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MexicanNinja

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Posts posted by MexicanNinja

  1. Wraith Walls are pretty well known. Also pretty cheesy and not all that hard to beat.

     

    I'm pretty sure core is just meant to put bodies on table and hide casters.

     

    Against the right, or wrong, opponent that wall could be hard to deal with.  If they don't have any magic weapons, it only takes a few wounds to counter the fast crumble.

     

    Yes, core is meant for meat shields for casters.  I guess the best choice for a core unit for nothing more than being used to hold a unit in place would be a unit of 25 zombies and then just get two IoN on it to increase the size.  However, that will still crumble eventially.  Special and Rare is what start to make the VC more reliable in close combat turns.

  2. It's not hard to reason out, even for a direct-fire weapon- the fuses on the shell might be timed for safety reasons, or the gun might have a minimum elevation, or the properties of the weapon could be such that the shell simply can't detonate any earlier than that.

     

    Come on, haven't we all learned not to apply common sense to this game?

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  3. Please send me the results of your game.  Also, if something interesting happened to your commander, i.e. he died, or performed exceptionally well, let me know that too.

     

    Tell me the following:

     

    Who was attacker

    Who was defender

    Was it a win, draw, or loss

    Khan (attacker) vs. Gonzo (defender)

    Gonzo win

    Khan's warlord died

    Mission was Emporer's will with the follwoing VP- Gonzo 6 (controlled objective, first blood, slay the warlord, line breaker) Khan 4 (controlled objective, line breaker)

     

    It was a great game and a new learning experience in fighting nids.  Once the smoke settled from all the launchers, the Space Wolves defended their portion of the map, secured the ruin priest, and are now co-ordinating their next assault on the planet.  The wounds have healed on the priest, the hivemind was too much for him, and will be leading the next assault.  An incomming transmission has been received and Grey Knights are expected to take to the field to ensure eradication of the xenos is carried out in full.

  4. Yeah, regardless of what core choice you pick, bleeding combat resolution.is not unheard of.

    I hate double punishment crumble. Okay I get it I lost a combat, now I lose more? Come on. Yes i get they never break but in two turns 50 man units disappear a lot.

    I've come to the conclusion playing TK that you can never afford to lose a combat, so in comes those nasty combat machines like blender vamps.

    I fully agree with that statement.  Unfortunately, for VC, you NEED those crazy character builds to backfill what the majority of the army lacks.  The combat effectiveness to negate crumbling in mass quantities.

     

    You hit the point perfectly with the 50 man unit.  After two turns, most opponents will know the outcome in the future rounds.

  5. I'm still not sold on the CT. It's pricey and doesn't seem all that great, but looks fun. Which is the.perfect epitome of an OFCC model.

     

    Here's the problem with the CT:

     

    1) It's not meant for competitive play

     

    2) Once the roll of the character on the CT is figured out, it can be a good combo setter and still packs a punch in combat (lots of ASF, if I remember correctly, and high WS/S attacks).  However, it won't have the same impact as say the kitted out combat lord of death and destruction on a steed in a unit of BK.

     

    Like you stated though, this would be an amazing piece for the OFCC and the model does look magnificant.  It does take a lot of patience in learning though.  The special ability is hit or miss.  Although, when it works it is very frustrating for your opponent.

  6. Thanks for the input MexicanNinja. I have been toying with the idea of 9 Black knights+ Wight king and a coven throne.

     

    What makes BK so bad? The banner?

    It's not that the BK are bad.  It's just the common delivery system for the triple mounted characters.  You stick one of the most feared close combat machine in the game in the unit, and a combo of necros/vampires, and the unit either dies in one turn or is still alive at the end of the game.

     

    if you were to take BK and a WK I don't think it would be all that bad in your list.  It's not the "norm".  I tested the Coven Throne a few times.  It's fun and can either go full support, full combat, or a mixed combo.

  7. I have a few questions for Scenario 1:

     

    1) It states that units must charge to collect a token.  Is there anything that prevents a unit from ending its move on top of the token without claiming the token?

     

    2) If you have a token, what happens if you break from combat?  Does your opponent's unit get the token?  If your opponent does get the token, what happens if the unit that broke you doesn't have fortitude? Is the token dropped on the table where the unit contolling the token broke from?

     

    3) If you have a token, what happens if you flee?  Do you drop the token from the spot your unit flees from?

     

    4) If you do drop the token for the above questions, would you need to roll to see if the token explodes?

     

    6) If you don't drop the token when you break in combat, if you've been completely wiped out in combat, or from fleeing, do you still control the token if your unit is fleeing but not fled off the table at the end of the game?

     

    7) What models/units are able to control table quarters?

  8. Can you get the steg helm on your scar vet?  If you are worried about shooting:

     

    1) screen him behind or on the side of a unit to grant hard cover (-2 to hit)

     

    2) Stick him behind a Stegadon so it blocks LoS from a cannon ball to be placed in front of his base.  By doing this, the only way he's hit is if the shot lands on him or the cannon ball does 6 wounds to the steg and boucnes through.

     

    3) You should be able to screen the vet with skirmishing skinks.

     

    As a side note:

     

    If a TO awards x-amount of VP for breaking your opponents fortitude then the other player should receive half as many points if they are able to break your fortitude second.  If not, then the first person to break fortitude pretty much wins still.  500 points is a huge swing.

  9. That exact scenario happened to me at the OFCC. Bang, miscast, warp suck, fail invulnerable lose. Top of T1. First rolls of game.

    20 minute round. I encourage this mission to go to the extra VP route.

     

    Yeah, when I attended the tournament in Salem we got hit wit hteh breaking point for the 3rd mission.  I suggested the alternate method and the TO decided that was a good change and changed it on the spot.

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