Terradon
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Pinktaco said:Also remember that he have multiple wounds D3 with HKB. Even if we have a ward of 4+ he'll do an average of 2 wounds to us, not to mention the chance of HKB.
Do remember that he only gets heroic killing blow IF he spends power dice. Power dice spent = power dice not spent healing, making it significantly easier to shut down his magic phase.
And really, if he stores 4 power dice in order to throw out 4 HKB attacks, I'd be more than happy. Those 4 power dice has a 66% chance of actually hitting with 1 HKB attack, of which you have a 50 % chance of saving it with your ward save. That's a MASSIVE trade-off, and I don't think we'll ever see anyone actually use that effect, unless they are fighting something like a Star Dragon. Nothing we have in our book is worth throwing power dice away for.
Lizardmen pretty much don't need cannons against this guy, though. Like Elves, High Lore's Arcane unforging will instantly render him very easy to kill, even for simple skinks, if you get rid of his armour. Now you just need an average of 42 poison shots, and those 7 wounds are gone. This even assumes 6s to hit. This is so laughably easy it is almost sad.
Also remember that "reroll on the miscast table" don't have to be for a better result. He could feasibly roll 11, and instead of accepting the power drain, reroll the dice, and instead get cascade. He don't get to choose which one you want.
One thing that did strike me as odd is, why does Lizardmen really don't have any HKBs available anywhere? Almost all armies I know of have it somewhere, even if expensive, but the monster heavy army have nothing. That's pretty odd.