Jungle Swarm
ZachAttack
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Thanks for the rule clarifications. I cant really say which way is right but I played it the same way you did Madrck. So If i'm wrong let me know!
I played a battle yesterday against the WoC army and it came to a draw. I had 2 skink units left, my steg, and 1 saurus left preserving all my points there. He only had the DP left, with full wounds. I don't understand how thats even legal to have. He ran nurgle last night, so every wound he inflicts in combat, he rolls a d6 and gets a wound back from soul feeder. Then his lore attribute gives him a dice for every successful spell he casts and on a 6 he gains +1 toughness +1 wound for every six he rolls for the rest of the game? What the hell! I feel like I have ways of killing everything else. First turn I casted Fiery Convocation on his warrior block, killed 13, dropped it for searing doom just like you said and it worked wonders for me! In the 5th turn I my TG unit eventually died and my slann had 1 wound left so I threw a bunch of dice, got an IF searing doom on his skull crushers and did 8 wounds. I definitely made my fair share of mistakes but the list felt overall way more solid. My ground scar vet kinda got owned by his unkillable bsb but I eventually grind them down in combat till they fled and were caught. Overall the list seems really nice, I really like the lore of HM, it worked great. But miss the IF safety lore of life provides. I get 2-3 IF a game, 2 games in a row I got 2 IF rolling 2 dice a piece...
Thanks again for the help, we are batteling again next week. Hopefully I can bring down a victory. Until then, I gotta find a way to kill his flying DP with nurgle lore.
I played a battle yesterday against the WoC army and it came to a draw. I had 2 skink units left, my steg, and 1 saurus left preserving all my points there. He only had the DP left, with full wounds. I don't understand how thats even legal to have. He ran nurgle last night, so every wound he inflicts in combat, he rolls a d6 and gets a wound back from soul feeder. Then his lore attribute gives him a dice for every successful spell he casts and on a 6 he gains +1 toughness +1 wound for every six he rolls for the rest of the game? What the hell! I feel like I have ways of killing everything else. First turn I casted Fiery Convocation on his warrior block, killed 13, dropped it for searing doom just like you said and it worked wonders for me! In the 5th turn I my TG unit eventually died and my slann had 1 wound left so I threw a bunch of dice, got an IF searing doom on his skull crushers and did 8 wounds. I definitely made my fair share of mistakes but the list felt overall way more solid. My ground scar vet kinda got owned by his unkillable bsb but I eventually grind them down in combat till they fled and were caught. Overall the list seems really nice, I really like the lore of HM, it worked great. But miss the IF safety lore of life provides. I get 2-3 IF a game, 2 games in a row I got 2 IF rolling 2 dice a piece...