|
Fall CID
Nov 14, 2018 21:50:53 GMT
via mobile
Post by kovnikninehouse on Nov 14, 2018 21:50:53 GMT
Is it just me or did Ruin go from having dispel to only crit dispel?
Rune Axe’s gain Critical Dispel:
|
|
|
Fall CID
Nov 14, 2018 21:53:30 GMT
via mobile
Post by 36cygnar24guy36 on Nov 14, 2018 21:53:30 GMT
Arcane Might from Vlad 2 seems great with Outriders, one or 2 can go for crit dispel with their melee, while the others spray, rather than charging the whole u it to get the boosted attack roll You can't spray with those if you charged with others. It is an order that the whole unit gets.
But generally Vlad2 is happy here - for example if he is keeping things alive with admonition which you can dispell off.
I know, that's why I'm saying Arcane Might is good, as you can boost melee on a couple for a dispel, and the others spray normally
|
|
Ganso
Junior Strategist
Posts: 932
|
Post by Ganso on Nov 14, 2018 21:57:15 GMT
Is it just me or did Ruin go from having dispel to only crit dispel? Rune Axe’s gain Critical Dispel: Ruin doesn't have an Ax, he has a Mace. And Ruin is not spelled Rune
|
|
|
Post by michael on Nov 14, 2018 22:03:47 GMT
This just in! Vlad2 universally great for warrior models! Details at 11!
|
|
|
Post by Netherby on Nov 14, 2018 23:02:59 GMT
This just in: Sylys retires.
|
|
|
Post by kovnikninehouse on Nov 14, 2018 23:06:14 GMT
Is it just me or did Ruin go from having dispel to only crit dispel? Rune Axe’s gain Critical Dispel: Ruin doesn't have an Ax, he has a Mace. And Ruin is not spelled Rune Ah I get it now, ok I can breathe again.
|
|
|
Post by Havock on Nov 14, 2018 23:43:53 GMT
Haven't decided which Caster to play Wolves with, but I'm planning on stacking Armor Fixers Ragman, Aiyanna and Holt with Free Valachev, maybe even Old Witch_2 with Curse of Shadows. That should erase most heavy arm in the game Probably not even necessary, if you have that many weaponmasters, a couple will spike and murderize whatever they are attacking anyway.
If anything the list will need pathfinder, so that means you're probably slotting in Saxon, and if you take A&H, well, you could also just take more Doomies.
|
|
|
Post by sand20go on Nov 14, 2018 23:49:00 GMT
A 1 in 3 chance to walk away from an attack doesn't seem like much of a Time Walk to me. Having played Irusk_1 a lot I can tell you that even 4+ tough no knockdown is a shit feat more times than I can count. You should definitely test it though. I guess the issue with Irusk1 is that if you make the tough roll you have "just" a live grunt. If you make the tough roll with Andy you potentially have a murderbot 6 inches closer to where he needs to be (or ready to murderate with backstab)
|
|
Ganso
Junior Strategist
Posts: 932
|
Post by Ganso on Nov 15, 2018 0:50:05 GMT
A 1 in 3 chance to walk away from an attack doesn't seem like much of a Time Walk to me. Having played Irusk_1 a lot I can tell you that even 4+ tough no knockdown is a shit feat more times than I can count. You should definitely test it though. I guess the issue with Irusk1 is that if you make the tough roll you have "just" a live grunt. If you make the tough roll with Andy you potentially have a murderbot 6 inches closer to where he needs to be (or ready to murderate with backstab)
My Point is that even with 4+ Tough No Knockdown you will have games where you're feat basically did nothing. Which is why I wouldn't bank on making a 5+ tough just to get a walk. Think you are over selling the Time Walk a bit. edit: autocorrect sucks
|
|
|
Post by smoothcriminal on Nov 15, 2018 1:29:33 GMT
48 doomies + Irusk 2. Yeah, okay, not blatantly pushed at all.
|
|
|
Post by sand20go on Nov 15, 2018 1:40:17 GMT
I guess the issue with Irusk1 is that if you make the tough roll you have "just" a live grunt. If you make the tough roll with Andy you potentially have a murderbot 6 inches closer to where he needs to be (or ready to murderate with backstab)
My Point is that even with 4+ Tough No Knockdown you will have games where you're feat basically did nothing. Which is why I wouldn't bank on making a 5+ tough just to get a walk. Think you are over selling the Time Walk update. It is my bad writing. I get that _I_ shouldn't bank on it. What we are talking about is your OPPONENT's risk/reward element.
Probably an example is best here. And because I am WAY too lazy I am going to call the warcaster "Random Menoth dude"
Lets say I have 12 or so doomreavers 13 inches from a Judicator. This normally would suggest that it is time to fire up the BBQ and rocket pods and start clearing with Battle, S&P and tasty secondary blasts. We could be looking at Dead dead Doomies.
But now if feat is in play you HAVE to ask yourself is that really a good idea - especially if the doomie toughs and gets to move to be within striking distance of the dumb non-reclaimer (cause he is likely to have a soul or three) caster. You PROBABLY shoot but you start to get into almost an arcana situation the further you go into your activation - because 2 charging doomies with backstab have a pretty good chance of ending many game. And you can really start to dance - because you can move multiple times every time you trigger.
Would _I_ bank on making tough rolls. No. But it isn't me that is doing that - it is asking my opponent whether they want to take the risks that if I DO I can end the game or whether they would like to (as per time walk) choose another option and wait me out.
Let me try another example in a similar way. Mulg with Primal Rage can play this way - especially with a caster like Borka. You know you need to hit him but if Mulg jams you and you don't play out your turn just right he can end the game right then and there - moving up to Mulg kills you range of your caster. Gets even sillier with, for example, Bearka - cause then you have to not only have to think through about Primal Rage but also threat extension from Counter charge. That is what I mean by a time walk - you may have to forgo meaningful attacks during your turn because it triggers bad bad things.
|
|
mrtuna
Junior Strategist
Posts: 117
|
Post by mrtuna on Nov 15, 2018 2:55:42 GMT
So I’m new and don’t get doomies. Sell me on why they are better than pikemen?
Pikemen seem pretty strong but not played in tournaments. Is magic resist that useful? Is it just because the doomy model is cool?
|
|
|
Post by Armchair Warrior on Nov 15, 2018 3:52:52 GMT
Khador Army - 75 / 75 points [Theme] Wolves of Winter !!! Your army contains CID entries. [Strakhov 1] Kommander Oleg Strakhov [+28] - Marauder [11] - Ruin [17] Doom Reaver Swordsmen [9] - Greylord Escort [0(3)] Doom Reaver Swordsmen [9] - Greylord Escort [0(3)] Doom Reaver Swordsmen [9] - Greylord Escort [0(3)] Doom Reaver Swordsmen [9] - Greylord Escort [3] Doom Reaver Swordsmen [9] Doom Reaver Swordsmen [9] Doom Reaver Swordsmen [9] Doom Reaver Swordsmen [9] Guess the tactics, guys... For context, that's almost as many models as the Irusk2 Stalingrad lists, which have 55-65 infantry models compared to the 52 here. Technically one unit could be engaging something 47" from your board edge turn 2, but you'll more likely be limited by Strakhov to a paltry DZ + 33", like some sort of plodding MoW. I posted this in CID: conflictchamber.com/#c3201b_-0K7c7pnmnjhFhFnfnfnfnfnfnfnfnfKhador Army - 75 / 75 points [Theme] Wolves of Winter !!! Your army contains CID entries. [Strakhov 1] Kommander Oleg Strakhov [+28] - Destroyer [14] - Ruin [17] - Greylord Adjunct [0(4)] Greylord Forge Seer [0(4)] Greylord Forge Seer [0(4)] Doom Reaver Swordsmen [9] Doom Reaver Swordsmen [9] Doom Reaver Swordsmen [9] Doom Reaver Swordsmen [9] Doom Reaver Swordsmen [9] Doom Reaver Swordsmen [9] Doom Reaver Swordsmen [9] Doom Reaver Swordsmen [9] Destroyer for overrun trigger, forge seers for focus.
|
|
|
Fall CID
Nov 15, 2018 4:34:22 GMT
via mobile
Post by Soul Samurai on Nov 15, 2018 4:34:22 GMT
So I’m new and don’t get doomies. Sell me on why they are better than pikemen? Pikemen seem pretty strong but not played in tournaments. Is magic resist that useful? Is it just because the doomy model is cool? Doomreavers are Weaponmasters so they hit much harder, and they have Berserk so one Doomreaver can potentially kill several enemy infantry models in a single turn. In other words they are better against, well, everything, IF they get there.
|
|
|
Post by borderprince on Nov 15, 2018 8:17:53 GMT
On Andy2, I get the idea of the feat as discouraging damage. I wonder whether the real benefit of it with Doomreavers is Parry? Let's your Doomreavers get past the front lines to the tasty soft centre (aided by Veil of Mists, with Apparition if you need it to help with threat range). In theory you could manage that before, but you would probably run out of Doomreavers on the approach as Andy2 couldn't protect that many of them. Now you can afford to lose several on the way in and still have enough left for a meaningful attack.
|
|