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Tuskers are a great unit, in both ogres and hobgoblins! Their main weakness is discipline, but you can spend their banner slot to help that. They also don't like alchemy and every once in a while... you'll need to charge through some trees and they'll reward you with a bunch of 1s and a failed panic test... but when they hit something...
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Why are we using feldraks as an example? I think they're among the weakest for damage point for point of all monstrous units... and they should be! Move 8, 4 wounds each and good basic discipline is incredibly valuable for a unit like that. If they were also the best for damage... how much would you want to pay, 1000pts plus?
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I was thinking a bit more on WS2 tegu and I think it's an interesting design idea but it's a problem due to warhammer baggage of skinks and tegu. Same for goblins and orcs, gnoblars and ogres. As long as there's a second core unit type that lends itself more towards an avoidance/shooty/cheap bodies it will feel wrong to have the same WS as the larger fighting focused unit. For the two units to have the same WS, they would need to similiar roles excepting their different biologies. For example, i…
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Shabti Archers and Colossus are decent melee fighters... which means they pay a premium to add some mediocre shooting on top. Units that can do it all are often not great at anything in particular. For scouts, they're often just disposable bodies to block an enemy for a turn. Undead is more helpful than not, as you don't panic or run from terror. Just a few of the items from your post.
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I just don't like the WS/DS 2. Lodestone, points, background, guidelines... I don't really care, I just don't like the feel of it I think the problem is skinks. We have little puny guys who are about shooting/avoidance with ws2, and then our big guys who are about frontline fighting are the same? Feels wrong to me.
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The example he's mentioning is how warhammer handled templates. Presumably they added the guess factor as the scatter dice alone are generally very accurate (1/3 is a direct hit and many of the misses are "close enough") especially when shooting at larger targets. However the guessing was extremely abusable and it's popularity was generally related to how short and bearded your units were.
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I'll add another note for the kingsguard. Ridiculous cheap for damage output in line formation wirh access to grudges. Nothing else required, just raw great stats. The VS praetorian unit is also pretty crazy but requires the prefect and Aquila banner. They can also be neutralized by a catapult shot in a way kingsguard can't be. Swordmasters and judicators are also really mean in line formation but also easy to shoot and once you've taken them down to 2 or 2.5 ranks, you can fight them. Basiciall…
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Is this still the general feedback thread? Here's mine after a read through. Focusing on rules only, no points. I really don't know if I'll play any games with this version of the alpha... hard to get excited about it. We will see. If anything, it would be a non-aunarch list with some of the conclaves as that was a build that was not usable in previous version. That's probably my favourite part of the new revision. Discipline change - good, much simpler. Might take a bit of thinking to see if it…
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Quote from w1ndkiller: “don't really understand how people can be soo hang up on nerfs, its the best performing army, and it's been it for a while. we seen it with other LABs where they teak it ABIT by bit only to leave the op armies(DE, KoE, and most likely still SE) waay too O for waay to long. doesn't anyone find that annoying ? ” You make a good point. Arguably I'd find this is a more significant nerf than KOE and VS patches (I played those armies at the time too). Maybe the heavy hand is th…