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

  • All of my experience with KoE comes from the other side of the table, so take this with that in mind. I think that the current incarnation of lance formation is aesthetically pleasing. It makes KoE look unique on the table. You can always tell a KoE army immediately regardless of what models the person chooses to use. I would hate for that uniqueness to be lost. How the lance actually feels to play is beyond my knowledge, so that can be argued however you want. But I like the look of it, so I wo…

  • Cultists!

    lawgnome - - General Discussion

    Post

    Cultists summoning demons has been around forever. That isn't something that privateer press made up. I am looking forward to giving the book a try

  • If I had to guess, I'd say that "clumsy" will translate into "low OS/DS", which makes sense to me. It is less of a "almighty elite fighting unit" and more like fighting a wild fire. It doesn't need to be skillful to kill you. I'm really curious to see how the new Kadims turn out, and how they compare to the taurukh annointed. I'm hoping to have a reason to bring the big bulls, rather than just having them fight for space with incarnates. So.....when does the beta of the book come out?

  • OK General chat

    lawgnome - - Ogre Khans (OK)

    Post

    Quote from RobertR: “Quote from lawgnome: “Is the hunter really so bad for the game that it needs changing ” No, it's not op compared to other cowboys. It's an issue of internal balance, not external. The hunter is auto include in pretty much all competitive lists. So much so that it affects the variety of the lists. It's also a specific hunter build that's auto include. ” But is that bad? The hunter fills a unique role in the army, so it isn't surprising that people want to use it. And there is…

  • OK General chat

    lawgnome - - Ogre Khans (OK)

    Post

    Is the hunter really so bad for the game that it needs changing? As for the GK: I think the issue can be solved with points. As with the majority of armies, a combat character on foot is not worth it unless it brings something unique to the army. The GK doesn’t bring much more to the table than a little more oomph to a unit (for the low low cost of a completely different unit). Same thing happens in ID with the Overlord, same thing happens in SA with the Warlord, etc. 310 for a GK, 270 for an Ov…

  • Quote from hypnotic: “„that you thoroughly check them over after disarming them of larger weapons because might carry small explosive devices that are easily concealed” Please let it not be suicide bombs... That is why I didnt like in the firs place, army wide rule should be skill not weapon. We are not Texas Dwarfs ” I read that more like “they are armed to the teeth. If you think the large weapon is the only one they are carrying, you are in for a world of hurt.” Sounds to me more like they ha…

  • OK General chat

    lawgnome - - Ogre Khans (OK)

    Post

    Not at all. Think about it: in its current state, the GK can join one of 3 units - tribesmen, bruisers, and mercs. Each of these units are strong on their own. The GK gives some extra punch to those units, but it rarely gives the same value as a shaman would. So if bringing a GK just mildly improves the performance of a core unit, why not make it replace part of the core unit? And if the plan is to put the GK in an expensive special unit, why wouldn't you want more room to play with when buying …

  • OK General chat

    lawgnome - - Ogre Khans (OK)

    Post

    You know, the more I look at non-cowboy fighting characters, the more I think that some sort of bonus like 20% core is necessary to make them worthwhile. A Great Khan just adds a little more power to an already strong unit, while a shaman of any kind brings the power of an entire magic phase to the whole army. Without some sort of boost or special ability, I don't know that I could justify a fighting character.

  • ID General Chat

    lawgnome - - Infernal Dwarves (ID)

    Post

    For me, the infernal engine always. The engine is tougher, cheaper and hits consistently well. 3d3 grinding attacks is roughly equivalent to 9 attacks (more or less, depending on the target. Against high DS models, it is the equivalent of a LOT more attacks). Plus, it can't be shutdown by a cheap magic item. Compare that to the Titan: more expensive, it can miss on its attacks, bigger base (more melee counterattacks), and it is inconsistent depending on what it attacks (does huge damage to infan…

  • OK General chat

    lawgnome - - Ogre Khans (OK)

    Post

    Quote from youngseward: “IMO magic and the OK initiative debuffs work better with tribesmen. If you want the unit to be the focal point of your army, a big tribesmen unit is better. But as a more independent unit Id go bruisers ” I never trust that magic will be there when it is needed most, so a big block of bruisers has always worked better for me due to consistency. It's always nice to have a unit that you know will cause copious amounts of wounds if it gets into combat, rather than one that …

  • OK General chat

    lawgnome - - Ogre Khans (OK)

    Post

    I've never really understood the appeal of the tribesmen block compared to the bruiser block. I've always heard that the tribesmen are supposed to be the better unit, but I love taking a big block of can openers. Personal preference, I suppose.

  • I don't really want runes. Runes and engravings indicate the work of Craftsmen (craftsdwarves?) taking time and a lot of effort to handcraft each individual piece. When runes are involved, each artillery piece is an individual work of art and probably given a name. ID aren't craftsmen. They are engineers. They aren't lovingly building their dream car piece by piece every weekend. They are setting up assembly lines and pumping out material. ID and DH are dwarven yin and yang.

  • I wonder if there are Kadim rights advocates. Dwarves saying "You need to release that Kadim from it's contract! It was just a child, it doesn't know what it is doing!" "Hey look, I explained all the terms and it agreed. It was a fair negotiation, and look at how amazing my new massage chair is!"

  • I love the build-a-bear artillery. Feels very appropriate to a mass production based civilization. I am curious what the different shell types do, and what kind of availability the will have. Can a flamethrower cause tremors? Will the weapons teams be able to cause tremors? Does the Kadim infused ammo work on a flamethrower? Does the poison ammo work on top of the existing gun or supplant it (i.e. would a flamethrower still defeat fortitude saves while using poison ammo?) Still, super excited, a…

  • ID General Chat

    lawgnome - - Infernal Dwarves (ID)

    Post

    I am looking forward to finally putting a flamethrower on my doomtrain. I have wanted to do that forever. I presume the differing ammo types are for the mortar only? Or can some of them be used for the volley gun, too?

  • Online Rule Book

    lawgnome - - Suggestions

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    I have no legal concerns. You have the right language at the top, so it's all good with me. It looks like a very interesting project

  • ID FAB Public Idea Thread

    lawgnome - - Infernal Dwarves (ID)

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    Quote from JimMorr: “Quote from lawgnome: “Kadim are fiery supernals from the inferno. Dryads are nature loving supernals. ” Kadim are more like fire elementals...? Couldn't we use the elemental concept? It is rather not copyrighted... Hmmm... Kadim auxiliary book? ” It has nothing to do with copyright, and they are essentially fire elementals. This is just world building. Makes them fit into the world better.

  • Quote from JimMorr: “Quote from Squirrelloid: “ID don't bind daemons. They bind kadim. These are different kinds of supernal. ” Would you like to explain the difference to an imperial inquisitor? ” Supernals are any creature from betond the veil. Daemons are supernals that serve the dark gods. Kadim are fiery supernals from the inferno. Dryads are nature loving supernals. ID bind Kadim to everything because they are plentiful (due to access to the inferno) and they are useful (both easier becaus…

  • I think v2.0 is the superior game overall. The list building is better, the gameplay is better, the magic system is better, etc. In my opinion, the only thing that v1.1 had that was better than v2.0 was options (and that is slowly getting fixed). When the switch from v1.1 to v1.2 happened, there was movement toward simplification in 'invisible' options and in specialized magic paths. There was some solid reasoning on this, of course: invisible options (options with no obvious modelling solutions…

  • ID General Chat

    lawgnome - - Infernal Dwarves (ID)

    Post

    Also, adding to what @Squirrelloid said, we are looking at a fantasy world where completely unrelated sentient races exist. In our world, we are all human, with some variation in appearances based on where you and your ancestors were from. Still, all human: a member of any variety of human can reproduce with a member of any variety of human and produce a viable offspring. We made up the different human 'races' to help differentiate ourselves for different reasons. In the case of slaveholding tim…