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its an ability so no rule of one and there is no wording that cancels it so ya 3 of them and a IJ general can make a ardboy doom train
god the rule of one is a disaster... Half the use-cases it bans should are genuine usecases that should be legal and it ignores half of what shouldn't be gamelegal... Stupid bandaid solution..
 
god the rule of one is a disaster... Half the use-cases it bans should are genuine usecases that should be legal and it ignores half of what shouldn't be gamelegal... Stupid bandaid solution..
eh it worked when they made it but the game has developed in the years since maby they will fix it in 3rd edition in a few years but until then we just have to live with it
 
god the rule of one is a disaster... Half the use-cases it bans should are genuine usecases that should be legal and it ignores half of what shouldn't be gamelegal... Stupid bandaid solution..
I mean, the Warchanter only targets a single unit. If you want to pay that many point into support and take up three hero slots then that should be a choice.

IJ aren't too hard to dismantle atm. They are a one trick wonder. Kill their heroes and the army starts to crumble. That being said. If you aren't ready for IJ they can table you on their first turn. A clubmate plays IJ at events and his wins normally occur in a single turn of combat. The army requires a lot patience and positioning, too many players dive in turn one instead of shuffling and waiting for the correct moment.
 
Thanks for all the replies gents.

Also could I get a clarification on how Slaaneshes “Locus of Diversion” works? Does the target unit fight itself? Another friendly unit? What if there is an enemy already in combat with the target unit? The way it’s written in the Battletome isn’t making sense to me.
 
Thanks for all the replies gents.

Also could I get a clarification on how Slaaneshes “Locus of Diversion” works? Does the target unit fight itself? Another friendly unit? What if there is an enemy already in combat with the target unit? The way it’s written in the Battletome isn’t making sense to me.
At the end of the charge phase roll a dice for each hero if you get a 4 or better or a 2 if it's the keeper you pick a enemy unit within 6 and they can't fight until every one else has. It doesn't matter if they are in combat with anyone just that they are close enuff
 
At the end of the charge phase roll a dice for each hero if you get a 4 or better or a 2 if it's the keeper you pick a enemy unit within 6 and they can't fight until every one else has. It doesn't matter if they are in combat with anyone just that they are close enuff

Thanks, so basically the chosen unit(s) can’t be chosen to pile in and attack until all other units have done their attacks in that combat phase.

Even without playing them I can already see how rough combat must be with them having abilities that allow them to fight multiple times while your unit has to wait until the end to hit back.
 
Thanks, so basically the chosen unit(s) can’t be chosen to pile in and attack until all other units have done their attacks in that combat phase.

Even without playing them I can already see how rough combat must be with them having abilities that allow them to fight multiple times while your unit has to wait until the end to hit back.
yup it's why every one trys to fight them at range doppelgangers cloak is a good counter but beyond that you just have to grit your teeth and hold the line
 
yup it's why every one trys to fight them at range doppelgangers cloak is a good counter but beyond that you just have to grit your teeth and hold the line

Yeah that seems the way forward. My list I’m taking to the tourney has a Basty, Steggy, 3 Razors & 3 Sallies so a fair amount of shooting. Hopefully enough to deal with the meat of it before they can rip me to bits and get a bunch of Depravity Points.
 
Yeah that seems the way forward. My list I’m taking to the tourney has a Basty, Steggy, 3 Razors & 3 Sallies so a fair amount of shooting. Hopefully enough to deal with the meat of it before they can rip me to bits and get a bunch of Depravity Points.
looking good just be shur to drop all there heroes in one turn or they will use the dead to make more
 
looking good just be shur to drop all there heroes in one turn or they will use the dead to make more

They still have to deal wounds to my units before they get enough points to summon more heroes? Also once the KoS has been dealt with is it not best to get rid of the Deamonettes as per @LizardWizard advice? Then the amount of wounds they can deal will be drastically reduced?
 
They still have to deal wounds to my units before they get enough points to summon more heroes? Also once the KoS has been dealt with is it not best to get rid of the Deamonettes as per @LizardWizard advice? Then the amount of wounds they can deal will be drastically reduced?
they also get points when there heroes take damage and they summon from there heroes so when you diside to kill them it needs to happen all at once it honestly depends on what they are running slanesh gets points from a hole heck of a lot of things so like others need to kill our slann we need to kill all of there heroes
 
Yeah that seems the way forward. My list I’m taking to the tourney has a Basty, Steggy, 3 Razors & 3 Sallies so a fair amount of shooting. Hopefully enough to deal with the meat of it before they can rip me to bits and get a bunch of Depravity Points.
Skinks bumb them until you are ready to kill them. They won't garner depravity off single wound models.
 
Skinks bumb them until you are ready to kill them. They won't garner depravity off single wound models.

I’ll unfortunately I have no skinks in my list for this tourney as I haven’t rebased my 100 skinks so I’m using Knights for my battleline due to them being quicker to rebase to meet the tourney standard.

So speed bump skinks won’t be an option if I run into Slaanesh, however it’s a doubles tournament so I’ll have 1K of my partners Stormcast to throw under the bus instead, he runs 2x Celestar Ballista to aid with the shooting down of heroes/deamonettes.
 
I mean, the Warchanter only targets a single unit. If you want to pay that many point into support and take up three hero slots then that should be a choice.

IJ aren't too hard to dismantle atm. They are a one trick wonder. Kill their heroes and the army starts to crumble. That being said. If you aren't ready for IJ they can table you on their first turn. A clubmate plays IJ at events and his wins normally occur in a single turn of combat. The army requires a lot patience and positioning, too many players dive in turn one instead of shuffling and waiting for the correct moment.
O the warchanter isn't the worst example of it. Hell, in itself the warchanter might even be fine due to the associated costs. It's more the general principle of a buff that really shouldn't stack with itself, stacking. Especially seeing as preventing stuff like this is essentially the goal of the three rule's of one it's just kind of ironic and stupid..

eh it worked when they made it but the game has developed in the years since maby they will fix it in 3rd edition in a few years but until then we just have to live with it
Meh, it's always been a bandaid, never a proper solution, with very very clear and weird flaws in em. But we can always hope for something beter
 
O the warchanter isn't the worst example of it. Hell, in itself the warchanter might even be fine due to the associated costs. It's more the general principle of a buff that really shouldn't stack with itself, stacking. Especially seeing as preventing stuff like this is essentially the goal of the three rule's of one it's just kind of ironic and stupid..


Meh, it's always been a bandaid, never a proper solution, with very very clear and weird flaws in em. But we can always hope for something beter
Rule of one is mostly related to casting, rerolls, and hit/wound/save rolls of 1 always failing. I don't believe it was ever intended to stop buffs from stacking, but from being auto successes. Granted, command abilities use to only be used by your general and thus were under the rule of one by proxy. War Chantas, prayers, ect were always able to be used numerous times.
 
Rule of one is mostly related to casting, rerolls, and hit/wound/save rolls of 1 always failing. I don't believe it was ever intended to stop buffs from stacking, but from being auto successes. Granted, command abilities use to only be used by your general and thus were under the rule of one by proxy. War Chantas, prayers, ect were always able to be used numerous times.

I vaguely remember the justification for it being somewhere along the lines of "otherwise you can stack mystic shield or spam arcane bolt and such". The buffs spells were explicitly mentioned in it. For some reason the justification only looked at stacking/spamming spells though despite there being a myriad of ways of achieving the exact same not using spells. Never quite understood that flaw in it... at least if it'd had hit everything it'd make some semblance of sense.
 
I vaguely remember the justification for it being somewhere along the lines of "otherwise you can stack mystic shield or spam arcane bolt and such". The buffs spells were explicitly mentioned in it. For some reason the justification only looked at stacking/spamming spells though despite there being a myriad of ways of achieving the exact same not using spells. Never quite understood that flaw in it... at least if it'd had hit everything it'd make some semblance of sense.
Yeah, really the reason was Tzeentch got out of control. lol
 
Yeah, really the reason was Tzeentch got out of control. lol
meh, then nerf tzeentch, don't hamstring all wizards. Or at least come up with a better solution than something this broad and hamfisted. Now instead of spamming arcane bolt we spam arcane bolt, and magic missile, and thunderbolt, and firebolt, and icebolt, and whatever other variant there exists that does basicly the same thing. And every single other way of achieving the same thing hasn't been adressed at all. Seriously feels like a rule made up in a panic. Ah well.

Anyways back on topic now :p
 
Finally finished the unit description for Fleash-Eater Courts. This project is more laborious than I anticipated. Hopefully I will be able to finish all the unit description this week and get into the helpful part of the thread next week!

Death armies are bogging me down. I hate them so much it isn't even fun to write about them :(
 
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