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ID General Chat
PostQuote from DanT: “@everyone Quote from Kasocles: “- reduce march back to 8" (how can you run quickly when your shackled) and remove DTs. ” (not directed at you kasocles, just quoting your idea) Is this something the wider ID community would find positive? ” Just change it to the Damnation rule from WDG - conga lines are the issue, eliminate that. Patching 2 rules (one time-consuming and one incredibly restrictive in game play) because a rule was previously added to 'reduce complexity' is just th…
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How about this: - Keep Light Troops, Remove Quick to Fire on EWT - Change TnT to +6" range - Change Orb of Ateus to +1str instead of range extension - 75pts EWT still have mobility, but can't be as accurate when moving - makes jezzails better by comparison. The +6" range can be used to offset movement penalty if you're in half range (so more risk for teams) - otherwise it's still worth using sometimes, but not necessarily every time. It's also easily applicable to all weapons, but not necessary …
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Quote from Tanis: “One question for DL players, do you think that accurate to Hope Harvester and Eilodons is maybe a little bit broken, an autoinclude in all list? ” When their shooting is in range of their ideal targets, they're quite good - not amazing or broken, but good. Eidolons want to shoot high armour cavalry ideally and can often only get 1 round of shooting + s&s in. Small Harvesters were almost never used before and now we're seeing people use them to add some shooting to lists (befor…
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Have played a bunch more games with the book - here's what I'm hoping to see: Greater Dominion - either free or significantly cheaper or changed to be useful. Reroll 1s ain't it. We've lost some real flexibility which has a lot of knock on effects - losing strider where its needed hurts (and makes the courtesan a fair bit worse imo), losing ignore parry/+2def/off or reroll 1s also hurts the overall flexibility of the list. Have the general be able to buy a guiding manifestation and pass it on to…
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Flintlock Poll
PostQuote from Tyranno: “Quote from Ddevil: “and now I think we simplify further and make them just like DH guns - 24", unwieldy, accurate. ” we-dont-do-that-here-black-panther.gif Infernal Dwarves have shorter range than the normal for most of their shooting. It's supposed to be "short ranged and devastating". ” Fiiiiine.... I guess we can't have nice things. Then at least make them devastating - currently the short range usually means 1 round of shooting and a stand and shoot and then combat. Defi…
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Flintlock Poll
PostI love that they were simplified to be halberds, and now I think we simplify further and make them just like DH guns - 24", unwieldy, accurate. Give the unit Shoot in Extra Rank at base - this would allow pistol units that include gunnery teams to not lose shots because of the displaced models. I would switch the spear option to the basic dwarf unit, so if citadel guard want to have upgraded combat capability they take flintlocks - their elite fighting skills are already represented in their bas…
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I brought this up in another thread and was told the rule was working as intended (except for the Pteradon version in SA which cannot legally work). I suggested the markers become either a 25mm or 50mm circle of open terrain - that way at least 2 units could be brought out of a tunnel at one time. The explosion range for blowing them up could be reduced accordingly (elven players would rejoice). First two games with the new rule I only had 2 units of stalkers trying to come up out of tunnels - m…
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Quote from RogerGG: “(Hidden Content)? ” I agree with some of this - but some of this needs more context: Fiends obviously need something to make them work better - but we haven't been able to find the thing that does that yet. The main suggestion is off/def5 Mounts: most mounts across all books are fairly expensive, but I don't think the costs always take into account what the mount adds to a character. Like elven steeds taking combat characters up to Adv9 instead of 5 - the DL mounts don't add…
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Quote from Alexwellace: “There are 7 days before the DL book drops in the second patch drop. There are 7 Greater Daemons to which you still don't know the compensation for losing unique Greater Dominions. Are you ready for the 7 Days of Sinsmas? To open your advent Calander? No other forum is getting this, I hope they're Green with Envy. I'll be updating this post every day until the 7th, so keep coming back to open your Calander. 1/12/22 (Hidden Content) ” This is exactly what I was expecting w…
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A treatise on Eidolons: I've used them very extensively - even in the first iterations. I used to think they were incredibly important in lists (legion threshers have replaced them now) - I've really only used them in units of 9 with a guiding venom sacs character. Usually a harbinger adept on divination to give them rerolls to hit. It makes the shooting the unit can put out quite impressive, but outside this specific set up I've always found them lacklustre. The unit of 6 with conclave makes se…
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Is it intentional that only one unit can arrive from each tunnel marker in any given turn? The restrictions for placing units from Special Ambush state that you have to be in contact with the (X) - since tunnel markers are a point on the table, this makes it impossible to place two units with legal spacing. Pteradon Riders/Titanopod have an even bigger issue as the pteradons can't legally be placed. I've found that the update to this rule has been very difficult to use compared to the old versio…
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Red Haze would make them more powerful in combat than Venom Sacs (except against res7+ stuff... very rare), but I fear it would make them more expensive and would be the only option selected by big units (where the other options would only be taken by the current dart unit). *I did the math on venom sacs, red haze and just a straight bump to str5/ap0 - str5/ap0 is BAD - but if you add Venom Sacs AND str5/ap0 it actually ends up pretty good What about flaming & divine (like the new cleansing ligh…
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I disagree with everyone calling for AP on the veils - I ran them when they were AP1, I ran them with a disc harbinger with guiding piercing spike.. they still were not a good combat unit. Even with both of these, they basically just end up being flying fiends - and no one wants to run fiends anyway, because they also aren't a good combat unit. *I ran fiends when they were off/def5 and could get ap3 in the mono-god list - that's the only time they've been good. Off/def 5 is needed on them curren…
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Could we not just implement a "legendary beast" limit like in WDG to prevent the most abusive combos of single models (so cowboy spam wouldn't be an issue)? Seems like the easiest solution - that way we wouldn't need to keep pushing up the prices of the GDs, because you're unlikely to also be able to bring 2 glories, 2 legion threshers etc It's a cudgel, but it might open up some design space for the single models to breathe a little more. And yes, the Deceiver needs some serious love. I've used…
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Quote from Chronocide: “ I've been tinkering with the idea of rushing multiple Siren units at point blank. They're Hard Target 1 base with a 12" vanguard and a 9" advance. They're standard size models with Tall (matters for volley fire if they try to ignore your units). Should be able to get them within 4" of the enemy with most deployments (if you go first) before they have a chance to really do anything. Could even add Harbingers on Pale Horses and go with Guiding Kaleidoscopic Flesh for Hard …
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Quote from skipschnit: “WDG Orb and Charged Tendrils price inconsistency....WDG are allowed only 1 item...DL Charged Tendrils can be chosen multiple times and have greater uses in the DL army. ” Wait.. what? So DL pays 75pts across 3 characters for the same ability that WDG pays 15pts for on one character?.. And greater uses in the army? You've seen the Veil Walker rules right?? The uses for veil tokens in DL are the miser and harvesters.. and those aren't particularly common units, whereas the …
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Have to say this is a hugely disappointing update - I thought we were in order for minor updates, but this nerfs pretty much every build I've used and I've never even used a unit of flies because their rules were either terrible or so OP they were bound to be nerfed. For years we complained about GW's double-nerfs and buffs and I thought this project would be different - but every time an update comes up I'm starting from scratch again. We get random options no one asked for (eidolons with scout…
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Myrmidons..... why?
PostQuote from Peacemaker: “Quote from Ddevil: “What about dropping them to Agi 0, giving them lethal strike, but letting them attack after they die (ala DH Seekers). Other stats can be balanced around that. ” I just don't see it happening. I've posted before about the effects of having lots of AP in the game. It makes 4+,5+,6+ saves virtually useless when you set up against an army where literally every single unit has AP2 or easy access to stuff like lethal strike. And then it makes saves like 1/2…
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Could we look at the possibility of flies being given stubborn? Limit their max unit size in return. I think that would go a long way to improving the functionality of the unit and fit a unique niche in the army. I would also like to see their march rate improved, but would understand that if given stubborn that this would not be a possibility.