Skink Chief
ILKAIN
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I see 4+ rerollable with the Morteks.. who has the 3+ rerollable?I wish you luck, with those 3+ rerolls you will need it.
I see 4+ rerollable with the Morteks.. who has the 3+ rerollable?I wish you luck, with those 3+ rerolls you will need it.
One of the sub factions grants +1 to saves. This can also be used on immortal guard for a ridiculous 2+I see 4+ rerollable with the Morteks.. who has the 3+ rerollable?
One of the subfactions you can take give 1+ to all savesI see 4+ rerollable with the Morteks.. who has the 3+ rerollable?
Ha we posted at the exakt same timeOne of the sub factions grants +1 to saves. This can also be used on immortal guard for a ridiculous 2+
Synchronized messaging, a new artHa we posted at the exakt same time![]()
4. The 5++ mentioned is ONLY against mortal wounds from a spell, some battlereports and youtuber I have seen have rushed reading this, so obviously saying 3+ 3+ 5++ and 6++ will never happen, as the 3+ 3+ is not against MW and the 5++ is only against MW, so the above is wrong.yup when fully buffed mortec have the equivalent of a 3+3+6++5++4++
yes but most builds have 2 heroes and a battalion so 3-4 points to spend as needed means that they will almost always have it and you are spending a lot of resorses in combat with a dangerous foe trying to force thatThere is aboth a lot of hyperbole and outright misinformation about the Mortek Guard but also the Bonereapers as a whole.
1. We will assume 3+ because that legion is just the best, but it is not 100% sure a player uses that, but ok let us assume this for now.
2. rerolling saves is not a 100% passive ability, it requires 1 relentless discipline point per combat phase. The bonereapers generate these based on heroes and battalions and on a 6+ per unit on the battlefield every battleround. They are not infinite and assuming a Mortek Gaurd unit always rerolls, that is quite an investment and will be points not used somewhere else.
yup but our shooting sucks so if you aren't skaven, ko or irondrakes this doesn't help3. The reroll saves is ONLY in the combat phase, you can shoot them just fine. Also the bonereaper player needs to choose at the start of the combat phase who will be rerolling and use the points then, so plan accordingly.
you are right ill change that. still thats not bad as mortals are hyper anvils greates weakness and this just makes that less usful4. The 5++ mentioned is ONLY against mortal wounds from a spell, some battlereports and youtuber I have seen have rushed reading this, so obviously saying 3+ 3+ 5++ and 6++ will never happen, as the 3+ 3+ is not against MW and the 5++ is only against MW, so the above is wrong.
except the 20 unkillable guard so it's just shoot the heroes all over again.5. The harvester heals or resurrects 1 wound if a model with 1-4 wounds is slain within 3" of the harvester. This obviously has limitations as well, as an opponent for larger units will first remove models outside of that range of the harvester model. The Bonereaper player can chose to remove models closer to it, but then again, 20 mortek and a harvester to babysit each other is a 460 pts investment and nothing stops you from targeting the harvester first as well.
those are very rare i think only 4 armies have it so not helpful. and no one in their right mind takes Dankhold Troggoth.6. The Hekatos unit champion provides the ability to use shield wall, any unit with the ability to target specific models will be really dangerous, such as a Ghorgon, Morathi, Dankhold Troggoth etc and also some artifacts and spells can do that. This is more situational but has already happened in my games with the reapers and it makes a big difference and is super scary for a reaper player.
only if your opponent is incredibly stupid otherwise screens egsist for a reason.That said Seraphon in its current state will struggle a bit against bonereapers due to a general lack of access to rend, especially rend 2 and also a low mortal wound output. On the other hand the reapers have few ways to deal with skinks and teleports and seraphon can quite easily lock down catapults if the reaper brings any, as they have a 6" minimum range. A Shadowstrike battalion can basically lock down catapults turn 1.
that's what i do just like always ... funThe reapers do not have access to flying (except the overcosted morghasts) or a lot of movement shenanigans, so locking them down in skinks is also a viable strategy, who cares about that harvester and guard 500 pts blob, if you can throw skinks at it.
no they just kill the EotG turn 1 with catapults and now your very expensive TQ doesn't work learned that one the hard way. or since TQ is just as slow as they are and really doesn't threaten them damage wise they just ignore it.A Thunderquake will also be a good counter, using bastis as blockers, as the most powerful tool of the petrifex legion (who has the +1 save we assumed) is also their +1 rend command ability. The Bastis do not care about this and is the Seraphons 3+/3+ unrendable unit with 4++ against MW in case anyone forgot. They are also shooty so ignores the Mortek Guard Shieldwall with that as well.
And I was so happy when I started my Fyreslayers army... makes me wonder who would win... FS or OB...*hmmm*yes but most builds have 2 heroes and a battalion so 3-4 points to spend as needed means that they will almost always have it and you are spending a lot of resorses in combat with a dangerous foe trying to force that
yup but our shooting sucks so if you aren't skaven, ko or irondrakes this doesn't help
you are right ill change that. still thats not bad as mortals are hyper anvils greates weakness and this just makes that less usful
except the 20 unkillable guard so it's just shoot the heroes all over again.
those are very rare i think only 4 armies have it so not helpful. and no one in their right mind takes Dankhold Troggoth.
only if your opponent is incredibly stupid otherwise screens egsist for a reason.
that's what i do just like always ... fun
no they just kill the EotG turn 1 with catapults and now your very expensive TQ doesn't work learned that one the hard way. or since TQ is just as slow as they are and really doesn't threaten them damage wise they just ignore it.
not to say we have no ways to win against them it's just a bad match up it's fire slayers 2.0 with a lot more options then 3 unkillable mobs
fyre slayers have a teleport and hit harder in melee. but since you have no range to kill the harvester it would be down to who can get to the objectives firstAnd I was so happy when I started my Fyreslayers army... makes me wonder who would win... FS or OB...*hmmm*
Don't under estimate his throwing axes. Buwajhahhaha he hehe he.fyre slayers have a teleport and hit harder in melee. but since you have no range to kill the harvester it would be down to who can get to the objectives first
so drop first take first turn and spend to run 6"?Don't under estimate his throwing axes. Buwajhahhaha he hehe he.
But, yes. Exactly what you have said.
fyreslayers have a teleport? not that im aware of. we have a single deepstrike unit that can bring one unit with it. but they cant teleport once on the board.fyre slayers have a teleport and hit harder in melee. but since you have no range to kill the harvester it would be down to who can get to the objectives first
sorry thats what i meant the tunneling deep strikefyreslayers have a teleport? not that im aware of. we have a single deepstrike unit that can bring one unit with it. but they cant teleport once on the board.
that sounds about right sorry you had a hard timeI have played 2 matches vs Bonereapers. One with my Seraphon one with STD. Won the Seraphon game due to objectives but got basically tabled with my 3 units of saurus knights killing 3 models and slann getting killed turn 1 with catapult. STD got tabled by turn 3 and I killed 5 models