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Messages - Noght

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1
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.

2
The Battleground / Re: Flagellant Horde + War Altar
« on: May 22, 2013, 01:14:52 PM »
Watchtower continued:  Edit:  I think he had 6 Maneaters.  Also a Thundertusk deployed behind Bulls.



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This is taken after my first movement phase.
He deployed:  Iron Blaster (out of pic), Bulls w/Beast Wiz and Firebelly followed by Thundertusk, Ironguts w/BSB and Slaughtermaster, Mournefangs, Ironblaster
I moved the Flagellants towards the tower, my STank aimed at either MI block, Knights would hit the other....

So shooting:  Hit the IB with cannon, rolled 1 to wound.  STank cannon hits Ogre Bulls and bounces into Thundertusk, rolls one to wound.  Volley gun rolled 10x3 shots, 5's to hit, ended up with 9 wounds, he blows his LD, makes his gleaming pendant reroll.
Magic:  Lascannon Luminark hits Ironblaster, rolls one to wound.  Buff FtS on Flaggies.

Ogre's turn:
Hits the STank with an Ironblaster, does 6 wounds :).  Hits the Volley Gun, dead.  Moves the Mournefangs up to stop the Flagellants from getting into the Tower.
Magic:  Bubble Regen, IF, all his casters take a wound.


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So:
I charge with War Altar and Flagellent Horde into the Mournefangs!  Woot, love this! (think this pic is after his turn 2 move!)


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Shooting, Cannon Misfires and explodes.


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So Magic and combat:  I drain him of his DD and cast Soulfire, he elects to scroll it (good call).  So after all the attacks, re-rolls from my T7 Flagellants I have 9 unsaved wounds, before he rolls Regeneration.  So he picks up 9 dice, rolls them, saves 8 of 9..... :icon_rolleyes:
I win combat by only 3, he fails his first roll (of course), makes his re-roll on a 6 (of course).  Game Over, no way will S3 Flagellants grind down AS2 Mournefangs.....



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Similar thing happened over here, kind of rubber lance syndrome, won by 3, made his reroll and we stuck all game long grinding away...

Final tally:  Ogres win on turn 4 (he rolled a 6) with his Guts in the Tower.  Unit of 5 Knights killed the other IB with a panic rundown and the Swordsmen + Wizard (S6 Awakening of the Woods) finished off the Maneaters.

So 2-1 at the end of day 1.  As amazingly lucky I got in game 2 vs the Double Slann, it completely flipped in game 3.
Double Slann list was on Table 2 at the end and this Ogre list was on Table 1, ended up Best General going 5-0.

Thoughts so far?


3
The Electors' Forum / Re: Goldilocks magic
« on: May 22, 2013, 12:38:27 AM »
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.

Nor do I, just not sure what his line of questioning is or the point he's trying to make.  So far though every General including you "explained" that the optimal Magic Defense is +4 to Dispel and a Scroll.

4
The Electors' Forum / Re: Goldilocks magic
« on: May 22, 2013, 12:13:18 AM »
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.

Always better at Casting and Dispelling..... :icon_wink:

Now you're setting conditions? 

I'll echo Zif here...
I don't get what point you're trying to make.

5
The Electors' Forum / Re: Goldilocks magic
« on: May 21, 2013, 11:05:32 PM »
Okay. Someone just flipped his whole argument.  What did I miss?   :icon_question:

By the way, a single level 4 is always better than to level 2's. 

6
The Battleground / Re: Flagellant Horde + War Altar
« on: May 21, 2013, 08:14:40 PM »
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

He didn't but I would have deployed the Swordsmen.  I had Flesh to Stone to stiffen them up.  Then swapped in the unbreakable Flagellants, game over.....

7
The Electors' Forum / Re: Goldilocks magic
« on: May 21, 2013, 02:06:15 PM »
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.

You should!   :icon_smile:

8
The Battleground / Re: Flagellant Horde + War Altar
« on: May 21, 2013, 02:03:55 PM »
Next up:  Ogres in Watchtower!  Perfect!  Flagellents wreck Bulls and Ironguts!

His list:
Slaughtermaster w/Scroll
Firebelly
Lvl 1 Beast w/Hellheart
2 Ironblasters
3 Saberblockers
4 Mournfangs
5 Maneaters w/Scout, Swiftstride
8 Bulls
8 Ironguts

Stay tuned:

Deployment, he won Tower Roll, dangit, elected to not deploy a unit into the Tower....


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9
The Electors' Forum / Re: Goldilocks magic
« on: May 21, 2013, 01:55:03 PM »
I didn't miss any of your recent post.   :icon_smile:

However, taking additional Battle Wizards and WP just for channeling attempts (average of one extra DD over the game/guy) is incredibly inefficient.  Adding the "skip the lvl 4" advice because it prevents you from buying more inefficient BW and WP makes it worse.  That's all I'm saying.  The only "sure" defense is the +4 Dispel attempt, a scroll, and letting a spell through.  (Which is what post #2 recommended).

Now, if you want to bring a lvl 1 Scroll Caddy (with an awesome Signature spell and Lore Ability), a 90 point investment, so you can buy something else for your Lvl 4 (Earthing Rod or Channeling Staff), then that kind of works.

Note:  The new books (except Tomb Kings) seem to be moving away from things that provide extra PD (no more Banner of Sorcery for example), I'd bet that things like Sacrifical Dagger (DE), Power of Darkness (DE) and Focus of Renumeration (LM) are going to disappear or be altered (Power of Darkness) when their books get re-done.  Assuming the trend continues then everyone will be in a similar boat.

10
The Electors' Forum / Re: Goldilocks magic
« on: May 21, 2013, 01:17:03 PM »
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.

Sorry, this is just wrong.  The 8th edition magic rules create a disparity between PD and DD.  It's a fact, ceding your opponent an additional +3 to his casting is folly, and essentially giving him an additional power dice (pointed out by multiple posters). 

The only thing is a Luminark for +1 DD for 120 points, sub-optimal.  You could buy 20 more Halberdiers and just just the MM go off.  The days of +2 DD for an Arch Lector and an ironclad Magic defense is over.

Buy additional WP for channelling rather than Battle Wizards if you desire.

11
The Electors' Forum / Re: Pegasus Captain
« on: May 21, 2013, 01:33:56 AM »
What is everyone's thoughts on running a list with primarily leadership 8?

You've got a cheap 9 leadership available.  No reason to unless you are running low point lists.  IMO

.
I'm considering having the peg captain be my General choice.

Slap a GOTE on a Peg and call it a day.

12
The Electors' Forum / Re: Pegasus Captain
« on: May 21, 2013, 12:51:31 AM »
Pegasus come on 40mm bases.  The old Marauder Pegasus came on a 50 mm.

You could use a Bretonnian Pegasus...... :icon_wink:

13
The Electors' Forum / Re: Goldilocks magic
« on: May 20, 2013, 09:00:26 PM »
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.

Not exactly.  Their +4 to cast vs your +1 to dispel is the equivalent of having an extra dice.   Three spell attempts hurts you.  And you almost never get enough channels to offset it.

Regarding Dwarves, they can steal a dice and get +3 dispel dice, so it's a 4 dice swing.  Combine that with multiple spell breakers and +2 to dispel and you are shutting down a magic phase.

Edit:  ninja'd by Roth

14
The Electors' Forum / Re: Goldilocks magic
« on: May 20, 2013, 03:09:59 PM »
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.

This is the truth! 

15
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.   :-)

The Dicelog is a beast but its transparent and equally weird for both Armies.

It goes faster if one (HHG) plays and records.

I'd like to play one on Universal Battle, a single turn (or half turn), save it, take a pic, post it and solicit input from the Forum.  Heck multiple folks could be on observing and offer real time advice. 

Just a thought.

16
The Battleground / Re: Flagellant Horde + War Altar
« on: May 20, 2013, 12:28:17 PM »
Quick update, out of town until tomorrow, then I'll add pics.

3000 Meeting Engagement vs Lizardmen.

His List (Domus)
Light Slann, Loremaster, Bonus dice cheese
Death Slann BSB, Calming cheese, Bonus dice Chesse
2 Scar Vets on Cold Ones
2 Skink Priests, one with scroll and one with scroll/cube end magic phase cheese.
Saurus Block
Skink/Krox Block
3 each:  Chameleons, javelin skinks, blowgun skinks
2 each of 3 Salamanders
3 Pteradon

I won deploy roll.  Started the game with Outriders, Pistoliers, Volley Gun, IC Knights and Lvl 4 off the board.    :Ohmy:
If there ever was a time for chaff clearers to be deployed....


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Deployment of remaining Empire Troops (I elected to deploy around the MR2 Terrain in case he went first while my LVL 4  + scroll was off the table).  Of course the Forest is a Venom Thicket!  So the STank, Luminark and Swordsmen deployed around the MR2, hoping for the first turn.


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End of Turn 2:
Notice the Fence near his Saurus Block?  It was "L" shaped.  He deployed both his Slann and one Scar-Vet in that unit.  On turn 1, I used my Cannon to destroy the fence line, 1 steam point cannon hit his Death Slann, who failed a LOS, and then blew a 4+ Ward, followed by 5 wounds!  Woot!



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He charged his Skink/Krox block into the STank and we just stuck there for most of the game.....



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The IC Knights, after surviving 5 of 6 Salamander breath weapons, manage to send the Salamanders fleeing and then Rear charge a unit of Camo Skinks (who killed the Pistoliers on Turn 1).  Volley Gun and Cannon kill most of the Pteradons and a unit of Camo Skinks.



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Pic at end of Turn 4:  STank gets charged by Scar Vet on Turn 3, and overruns into Luminark (dead in this pic), who failed to defeat Light enhanced Skinks.  Like the first game, the Flagellants killed exactly one unit of Skinks.

Game ended due to time, Empire Win by about 500 points.  I expect that if it went on, the LM would have one but repeated Flees and rallyies take lots of time.  A LM magic phase goes on for a bit to.  My opponent was great, he knows he played too slow (I did not!).

So 2-0 and facing Ogres in Watchtower next game!

 :::cheers:::



17
The Battleground / Re: Flagellant Horde + War Altar
« on: May 19, 2013, 11:59:50 AM »
Battle 1:  Empire vs Empire (Kislev):  Dawn Attack Civil War

Here's my Army


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Here's Tonya's Army


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List:  3 units of Pistoliers and Outriders, 2 Cannons, 2 Units of Regular Knights, 1 Unit of Inner Circle, Archers, Huntsmen, General, 2 Captains, Lvl 4 Heavens, Markus Wolfheart

Dawn Attack Deployment:


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So War Altar, Wizard Lord and IC Knights in the Right Zone, STank and Flagellents in the Center.

Kislev:


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An overload to her Right flank, IC Knights in the center with Wizard Lord.

Turn 1:


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Bloomed out a bit, shot up some Outriders and Pistoliers.  2 wounds on the Cannon.  Wildwood of course  :icon_sad:.

Turn 2:


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IC Knights + General into the STank, 2 wounds is all.  I'd use Regrowth to keep the Tank healthy during the fight.

Eventually:


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Flagellents killed exactly 5 Outriders, Small unit of Knights cleared out a few more.

Empire win vs Kislev:  1579 to 475.  Game lastedd 5 turns.

Turn 2:  Headin' to table 1 vs Double Slann Light/Death Skink List.....

18
Wacky.  I thought the Greenskins would roll with the GS starting off the board....

Thanks guys!

19
The Battleground / Re: Flagellant Horde + War Altar
« on: May 18, 2013, 03:11:56 AM »
Army is in the Bin ready for deployment.  I'll bring the Ipad to snap picks for quick Battle Reps.  Unlike Adepticon with the same terrain every game, each table at Midwest Rampage is randomly generated using the BRB method so anything is possible.

Just need to make sure the STank is in range of the Lore of Life heal....

20
Weirdest game ever.   :icon_surprised:

Nicely done guys.

21
The Electors' Forum / Re: Frenzy & Altar of Khaine/Tower of Blood
« on: May 17, 2013, 10:54:22 PM »
Except frenzy is not a permanent effect.  If you lose combat than you lose the benefit.

22
The Electors' Forum / Re: Frenzy & Altar of Khaine/Tower of Blood
« on: May 17, 2013, 04:55:18 PM »
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?

I would treat it as the BRB. As long as the combat is ongoing, and you've lost once, you'd lose frenzy.  If there is a new combat it all resets (think hatred).

23
The Parade Ground / Re: Flagellant Horde Support?
« on: May 16, 2013, 02:18:49 AM »
Submitted list.  Sigmar help me!

Lords:
Arch Lector: War Altar, Talisman of Endurance, Charmed Shield.  289
Jade Wizard Lord:  Talisman of Preservation, Dispel Scroll  270

Heroes:
Captain of the Empire:  BSB, full Armor + barded Warhorse, Biting Blade, Dragonbane Gem  124
MasterEngineer light armor 66

Core:
14 Knights of the Inner Circle, full command, Flame Banner. 390
19 Swordsmen, full command.  163
10 Archers
5 Knightly Orders, full command, lances.  130

Special:
45 Flagellants, Prophet. 550
5 Pistoliers, musician.  100
5 Outriders, musician. 115
Great Cannon

Rare:
Helblaster Volley gun. 120
Helstorm Rocket Battery. 120
Luminark of Hysh. 120
Steam Tank. 250

24
The Electors' Forum / Re: Kadaii killers
« on: May 15, 2013, 10:28:59 AM »
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?

Go wild methinks.  Even GW wouldn't create a Monster with Immune to Warhammer special rule.

25
The Electors' Forum / Re: Kadaii killers
« on: May 14, 2013, 03:56:00 PM »
My choice would be a Grandmaster with Runefang and Dragonhelm, especially if he's WS5.

This works, even the GotE has enough pop to finish him.

+1 on redirecting.  After the Destroyer kills your chaff, it has to overrun, just angle it away.

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