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McNathanson

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Everything posted by McNathanson

  1. If you hate it when people don't search the internet for answers before posting a question in a forum, read no further :) These are just some things that have come to mind while looking over the "new" (to me) rulebook. Some of them are rules questions, some just general "meta game" questions for more experienced players. 1) If a unit contains multiple characters, can each of them charge out of the unit on the same turn? What about a unit consisting ONLY of characters (say 5 Paladins or whatever)? Can they ALL charge in the same turn? 2) If a Bretonnian Lord with the Virtue of Audacity drinks a Potion of Strength, does he still re-roll to hit and wound vs. an enemy with say S5? The WFB FAQ says that non-weapon effects work for other tests, unless the item says otherwise… the Virtue says, "Against enemies with a higher Strength than himself (before modifications from weapons etc), the Knight may re-roll any failed rolls to hit and to wound." So I would guess "yes", he does count as S4 even after drinking a Potion, but wanted to double check. 3) In my two whole games against Raindog, it seemed pretty common to throw a pretty big handful of casting dice. It also seems like a Feedback Scroll is an awesome way to shut that down. Is it a commonly taken item? 4) Back in the old FAQ for Bretonnia it used to clearly state that a magical lance is still used in non-charging rounds of combat, so that you get the magical effects (but of course not +2S) in subsequent rounds. This isn't in the new Bret FAQ; is it a general rule now, or what? 5) It seems like Trebuchets are pretty effective… are there a lot of units in the commonly played armies that can reach out and kill war machines (e.g. tunneling scorpions or outflanking gorgers from the days of yore)? What are some good ways to try to protect my war machines? I'm thinking perhaps of several lines of sacrificial archer units… or a big fat block of Men at Arms? Peg Knights were always awesome at it before, because they had 360 charge arc, but no more of that bonus ;) 6) If Knights are Heroic and meant to slay Dragons and evil Chaos Warlords and whatnot, how come they aren't tough enough to do so? Just kidding. I know that a pure heart and true intentions will carry the day. I'm sure I'll have lots more, these are just a few that come to mind :) Thanks in advance for any/all replies! Nathan
  2. Awesome reply, thanks TJP! MoS seems cool! Maybe not as powerful outright as Nurgle or Khorne, but I love abilities that eliminate those rare but game-losing events like ill-timed psych failures, yet do so without costing me control of my army. To me, Frenzy and ItP are frustrating in the way they "dumb down" an army, reducing my options and forcing me to play a certain way. Yet even more annoying is failing a 1-in-12 psych test at the wrong moment. I would love the precision and reliability that MoS would give. More of a matter of taste than "winning at warhammer" thing :) Thanks again, Nathan
  3. Oh and Raindog what is "boosted Amber Spear"? And why do you think MoS is underrated?
  4. Hah, you beat me to it :) Yes I figure any character build is not the End of the World, but combos like that are always a bad idea game-design wise. Similar to the old Dark Elf combo of 1+ AS and <7-Strength> Ward or whatever it was, it's just too easy to abuse things that are that categorical. If you make a thing like a Ward save, that "stops all wounds" it has to stay fairly unreliable so that the multiplicative effect of the math doesn't get out of hand. Anyway, I have no idea about the overall state of the meta game in WFB so I have no clue again what the net "dumbness" of that combo is, and I'll take your word for it that it's not terrible. But I just cringe when GW makes design mistakes like that. It's just bound to be frustrating!
  5. (Yes I know not exactly 2+… it's .22% failure, which is like what, a 2.5+ ward save or so… but still such a bad idea!)
  6. Seriously? There's an effectively 2+ Ward save item?? Oh, Games Workshop...
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