Guard aren't really something to spam. They're pretty much like chaos warriors or liberators in terms of profile, so they're decent, but not spectacular. Bringing 5-15 with a slann is fine, but I don't think there's much you can do with building a list focused around them; they just don't get as much out of buffs as other units and don't have a battalion.Please include some sample lists, maybe a saurus guard based one since I want one to play next weekend in a friendly match? Pretty please?
sorry no they arn't better in fact they are worse then warriors having worse defecive worth 100 for 10 wounds and a 4+ save as aposed to 90 for 10 wounds at a 4+ save. but they also have worse damage when buffed as wariors have twise as many attacks.Is there no way the guard can be as good in competitive? I love the models and was hoping they’d be Saurus Warriors but better.
I love the new book changes so far so even if they aren’t as good it’s an ok thing. Maybe the powerful minds here can figure out some tricks with them.
I honestly don’t think there is a differenceHi guys,
I would have a question, what is the different between a Balewind Vortex on a Bound Balewind Vortex, because I could not find a good picture of the bound version?
Hi guys,
I would have a question, what is the different between a Balewind Vortex on a Bound Balewind Vortex, because I could not find a good picture of the bound version?
I honestly don’t think there is a difference
Yes, I see now. But how many factions really use more than 1-2 endless spells? Tzeentch and LoN, maybe?
The old Engine also had the effect of damaging itself difference is only that it was D3 mortals instead of 3 like now and there was a lower chance to get it beeing on 1-2 with 3d6/2d6/1d6 depending on wounds leftSo is it just me or have they made the engine of the gods just hot garbage now? The fact that it can damage itself is just so off theme, leave that to the Skaven. Also removing the summoning component or nerfing it anyway makes this model way less interesting. Some of these changes just feel like such a massive over correction. They could have done it in a better way. At least before you had a change to roll the max on Eotg, now you never can unless you have a slann. And making it so you can only use it once per turn is annoying. If you wanted to nerf multiple uses, just say something like "Roll 3 D6 for the first activation of the Eotg. Roll 1 D6 less for each subsequent activation this turn" Then you could have the table have a 1 entry saying deal d3 damage to this unit as you have had to have 3 Eotg out and be really unlucky.
The old Engine also had the effect of damaging itself it D3 mortals instead of just 3 like now
2-3 rather than 1-2
The chances of rolling worse increase because you get less dice in the current version