And not at providing two arcane items.
I don't get what point you're trying to make.
Steve, I don't think he had anything that could deploy in the building. Isn't it core infantry (not montrous infantry)?
Sounds like you had a good time. I enjoyed myself too, except for the hotel. Three hotels were full, stayed at the King's Hotel. Place should be nuked, and then the ruins nuked again, just in case. I would have felt better sleeping in a park.
Jeff
There was some overkill as it concerns dice generating, but I've never considered the game broken because a Slann was throwing an extra dice at every spell.

The OP stated that he was having trouble with magical defense. He posted his current build in hopes that someone on these forums would be able to help him tweak it. The advice he received is that he did not have a caster high enough in level to provide respectable magical defense. He was advised to make room for a level 4 caster and a dispel scroll. If the OP took away that trading out his current build for one that allows him to take a level 4 caster with a dispel scroll would provide him with proper magical defense, then he was mislead. As I stated earlier, having a high level caster does not add to one's magical defense; dispel dice are what add to one's magical defense. At best having a level 4 on the field evens the levels, but it does nothing to close the power dice to dispel dice gap. Lesser wizards with more dispel dice are better at achieving magical defense than a level 4 wizard with less dispel dice.
As many have been keen to point out, there is no optimal way for Empire armies to gain the necessary, additional dispel dice that would allow us better magical defense. As such, most of us bring a level 4 caster to the battle field, equip that wizard or another with a dispel scroll, and call it magical defense; it is not. We do not bring that build for it's magical defense. We bring it because of the optimal casting phase it provides us with while additionally allowing us to wash levels with our opponent during his magic phase.
How we defend against magic is by prioritizing the spells we allow to get through based upon the current situation as well as those situations we expect to unfold in the near future. This information was provided to the OP, and it is necessary that the OP understands that this is how we deal with enemy magic in the Empire and not by trying to nullify it.
What is everyone's thoughts on running a list with primarily leadership 8?
I'm considering having the peg captain be my General choice.
If you're just looking to negate magic, you'd be better off fielding as many level 1 wizards as you can, equipping each with a different kind of scroll, and hoping for channels because if you've got more dispel dice than your opponent has casting dice, you win. Period.
The magic phase already gives an advantage to the casting player.
Excellent stuff...
You need a level 4 and a dispel scroll just so you don't get completely dominated in the magic phase.
Still not a huge fan of the TEG format over the "classic" TDG, but I can see how itīs much less of a hassle for HHG to run one.
















Quick question because I know this issue is going to eventually come up in the Tactica Forum's most recent Tactical Exposition Game (TEG) 2:
If a unit that is within 6 inches of an Altar of Khaine or a Tower of Blood (that grants Frenzy) loses combat:
--does it lose Frenzy until it leaves the area and comes back?
--or does the bubble grant perma-Frenzy as long as units remain in the vicinity?
So did GW have any real design input to the Chaos Dwarf rules or did they basically tell the lads over a Forge World to have at it and let them run wild?
My choice would be a Grandmaster with Runefang and Dragonhelm, especially if he's WS5.