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The latest issue of the 9th Scroll is here! You can read all about it in the news.

  • Quote from Remy77077: “Quote from theunwantedbeing: “...the Gargantula crew are forest goblins, so get poisoned attacked.As before, it's not listed in the special rules in their offensive profile just like all the other racial rules aren't for any orcs or goblins in the army. ” I've not yet played T9A full rules yet, but using rules-as-written there's no way the Gargantula crew get poisoned attacks at the moment. I am sure that's been ruled a bunch of times on this forum too. Forest Goblin race …

  • Quote from Rubert: “Quote from theunwantedbeing: “Quote from Rubert: “Right now it’s extremely confusing, specially the Forest goblins, because they always have poison except when they ride a big spider. It doesn’t make any sense. Or they have poison or they don’t, but the fact that depending on the mount they gain/lose rules is wrong. ” Forest Goblin Raiders do have Poisoned Attacks, it's just not listed on the Offensive profile as it isn't listed on regular forest goblins either. ” Forest gobl…

  • Quote from Rubert: “About getting a bonus when charging in the flank/rear, I guess it’s fluffy, but it’s not even going to happen, and if it does, it’s bc the opponent is letting you do it. With M4 you are not charging anyone in the flank/rear. ” Not on their own at any rate. Quote from Rubert: “I think the best option is to unify goblins into an unique profile, with Strength *edit* 2 and Toughness 3.And then give them a lot of options of equipment (bows 1ppm, spear and shield or just shield)and…

  • Quote from trulyelse: “Quote from theunwantedbeing: “Vs Dwarves they'll go from doing 0.8 wounds per 10 attacks at St3, to 0.4 wounds at St2. They won't even notice a difference. ” 50% effectiveness is not noticeable to you? ” St3 does 200% the damage that St2 does (in the example I used)

  • Quote from arwaker: “Tbh I'm not so keen in Goblins having S2 only. That gave them a serious disadvantage against their traditional arch enemies, the dwarfs. I think their S3 R3 is fine as it is. Goblins should not be pure chaff and tarpit, they need at least some small offensive potential aside from their fun-stuff. ” Vs Dwarves they'll go from doing 0.8 wounds per 10 attacks at St3, to 0.4 wounds at St2. They won't even notice a difference. And docking the strength means you can buff the mount…

  • Quote from xaby86: “Hahaha man, that would be nice, but when I say something it's something extra apart from +1Dis, some damage, especially with S2, reroll 1s, +1AP, something like that. ” I know, that's why I suggested St2 instead of any combat buff rules. But why do core goblins need to be more lethal in combat?

  • Quote from xaby86: “I also think they should have something more... ” Strength 2. They're goblins, they're weak, pathetic and cowardly but very numerous. This means we can give them nets and mad gits or shady gits to make them more dangerous overall in combat for the same price tag.

  • Quote from arwaker: “There are ideas to provide Goblins some kind of bonus for/in flank or rear attacks. How could those rules look like? Is that something people want at all? ” +1 Discipline when Flanking an enemy unit They're braver when flanking an enemy, but the enemy isn't more bothered about being flanked by them than by other units. Flanking doesn't make them suddenly stronger or more powerful in some way though, they just get braver when they think they've got the enemy at a disadvantage…

  • Quote from Eol: “Radian, 24” is not long range shooting unit for an elf, specially without volley fire and without move an fire without penalty rule. ” Maybe that's what they need then?

  • Quote from DanT: “I am against the tone, attitude and behaviour in generality on these forums, by community and (generally lower level) some staff too. It puts so many people off using the forums and getting involved. ” Examples of what exactly you mean would be helpful.

  • Quote from Wesser: “Because you need STR4 to control the bigger critters ” Yeah that's why the Gargantula is available to them.

  • Parry proposal

    theunwantedbeing - - Suggestions

    Post

    I like the idea of parry not being what it currently is. -1 to hit does pose an issue though, simply because of what happens when an already high Defensive Skill model decides they're going to make use of the rule. Now you might need 6s to hit them, and they'll likely be toting some high Armour and likely a Special Save as well. But you've retained the "no effect for anyone with skill" and while your effect might be less, it still doesn't solve that problem of how come my actually skilled guy ca…

  • St2 base, remove widespread access to Parry. Common Goblins -wear the most armour (light armour) -the only type that can Parry -wolves of various types (giant wolf mount would be nice) Cave Goblins -Gnashas of various types Forest Goblins -have access to Poison -Spider Mounts of various types (spider chariot would be nice) All Goblins -can use Mad Gits, Sneaky Gits and Nets -wield Spears where possible in preference to everything else -higher agility than orcs -bad discipline levels, maybe give …

  • Quote from WhammeWhamme: “Because it's an unreliable cobbled together pile of junk, and so it has S3 and Lethal Strike instead of S4 or S5? ” That begs the question why the O&G and Undying Dynasties catapults only gets St3 and Ap0 as well. (yes one big hit, but only one) Of course the answer to that is you can't compare units across armies and everything is abstracted anyway so trying to logically explain anything is likely to fail utterly as we've had to make concessions to realism to allow…

  • Quote from Grouchy Badger: “Why the hell does it have lethal strike? ” Legacy reasons. Also since it's neither OP nor UP, there's no need to change it. Just imagine the junk it shoots is all sharp and pointy, that's why bullets and stuff don't get lethal strike, since they're round and smooth.

  • Quote from RollTheDice: “Uh? DE started at 30", moved to 24"range T1 hitting on 5s, then were in LR hitting on 4s in subsequent rounds. HE were on long with no need to move ” I think you've made a couple of errors. The DE shouldn't be able to move 6" into range and shoot, their advance rate is only 5". If you advance and shoot at long range, that's a total of -2 to hit, not just -1. So they should be hitting on a 6+. And then if you don't move from that point, you're still at long range. Which i…

  • Quote from Radian: “Quote from theunwantedbeing: “Volley Fire on the unit and Quick to Fire on the Repeater Crossbow.Now they perform a dedicated ranged support role, but they're able to be reasonably mobile to keep up with the rest of the army. But if you want to sit them in a huge block and just block out the sun with bolts you can due to their max unit size limit being 30. ” Isn't better to give corsairs role like this? Auxiliaries can be long range damage dealers (max unit could be reduced t…

  • I think it just moves the goalposts of what save isn't worth upgrading to. Any 6+ save becomes essentially a 6+ Aegis, so those become a lot more valuable. 5+ saves on the other hand, due to the proliferation of Ap1 and above are now essentially meaningless, since they'll almost never function as a 5+ save. 4+ and better saves mostly stay where they are This is an another idea that makes all levels of armour more worth taking. (@Aegon 's idea but I'm linking to my re-wording of it so it's easier…

  • Quote from Radian: “I fully disagree to reduce range of auxiliaries. It won't make people to play them. ” Volley Fire on the unit and Quick to Fire on the Repeater Crossbow. Now they perform a dedicated ranged support role, but they're able to be reasonably mobile to keep up with the rest of the army. But if you want to sit them in a huge block and just block out the sun with bolts you can due to their max unit size limit being 30. QtF would have a few knock on effects for everyone else who uses…

  • Is there a link to the videos in question?