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dkieft

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Everything posted by dkieft

  1. I totally forgot to roll... but playing against Orcs and Goblins it just doesn't matter... I already hated everything.
  2. Unit Models Point Cost Dwarf Lord 1 145 Shield Bearers 40 Rune of Stone, Rune of Warding x3 50 Great Weapon 6 Thane Battlestandard 1 90 Shield, Rune of Fortitude x2, Rune of Stone 58 Rune of Speed, Rune of Cleaving 15 Runelord 1 120 Anvil of Doom 170 Rune of Spellbreaking, Rune of Stone 30 Shield, Great Weapon 9 Runesmith 1 60 Great Weapon, Rune of Stone, shield 14 Dwarf Warriors 30 240 Full Command, Great Weapon 90 Longbeards 30 360 Full Command, Shield 60 Rune of Slowness 35 Thunderers 12 144 Musician 10 Quarrelers 12 144 Musician 10 Hammerers 30 420 Full Command 30 Rune of Damonslaying, Master Rune of Stromni Readbeard 100 Gyrocopters 2 160 Brimstone Guns Cannon 1 120 Rune of Burning 5 Grudge Thrower 1 80 Rune of Penetrating 40 Organ Gun 1 120 Rune of Accuracy 25 So above is my list, I played against Orcs and Goblins and it really doesnt matter what was in his list, the dice hated him. So my thougths on what I had and how it went down are this: Shieldbearers: Gold. I loved these guys before, but that +2 wounds just takes it home. Anvil of Doom: As suspected it is not a great magic phase you get from this.My opponent started with a level 4 and level 2, my first magic phase gave me nothing. After my cannon sniped his Level 4 I started to get results in the phase. It was nice to be able to add an armor point to units, though not game changing, the rest of my dice went to blasting support units which was really handy. I found tossing lots of dice at one spell, wasted off the opponents dice, then you can leisurely cast the other spell. Usually it was big dice on the blast, cause it was harsh enough that it always prompted a dispel attempt. The verdict is still out on if it is worth the points, but it did a decent job this game. Warriors: I did not get a chance to use any new rules with them, I did forget their +1 Strength on their one charge (which they got netted for -1 Strength) Longbeards: Solid choice as always. I did forget to use my rune of slowness when charged by a chariot however... but then I forgot to automatically chase him when he fled... so I guess that evens out. Thunderers/Quarrellers: Pretty much the same as ever. With the heavy armor and shieldwall rule however I am thinking I should add shields. Hammerers: And I thought they were nasty before! I kinda miss the immune to fear/terror... but oh well. Gyrocopters: I tried out the brimstone gun. While decent, I only managed 3-4 shots between the two each turn... this translates into 1-2 wounds... Kinda nice, but the spent the whole time slowly whittling down a boar boy unit and nothing else. I think I'd have been better off with the Steam gun. I also kinda spaced the bombs until later and didn't get to try them out. Organ gun: This is pretty nice. taking negatives to hit kinda sucks, but it still deals out decent punishment. I think the rune of Accuracy (or a master Engineer) is pretty much a must have for it though.
  3. I tend to do a unit of each. The Quarrelers are great against low armor (5+ish) targets and the extra range is spectacular, while the thunderers are better against the higher armor. With the smith though the quarrelers can do that job... if you spend the excess points...
  4. So I just realized that the Runesmiths armor piercing boon goes to the models in the unit... this means that it effects missile weapons along with melee. Handguns, pistols and drake guns already have it so there is no gain there, but armor piercing would work on Crossbows. Might be fairly useful in some builds as an option.
  5. I find(er found) the pre-8th edition (which is once again how it works) to be an awesome 1st turn machine. I'll need to reread the fire thrower rules in case I am forgetting something, but if you place it an your deployment line "guess" 12 inches and then roll a 2 you have 23 inches as your furthest point hit... just shy of the deployment zone! So a 4 is all you need to hit the opposing zone. For the flam cannon all you have to do is wound to cause a panic test so if your shot inst quite as great a hit it doesn't matter much, a first turn panic test is gold. and it actually can hit a unit on the line pretty nicely with a roll of 6-10 for extra death.
  6. Penetrating + Master Engineer = Profit! Accuracy + Master engineer = also Profit! (did you say base 2+ to hit? Yes Please!)
  7. The flame cannon appears to be back to what it was before the 8th edition Errata made it completely worthless... plus it gets runes now! This thing should be solid gold.
  8. Cause 2 Artillery dice at +6" range, with the potential of getting a 4 BS and +1 to hit and a 1 in 36 chance of having to roll on the misfire table is much less powerful than a max of 10 auto hits I am pretty sure I like the new version better than the old... needing to roll does have it's downsides, but I think it is going to be potentially nastier now.
  9. Another thing with magic is the runesmiths having magic resist. This isn't huge, but it can save one is 6 dwarfs from magic missles and most direct damage spells. As a 60 point character giving that plus armor piercing... they are pretty much a must have in any large unit.
  10. Something else I noticed that I did not see mentioned... Unless I missed it there is no longer a penalty to Flee and pursue! This is huge! That penalty basically meant that dwarfs were on the losing end of any flee/pursue action... which left more enemy's rallying and returning to battle (or at least no VP) and more dwarfs that had a bad round being completely wiped out (handing out VP like candy). Along with the new bonus's (Sheildwall, Runesmith bonus's, etc) this will actually make a pretty big difference over the course of a battle... I hope to give them a spin tomorrow, I'll report back after.
  11. It looks to me that each slayer gets to choose GW or two weapons... so your first rank gets to have 2 attacks while the second rank gets GW strength bonues. No they don't. It specifically states that they use there actual stat (with modifiers) to determine armor penetration... no bonus for "upping" Strength to the 4+ level like you used to get.
  12. Got my book. Hey Raindog, looks like the armor rune is actually usable across the entire battle field. That opens up some nice options got protecting a far flung unit. Also, it does appear to be mobile as it does not state that it is stationary. While it is terribly slow, moving up a bit should give those 24" spells a nice reach as needed. Also, taking two would be pretty brutal, but that is really expensive and maybe not worth it.
  13. Got any pics? Cause I recall no such thing.
  14. Raindog, question: How do the Rune Priests grant their unit abilities? Is it automatic for joining the unit? Or like an ability they use each turn?
  15. Ick, Limiting the range that much sucks. If mobile it would not be too bad, but as a static piece it won't be as effective unless your army is also static.
  16. It seems to me that this "Attack as they die" is huge for slayers. Being more expensive sucks but at least the ones who die before I2 get to do something. The Character abilities seem cool, hard to say if they are "THAT" cool though.
  17. And where could a guy like me obtain some of these "molded Alligators"?
  18. Well lets see... I get 2D6 dispel dice, you get they highest of those two... That means... I have more dice than you... to add that extra dice or two as needed to help get by your wizard level... Two dice to JUST to have a chance? Wow! my dice must be all Ones and Twos! Cause I am pretty sure that there is a chance if I roll decently with dice that have up to 6 pips... might not be the best chance... but there is plenty of chance. Lets see it on the table before claiming that we have no chance.... Immune to xxxxxxx is never pointless. There will be times that you will fail rolls and being able to nullify that is always a good thing. As I said, it will be situational but it can be a battle changer. We got any news on that range yet? Edit: Also, is it mobile or stationary?
  19. Huh, I heard in the other thread that the anvil sucked... sounds to me like pure awesome +1 Save? Yes please! Immune to psych? Yes Please! 2D6 S4 hits? Yes Please! The immune to psych will be situational, but the others are gold. What is the range on the bound spells or are they whole table like before? Whole table 2d6 hits sounds like just what the Dwarfs need to destroy far flung warmachines and pesky fast cav/ skirmish units that normally dance around them.
  20. Wait for it.... W4RH4MM3R 1S RU1N3D!!1!!!!11!!1!!!
  21. Justjokkin, have you checked out Elite: Dangerous?
  22. Well, since I want actual gators and not "Gator men" most of that doesn't fit the bill. I see they have the bull Snapper but have not found any good size reference. Any other just regular types in the line? I haven't found a place to view a comprehensive selection.
  23. Anyone have any ideas? The only ones I have located online seem to be out of print. Also, size-wise they do not need to be perfect, but they'd want to fit reasonably on a 40mm round base.
  24. So, what is legal? I don't see this in the rules and think it is sorta important. I assume, that all the Wave 1 and Wave 2 M2E stuff is good to go (since it is official and all), but what of the Avatars which just launched beta yesterday? Also, lets talk proxies. With piles of new models that have yet to... um... have models... I imagine we'll have a lot of proxies (assuming this is cool with those in power). So my question is: What makes a legal proxy? Could I for instance use my limited edition Female Hog Whisperer as a Bayou Bushwhacker? Or would that be frowned upon?
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