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MexicanNinja

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Everything posted by MexicanNinja

  1. Let me get that DE army that I posted across the table. Things will die fast!
  2. Murphy. Here's some advice. Witches in units of 15 make great chaff. You don't need dark riders, I just don't like witch elves. Here you go: Units of 15 witches, some darkshards. A unit of 50 executioners, 4 RBT's, 3 hydra's...dreadlord kitted for combat on PD, supreme sorc level 4 w/dark magic and CoT on DP. Master with 1+RR BSB and 2 master with 1+ AS, great weapons, one with ring of hotek, other with iron curse icon in executioners, and you take 2-3 medusa for killing cav. There you have it hero, challenge met!
  3. Great idea. The only problem is that I have no skill with green stuff or that type of conversion. I am most likely going to be looking for someone to comission.
  4. Challenge accepted! I never planned on using gyros or bombers. They are everything but attractive to me. I'll post up a list in my original post when I get home hero.
  5. They are only good once you stick a hand maiden in the unit. A unit of 6 with a hand maiden is where it's at. You give the hand maiden the multiple shot (x3) bow and they are good. If I were to play High Elves, I'd have a unit of these with a hand maiden in my army. 24" bows, S4, quick to fire, and they do better against forces of destruction...yes, please, and thank you.
  6. Here's the rundown: 4-5 combat blocks 10 crossbows 10 iron drakes 3 war machines 2 heros 1 lord I will possibly have a giant in the army. I am working on trying to figure out how to make an iron golem.
  7. I have decided I am not going to play Dark Elves for OFCC. My playstyle with them is not OFCC material. However, they will be at the OFCC Open. I will be playing Dwarfs for OFCC. I picked up my first three models/units yesterday. This week, I will be assembling 1 runesmith/runelord, 16 longbeards (using warriors), 10 iron drakes. I am planning on only bringing 3 war machines to OFCC team event (cannon, grudge thrower, flame cannon). Is that still too much?
  8. I'm kind of at a semi-pause with my Dark Elves at this time. I am going to be test playing a few units, in order to see if I want to add them to the army. Here's what I will be testing out, over the next couple of weeks: Executioners Witch Elves Medusa I already have roughly 3.5k Dark Elves painted and could probably get to almost 4k once everything is painted (corsairs are all I have left). However, with my OFCC Dwarf project about to start happening, there may not be a lot left to put in this blog. At this time, I am satisfied with my Dark Elf army and have decided my Dark Elves playstyle isn't for OFCC.
  9. They are also S4, so S6 GW, and they love to be supported by life magic! You stick a few units of 10-12 swordmasters on either flank....yeah, killy killy killy!
  10. I should be there this weekend. Malekith was laying waste to his opposition yesterday! Would anyone care if I proxied a few things? I need to try some new builds. Here's what I would like to proxy: Excutioneers Bloodwrack shrine Witch Elves (not a horde though)
  11. At this point level, you will do just fine with 2 units of warlocks. Their job is to blast units before you are forced to engage. That, and you don't care about miscasts like your sorceress does.
  12. I told you it was solid and at this point level could be extremely devestating.
  13. WoC can make effective non magic lists. They have these cool things called daemon princes and you can get them in someones grill extremely fast.
  14. That is good, here's another option. Give them the rune of slowness and deploy them in a single rank at the top of your deployment. You should get at least 2 shooting actions from them: Enemey charges, you stand and shoot, rune of slowness makes them fail the charge. You shoot at enemy on your turn. Enemy charges, you flee behind your lines to safety and have to rally on a 10, or you stand and shoot, and hope you win.
  15. Raindog pretty much hit it home with. However, I'd go 2 units of 5 warlocks instead of the hydra. This gives you the combination of damaging eneny units before you contact them with 2 doombolts. You also have the ability to either double hex a unit or hex two different units. Kit one master out just like you do on foot- HA, SDC, sword of might, charmed shield, dawnstone (I don't have the book in front of me) 1+RR with negating the first hit on a 2+. Give you BSB-HA, SDC, shield, lance, CoT (this way if you need to charge something, you still have a 1+, killing blow, and mulitple wounds) I guess, in order to help you out more, I would need to know what point level you are going for. You could probably get away with 15 BG. Here's some support choices: 1)Bloodwrack Shrine for a unit of 15 corsairs. 2) CoB for your BG (this could also be your BSB) and since you are going for MSU I would take the -3 LD for your death hag to make them harder to hit in combat. 3) I have finally been shown the light on how to properly use the Medusa. It would be too hard to explain here, but you could use her as a cav killer.
  16. Fair enough, our DE book needs like a 6 page FAQ. There are a lot of things which are unclear right now. I'll just throw two examples out here: Lore attribute for Lore of Dark Magic states if you you roll a double or triple. What happens if you roll triple 3's and double 5's? Do you get 3D6+2D6? The rule states if the casting attempt contains any double or any triple; not one or the other. Kouran Darkhand has the armour of grief. According to his rules everytime an enemy model makes a successful To Hit roll against him in close combat that model immediately suffers a S5 hit. Technically, the way it's worded, his armour could kill his attacker before wounds are rolled for.
  17. Yeah, I just haven't looked at the FAQ in a while. It's there though, MR doesn't help against miscast saves.
  18. Yes, NtK, the assassin allows for some silly shananigans. You could most definately keep him hidden with a crown of command and give the unit stubborn. He's still in the unit. However, once you use these things, your opponent pretty much knows that the assassin is in the unit.
  19. You reveal the BDE at the start of the turn, then reveal the assassin in CC phase.
  20. I don't think Unforging rolls to wound. If there is no wound roll, then it just hits and does it's work.
  21. What you have to understand it that it's also 500 points to do this, and this only happens in close combat. For a character who is over 500 points, he better do something amazing. He has NO ward save against magic attacks. I love named characters and feel they should be allowed more than they currently are. They are here for a reason, we should be able to use them from time to time. The difference with Malekith and High Magic is that I have to be in base contact with the intended target. The casters don't, they can just sit back and target them. They can also do it with a cheaper point cost as well. You could have a level 2 who costs 150 points (much much less than Malekith) doing these shananigans. However, since that's not a named character it's acceptable?
  22. Actually, you risk it for the biscuit, IMO. You get in combat and you wait to reveal him until it's your turn. You don't reveal him in the first round of combat, you keep them guessing. You reveal the BDE and the assassin at the same time and now you get the S6/T6 assassin w/breath weapon attacks.
  23. I haven't really seen anything that disallows a deathstar unit. However, the easy answer is to just reject the list entirely for having a deathstar. If you don't cap warlocks at 10, and only unit size, someone may take advantage. It's tough to deal with only 5 of them. You don't want people bringing a unit of 15. They would get +4 to cast and most likely won't die in most games.
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