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Romes

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Posts posted by Romes

  1. I know what the spell does and it does nothing for combat survival.  The ethereal is only for the magic phase.  After you move on from the magic phase the unit is no longer ethereal.  If there's another neat trick I don't know about with that spell, then I'd love to see it.

     

    Hehe.

     

    I've seen people try to do weird stuff with walk between worlds, but never that one.

     

    One guy was accidentally using it like hand of Gork, just picking up his unit and putting it down anywhere with in range, backwards? different facing? Reforms? no worries!

     

     

    *best spell evaaaaa!*

     

    I figured he just meant to like get the right positioning or something.

    • Like 1
  2. 4 by swapping out 3. Unless you say "well, I know all the spells in high magic, because I have high magic, so I can drop those." In that case there is no limit.

     

    If you say that the rule that gives you all spells in a lore you know affects you at any point, rather than at the beginning of the game, you could do it an infinite amount of times. You say, I cast soulquench, end of turn, I switch it out for spirit leech. Next turn, I know high and death magic. Because I know high magic, even though I lost soul quench, I now have it, because you know all spells in lores you have access to, and we're applying this rule as a constant rather than a one time "the lore you picked when you built the list" thing. I cast soul quench. 

     

    So who knows. 

     

    End times rules!

     

    Don't get me wrong - I'm really enjoying the new models and options end times brings in, but like most stuff that seems not play tested there is some hit and miss-this is not exactly a polished ruleset.

  3. The Lore of High magic Lore Attribute swaps out high magic spells specifically, and you take High Magic. So the way this is interpreted, as a lvl 4, you then have 3 high magic spells (which means you have access to all high), and one death (so access to all death), next turn turn you drop another high and have access to all high, all death, and all metal, including meteoric iron.

     

    If you read it as "All spells in the Lore that they know" meaning the lore that they started the game with, and the additional spells as one off spells rather than access to a lore, than it just wouldn't do anything.

     

    I have no idea which is right, it could work that way. My concern is about the circumstance.

  4. Lustrian God, are you the TO or is here someone else running the event making the rulings decision and you're posting on their behalf?

     

    I ask because if you are the TO, and are playing in the event, I don't think this ruling is OK. You're talking about a ruling that has a huge power level effect on an army and is, as you say, up for debate.

     

    If you are making the rules decisions, I feel like if there is a ruling that directly benefits the army you know you are playing and the ruling is controversial, it would be appropriate to rule that you do not gain the all the other spells.

     

    If you're not the TO and just posting on their behalf, than never mind!

     

    *Note that it would be a non-issue if you used normal magic rules where a FAQ already exists. =P

    • Like 1
  5. Bwahahahah, soon the entire fantasy internet will be like reading wargamersusa. The evil master plan is nearing completion.

     

    Now, how to sow discord with the Canadians 0.0? They're just too damned friendly... Maybe mounty jokes?

     

     

    F* rebasing!  My bases took as much time as the damned army. Fluff changes are fine, though I agree with Brother Glacius that the super bleak worldview is not as interesting - I'm not a fan of the 40k fluff. .

    • Like 3
  6. I've always loved skeletons. I remember all those movies with stop-animations of wacky skeletons shambling forward to get shattered by Jason or Hercules. 

     

    My favorite armies, as some of you know consist of large blocks of basic troops. Essentially maximizing model count for any given points value. I'm wondering how this would best be accomplished by undead armies?

     

    I have a lot of tomb king models and would probably go that route absent any compelling arguments for another list. I like the idea of relying on skeleton warriors, archers, chariots and catapults... essentially just a skeletal version of a classical ancient cohort. Is it possible to be reasonably competitive without monsters or constructs?

     

    The only monsters or constructs that TK tend to run in competitive builds are heirotitan & snake knights, neither of which feels necessary. You can take chariots, archers and a big block of tomb guard, catapults,  and a casket, all of which are good. I agree with the above posters said that the competitiveness will come in via characters. Try taking 2 lvls 4s, one on light, with 2-3 lvl 1 lights, and putting them in a big block of archers behind your melee skeleton lines. Then add a couple melee characters built to survive into the big skele blocks.

     

    To me the biggest boost that army could get from going undead legions would be to replace the heirophant & melee characters with a melee heavy vampire lord & a wight king with nightshroud converted to looks skeletal, add tomb princes just for skeleton weapon skill up and keep the light mages.

    • Like 1
  7. Personally I think dwarves are the second softest comp army in swedish right now. =P I think they get away with a lot because they don't post the big tournament results - but I don't think that's because they're not good - I think it's because so many players in the 20-0 events that inform the comp just go for the 8, 9 or 10 point sit back game rather than play on the dwarf player's terms (think Charge of the Light Brigade). The opponent can sack a 8-10 point game or 2, but the dwarf player can't place at the top when 3-4 opponents do that.

     

    If you're worried about losing a game to a big spell take a second spellbreaker lvl2, between winds of magic distribution, 2 scrolls, and the 50% spell eating, your opponent is basically praying for a miscast the whole time.

     

    From a comp efficient standpoint, I like the build as a whole, though I'm not entirely sold on the flame cannon, but the variety is nice. The ironbreakers are an interesting choice, I haven't seen them on the table am am curious how they'll do. I think because of how soft the comp is on the army, and because players will be tempted to sit back, it's important to be near the top of the range, which you did a good job of doing without losing too much firepower.

    • Like 3
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