Skaven Slave
Lord Skal'terakk
Clan Eshin
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Also, 1000 points to whoever finds a place for Kroxigors
Just behind a unit of skinks like old timesAlso, 1000 points to whoever finds a place for Kroxigors
Also, 1000 points to whoever finds a place for Kroxigors
cost a lot of pointsWas there a leak on what the Eternal Starhost battalion does?
Thunderquake Templehost (TQT) gives them either run&charge (great with +1 run and +1 charge constellation) or +1 attack in melee and Coalesced gives them another Jaws attack.Also, 1000 points to whoever finds a place for Kroxigors
Ok, so let me see if I get the math right. 30 skinks with javelins means 60 rolls to hit at 8” range. Combined with a skink priest (+1to hit) means we hit 50% or 30 hits. 4+ to wound (again 50%) means 15 wounds, plus on average 5 (6 on a wound roll with star priest) ME. A 4+ save means 12 get thru.Yes.
Looks about right to me.Ok, so let me see if I get the math right. 30 skinks with javelins means 60 rolls to hit at 8” range. Combined with a skink priest (+1to hit) means we hit 50% or 30 hits. 4+ to wound (again 50%) means 15 wounds, plus on average 5 (6 on a wound roll with star priest) ME. A 4+ save means 12 get thru.
Did I do that right? If I did, I’m having a hard time seeing why some are saying skinks suck. Attribute it to my n00bness, but that sounds respectable.
Ok, so let me see if I get the math right. 30 skinks with javelins means 60 rolls to hit at 8” range. Combined with a skink priest (+1to hit) means we hit 50% or 30 hits. 4+ to wound (again 50%) means 15 wounds, plus on average 5 (6 on a wound roll with star priest) ME. A 4+ save means 12 get thru.
Did I do that right? If I did, I’m having a hard time seeing why some are saying skinks suck. Attribute it to my n00bness, but that sounds respectable.
Ok, I'm not to far off, it's starting to come together. Why only 1/3 hits? Skink priest adds 1 to hit, making it a 50/50, so don't the numbers skew higher?You did it right, but we need to go higher
<snip>
80 attacks
26.67 hits + 6.67 from RR1
11.12 wounds, 5.56 MW
11.12 damage vs 4+ save (5.56 + 5.56)
Making special rules for the sake of having special rules serves no purpose. In the case of shields, none of those units have the choice to not wear shields. So making a seperate rule for them isn't necesary, you can just say "it's a guy with a shield, so he has to have a decent save" (which is partly how GW designs rules incidently.)Having a better save is better than ignoring rend but it doesn't make sense that they'd just take out all shield abilities as a whole.
Like maybe projectiles have -1 to hit a shielded Saurus. Be better than just removing it.
It's not creative on their part and lazy
"Let's just remove it" is far worse than actually reworking it to work around abilities
the more that's revealed about the terrain the weirder it gets.. what exactly were they attempting to create here?Hm wow, with terrain rules as they currently stand (GHB 2019 + Errata), our terrain isn't even useable. It's supposed to be placed first, before placing regular terrain, which on its own is great to avoid problems with not being able to place faction terrain at all. These rules are newer then the GHB2019 rules, so general faction terrain rules don't apply for our piece. Then the regular terrain gets placed, and then you roll off to see who choses sides... and the Realmshaper Engine lacks the Seraphon keyword, so if it ends up in the enemies deployment zone, they can just use it. Or if you placed it somewhere in the middle and your opponent gets first turn.
It also has to be placed outside of 6" of objectives, so it has no use for that either. Might have been a bit oppressive anyways.
But the placement/useability problem needs an errata mighty quick.
Can anybody confirm that I got the sequence right?
Ok, I'm not to far off, it's starting to come together. Why only 1/3 hits? Skink priest adds 1 to hit, making it a 50/50, so don't the numbers skew higher?
We'll just have to agree... to partially agree?You guys are nuts. The book is really really good.