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Munkie

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Everything posted by Munkie

  1. Ooh, nice! Whadja roll for the Ancestral Grudge and did it come into play. Or did you forget that too...
  2. Even more importantly, it can't use the power on the turn it comes in since casting powers after coming in from reserves is specifically forbidden. It's junk--one of the few things in that book that is.
  3. Ever gone "Double Dutch"? That's what I call it when Lando executes a green, tosses a free action to Dutch, who tosses back a free target lock (which becomes 2 with a weapons engineer). Then they both get to declare an action and blast some poor schmuck far, far away.
  4. So after thinking about it, I don't think I can justify the cost of a second organ gun. If they could just take 55 points of Runes, I could take the 2 important ones on both and add fire to the second. But alas, the gun and the Engineer come to 205 points together and it just looks too chunky to me. So I'm gonna try this first (changes in red): 145: Thane (General) w/ runic axe: RoSpeed; shield, runic armor: 2x RoFortitude, RoIron 153: Thane w/ shield, BSB: MRoGrungni 138: Runesmith w/ Fiery Ring of Thori, shield; runic armor: RoStone; runic talisman: RoSpellbreaking, RoSafe Passage 93: Runesmith w/ shield; runic armor: RoStone, runic talisman: RoSpellbreaking 98: Runesmith w/ shield; runic armor: RoStone, runic talisman: RoSpellbreaking, RoFurnace 355: 25 Longbeards w/ shields, full command 355: 25 Longbeards w/ shields, full command 380: 25 Hammerers w/ full command 145: Cannon w/ RoForging 150: Cannon w/ RoForging, RoBurning 80: Gyrocopter 80: Gyrocopter 170: Organ Gun w/ RoAccuracy, RoForging 160: 10 Irondrakes w/ Musician Total: 2500 I really want to try out the Irondrakes so I'll just proxy them for now. The way I'm envisioning it is to have the organ gun blowing up one flank, and have the Irondrakes advancing with the battle line on the other flank. I think their "damned if you charge, damned if you don't" style will put flanking units in some awkward positions. *EDIT* After even further consideration, I've decided to scrap the Lord in favor of 2 heroes. Granted he looks cool up on his shield, and he's super resilient, and reliably killy, he doesn't seem all that necessary. His additional attacks are largely redundant in such a heavy-hitting unit, and his resilience is probably overkill. If he's ever in a situation that I need toughness 6, 1+/5++ and 5 wounds, he should probably be repositioning to avoid said threat and letting hamerers absorb the challenges. Then there's the Thanes. They've got Ld 10 now (I checked all 3 stat entries to make sure it wasn't a typo) and otherwise pretty impressive stats in general, and dwarves have access to cheap wounds too. So my general is now toughness 6, 3+/5++, and 3 wounds. Not bad for a hero choice. Anything that won't hold up against, I'll pull some shenanigans. With the difference in points I was able to buy a 3rd Runesmith. It was bugging me that my hammer block didn't have any magic defense as there are some pretty mean spells out there for killing dwarves en masse. With so many eggs in one basket, I couldn't leave myself exposed like that. So now I've got magic resistance 1 to help Grungni, and another dispel scroll. The best part about this change? Those 5 hero choices add up to EXACTLY 625 points (the cap for 2.5k)!
  5. Oh nice! I think I'd lean toward qarrellers anyway. I like the extra range over armor piercing.
  6. I like that slayers can take master rune of flight on their axes now. Spendy, but that and 2 runes of might makes a pretty fun missile for whacking big beasties. I actually really like irondrakes. I didn't notice at first look, but their guns are not move-or-shoot. So their effective range is 21", which isn't bad at all. I think they'll work nicely as a mobile flank protector. Not only do they have the guns to threaten just about everything, but they've also got the stats and armor to be able to outfight most flanking units. And with Quick-to-fire and the dwarf crafted special rule, nobody wants to charge them from any distance.
  7. Yeah the new certainly has a much higher potential damage and is lower risk. You do pay dearly though so i'm alright with it. @Mexicanninja, flame cannon looks good for sure but I've got 2 war machines with flames already so i'm feeling good on my Regen solutions. I might try it soon but I've never been a huge fan. I like everything shooting on turn 1 and it just doesn't bring it.
  8. Yeah, though I am tempted to try a Rune of Penetrating as well. Show jezzails how its done
  9. I kind of agree. It helped compensate for the low BS of dwarves. We otherwise had nothing to threaten skirmishers and the like. I'm fine with the change since it's 2 artillery dice, and the only downside if you roll one misfire is -1 to hit. It doesn't truly misfire unless BOTH are misfires.
  10. Yeah, but you'd use +4 to dispel or Runes of Spellbreaking in those situations. Cancelling Fiery Convocation before you take another clutch of str 4 hits is cool. Unfortunately not. It's worded all weird and has parentheticals in the middle of the rule and whatnot, but if you read it again, you'll see it. They always wound on a 4+, but their str doesn't change. It then goes on to say use their strength (and modifiers like Resolute and GWs) to modify the armor saves. As the 4+ to wound isn't actually modifying the strength, it's not relevant to the last bit. I do like your use for slayers though, that's how I used them in the last book. Little road blocks. It might be worth upgrading one to a giant slayer to challenge big nasty characters--if'n you've got the points. It stops them right in their tracks.
  11. I got the new book yesterday and I'm liking it. I was bummed to see a few things go like the extra movement from the anvil and forcing opponents to charge or flee with the Rune of the Challenge. Oh well. We also got a lot of improvements, and I think came out on top overall. He's my first crack at it: 246: Lord w/ Great Weapon; runic armor: 2x RoFortitude, RoStone; Shieldbearers 153: Thane w/ shield, BSB: MRoGrungni 88: Runesmith w/ shield; runic talisman: RoSpellbreaking 93: Runesmith w/ shield; runic talisman: RoSpellbreaking, RoFurnace 80: Master Engineer w/ Brace of pistols 355: 25 Longbeards w/ shields, full command 355: 25 Longbeards w/ shields, full command 380: 25 Hammerers w/ full command 145: Cannon w/ RoForging 150: Cannon w/ RoForging, RoBurning 80: Gyrocopter 80: Gyrocopter 170: Organ Gun w/ RoAccuracy, RoForging 125: Organ Gun w/ RoBurning Total: 2500 People say you can't build tank characters anymore due to losing re-rollable armor saves. My Lord is toughness 6, 1+/5++, and has 5 wounds. Sounds pretty tanky to me. You can also do toughness 10, 6 wounds, and a 1+ save (for all your magic item allowance). Tanks are still an option, they just don't survive on re-rolls anymore. Master Rune of Grungni seems way too good to pass up. 4++ for the BSB is probably something you want anyway, and considering it's only 15 points more than a 4++ usually costs, giving 5++ against shooting and magic missiles to all units within 6" seems like a good investment. Both he and my Lord will hang out in the Hammerer block usually. Runesmiths are sitting on a couple dispel scrolls and will hang out with my Longbeard blocks to give them AP. I usually like to run with great weapons but they make the Shieldwall (+1 parry save) special rule pointless, and Resolute (+1 str on charge) largely redundant. So shields it is. They'll usually hang a few inches back from my Hammerers and used to counter-charge. A couple of nekkid 'copters to go and harass and melt chaff units. Rune of Forging is really cool for cannons now. They get to re-roll the artillery die every time the misfire gets rolled, it's not bounce OR added distance as it was before. Nifty. Then I've got one Organ Gun with +1 to hit and re-rolling the misfire dice. The other organ gun will be getting essentially the same effects from the Engineer. Rolling to hit with OGs now is lame, but double the rate of fire and an extra 6" range is tasty. Questions/criticisms?
  12. Not as assuredly, no. MRoBalance only works on a 4+ now but has the sane cost and same effect. Not worth it, IMO. They still have RoSpellbreaking and it's not a master rune so you can have several in an army. If you take 2x RoSpellbreaking it acts like the Spelleater Rune of olde. Runesmiths no longer add dispel dice just for showing up. Then there's the MRoValaya which gives a further +2 to dispel attempts and dispels RiP spells on a 3+ at the start of the magic phase. So they've got some options, but no longer will they be able to sit on a magic phase until the wizards say "uncle."
  13. I would also like to see 2k events later in the year, as we approach the OFCC season. That is, of course, assuming the OFCC is 2k again. If not, disregard!
  14. A risky threat in a universe with so many lightsabers. Ima tear dat ass up in about 12 parsecs, boy.
  15. I'm excited about all this. My Dwarf lists were nearly identical for 2 books but it sounds like this one is gonna encourage me to try new things. Exactly what Dwarves needed.
  16. I want to play X-Wing. Particularly 150 points.
  17. Munkie

    Go Seahawks!

    It doesn't have to be brand new for it to be good. An underdog team winning is and always will be a more interesting story than the reverse. Anyway, I'm still not really sure what point you're making. First you said winning a Super Bowl is no big deal until you win a second one, then you immediately went on to compare us to a team that one back-to-back superbowls (3 out of 4, too). I don't think you're trying to compliment us, but I can't be sure...
  18. The problem is that good contributions from GW to 40k seem to be a thing of the past (with the exception of the quality of their models). I'm sure that the community of 40k can come to terms with the state of 40k, and slowly issues will resolve themselves (remember when people eventually stopped taking Lash Princes of 5th Ed Chaos?). But GW seems hell-bent on screwing up the game further, faster than we can come to terms with it. If our community is to be successful, it will be in spite of GWs contributions, and not because of them. I think 6th edition has made the rift dividing "play for fun" and "competitive" players deeper and wider. It is harder than ever to take the mentality of one archetype into the environment of the other, and have that lead to a positive experience. I think everyone is suffering because we don't have that cross-pollination. GW seems to be actively divorcing themselves from any aspect of the game that can't be explained in terms of profits. Terms like "community" and "balance" have no real relevance for them anymore, and we're going through the long and painful process of realizing that "Forge the Narrative" really means, "We don't care, figure it out for yourselves." It's understandable as a business model, but discouraging for those who take this game a little more personally. I'm not surprised the community lashed out when THAT list won, because everyone is frustrated. But they already had their outcry locked and loaded, that eldar player just played his way into their cross-hairs.
  19. A-Wings are fun as little antagonists. They aren't gonna be bringing many ships down but they're damn dodgy and imps generally seem to have a hard time making their low-dice shots stick to the wee bastards. They're good for finishing off wounded ships and distracting your opponent.
  20. Munkie

    Go Seahawks!

    I couldn't tell you. I don't really follow the patriots. Sounds like a useable philosophy though.
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