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I'm all for that kind of stuff, I made a proof of concept of something similar to fully automate armybook layout. The idea was to store unit entries in a db (it was a no sql db, but details), with points , options, profiles, rules, etc, to be able to edit/publish a book without having any contact with latex. But I didn't think of extending that to rules, which is a good idea !
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NEW RULES: NEW ERA!
Post1. Which playstyles should the army offer and which ones are represented best right now. (3-3) A. Alpha strike B. guerrilla C. mixed tanky spirits / striky elves 2. Which are the iconic units? (1-3) A. Bladedancer B. waywatchers C. wild hunters 3. Which are the centerpieces? (1-3) A. Big trees B. Blade dancers C. Specific clan forest princes 4. What's the army defining Special Rule? (1) A. Forest walker/ tree singing 5. Which of the #2-4 aren't currently properly represented? (0-3) A. Tree part …
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VS Input for 3.0
Post1. Playstyles 1a. Which playstyles should the army offer: (1-3) A. Mass Infantry swarming from everywhere B. spiking ranged dps (magic/ shooting) mixed with tarpits C. mixed infantry blocks with satellites (monsters, shooters, ect) giving support 1b. Which ones are represented best right now (1-3). A. Mass infantry B. C. 2. Theme/Style/Flavour 2a. Which are the iconic units (1-3)? A. The bell B. weapon teams C. basic rats unit (legionnaries) 2b. Which unit would you consider centerpieces (1-3)? …
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Going back on the "we can't have mishaps on 6s, our rules don't support it". I really don't understand that argument, and I feel like it would solve a lot of issues with T&T: If I choose T&T, I double the amount of risks I'm taking (I can mishap on 1 or 6), and even if I get a huge result, I would still take damage. It evens out a lot the spiking potential of the weapons. And our rules actually support it: people mentioned the volley gun, but there is also the shrapnel bombs from the steam bombe…
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I won't repeat what other said about lifeseed, musicians in sylvan spirits and the unicorn, for me everything was said there. Tree father/ tree father ancient Issue: both entries are nearly the same, (and this could be said also with the avatar), it feels like we got one entry stretched into 3 We could give them more variations, options, ect (I feel like this is more LAB territory though) I could expand this on all sylvan spirits characters, that feel extremely limited (no options or very few, t…
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I moslty agree with what was said before, I 'll just add some units not mentioned before * I often command VS armies * Y * I often fight against VS armies * N * Unit/Upgrade/Item1 * Triumphal platform * * I haven't seen a single list since the start of the alpha using that option, despite incremental buffs. (maybe that's just me though) I still don't see a world where I would use it at all because: - it's absurdly HUGE. with 80x80, it gets bodied by any melee infantry unit, even with a 3+ save 5…
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It would really depend on the price, but I would use them yeah. It would be fun to give them a little rule when they are not the general, something like they get +1 Cd when outside any eagle bubble, to represent political dissensions with the general (something we wanted to have with VS Cd system if I remember correctly)
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Quote from WarX: “Quote from Arkmut: “With the 3+ to hit due to Gigantic (and at short range, so within 30ft, which is fair for a platform that needs to go into melee or follow melee infantry), I'm getting something closer to 50% chances to do 7 wounds or more . With an engineer it goes up to sth like 65%. I tried with our Mauss cannon for the fun of it: 56 % at short range (We won't be at short range all turns, but I couldn't be bothered to do the change), and 71% with an engineer (still short …
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With the 3+ to hit due to Gigantic (and at short range, so within 30ft, which is fair for a platform that needs to go into melee or follow melee infantry), I'm getting something closer to 50% chances to do 7 wounds or more . With an engineer it goes up to sth like 65%. I tried with our Mauss cannon for the fun of it: 56 % at short range (We won't be at short range all turns, but I couldn't be bothered to do the change), and 71% with an engineer (still short range) (I did a quick script to genera…
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Quote from arwaker: “Quote from Arkmut: “I'm not sure the fact that priests show up in lists means people think they are worth their price. It means people think having a magic phase is worth the price. And some spells are pretty mandatory in some lists (like for example the wheel turns for a melee list). ” Okay, here is where I lost you. How can "the magic phase" be worth the invest, but the Prietsts not, while simultaneously the Priests give you this magic phase in the fist place? You think ha…
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I'm not sure the fact that priests show up in lists means people think they are worth their price. It means people think having a magic phase is worth the price. And some spells are pretty mandatory in some lists (like for example the wheel turns for a melee list). I also don't get how the mono triumvirat model is completely broken. Sure you'd have to limit its access to magical weapons (or limit its Atk to 1, I wouldn't mind actually), but on all other points you have more choice on the power l…
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Well you can't kill a standard wizard with a cannon as well, so there is that... and you actually gets reeeallly close to killing it in 6 turns (I count 6.6 HP in average in 6 turns), and with an engineer you actually do (8.3 hp in average). And if you reduce it to half hp before it reaches CC, any great weapon unit should be able to finish it off (10 atk on 3+ (even 2+ with 5 off and up), 4+ then 5++ => 2.2 hp per melee round, which mean in 2 rounds of melee you've finished it off, and with the…
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I actually don't understand how a big footprint is a bonus. Like sure, you gain 3 ranks, but it means your unit is also way bigger, and less movable (I had instances where I couldn't fit my unit in the deployment zone). You also get a big easy target for anything in melee with attacks with Str 4 and above, target that gives you a lot of value: gives points and bleed combat res. Adding the fact that it's a War Platform, which makes it vulnerable to flanking (you can't reform properly in combat be…
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Quote from Marcema: “Quote from Arkmut: “An other question: how does it works in terms of formations? can I put my caimans spreaded everywhere in the unit? or do they need to stay "in formation" inside the formation? ” You can technically do that yes. Question is just how useful it is. For example, this is possible with 3 caiman in 28 skinks. Front s-s-s-s-s-s-s-s s-c-c-s-s-c-c-s s-c-c-c-c-c-c-s s-s-s-c-c-s-s-s s-s-s-s-s-s-s-s Rear ” Okay, I get the supporting attack part. If I put my caimans an…
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And how does it works with support attacks? like how many attacks does a caiman do above how many ranks of skinks? and same question the other way around: if skinks can have spears, can they hit above 1 caiman, 2 ? An other question: how does it works in terms of formations? can I put my caimans spreaded everywhere in the unit? or do they need to stay "in formation" inside the formation? Overall it does seem like a wall of text though... (And I'm going to die coding that rule but hey)
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Quote from WarX: “@Arkmut Even if your calculations are right, you focus on absolutely not crucial part of the math Compare now performance of weapon teams shooting against 5 models, single row ;). 1. DH flamethrower - 3.5 hits, not very probable to wipe the unit (needs to roll 5+ on number of hits, then all wound, no saves). 2. 3 DFTs - 10.5 hits, capped at 5, not very probable to wipe the unit (need to wound all, no saves) 3. 6 DFTs - 21hits, capped at 5, not very probable to wipe the unit (ne…
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Quote from berti: “there is a huge difference in inflicting 6 hits or 3d6 hits. Isn´t it? 3,5 hits wounding on 3 vs. 10,5 hits wounding on 4s. So 2,33 vs. 5,25 wounds on the pathfinders. Not that pathfinders are the best example. They should stay out of range from any flame thrower and just wait until it is killed by magic/shooting. Inflicting the max. hits of each model in the weapon team is just a total overkill for any block unit. And I doubt that the necessary changes (strength, price) would…
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Quote from berti: “put pathfinders in correct formation and it is d6 hits. And in addition pathfinders ALWAYS can stay out of range of DH flame canon when they wish. Flame canon can´t move and shoot. ” and that's the same for the experimental weapons: they have an effective range of 23", and pathfinders move twice as fast (same thing for the number of hits) My point is there is nothing new with either iterations of the vermin flamethrowers (cap on unit or per weapon), pathfinders already had tha…
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I mean a single DH flamethrower is already way too strong against pathfinders: 1D6+1D3 on a 3+ at 24ft range => 4 kills average. It's nothing new they get trashed by flamethrowers, and they are tankier against shooting. And it doesn't change THAT much: - today we get a max of 10 hits, and do on average (with 3 flamers) 16.5 capped at 10, that wound on 4+ => 5 kills (a bit more than a single DH flamer, but not that much, and way easier to kill by arrow) - with the cap per shooting weapon: max 30 …