Skink Chief
Mr Phat
9th Age Army Support
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As I am working on a triple OB list for a small 1 day ETC tourney, I was looking through the BRB items for my 3rd build.
That was when I came across this gem:
"
TRICKSTER'S HELM
The wearer counts his armour save as being one point higher than normal. Any successful roll to wound made against the wearer of the Trickster's Helm must be re-rolled."
"
I do get why it rarely see use: its not as good as other item combinations.
But as a base T5 is rather good, and in most cases hard to wound, I would like to make a point about this item:
it says "ANY successful roll to wound".
Suddenly you half the efficiency of trying to get lucky wounds through.
Mass S3 (or even S4) shooting becomes close to useless.
(Heroic)Killingblows becomes less likely by a substantial amount.
Most magic missiles becomes an invalid solution
and what I like THE MOST: Cannons double their chances of NOT wounding.
When looking at it this way, I suddenly think that the Trickster helm becomes a valid substitute for (or addition to) a wardsave:
in theory, it ALWAYS gives you a 1/6 wardsave against successful wounds, as even on a 2+ to wound a re-roll could result in a 1.
Take it up to a S5 hit.
In this case you might have 3 sides on the die in your favor, as he will need a 4+ to wound you again.
That means that you have 3/6 or 50% chance of him NOT rolling that 4.
That ladies and gents, equals a 4+ Wardsave, as it has the exact same percentage of your OB not taking the blow.
Following this logic, it means that you have a 3+ Wardsave against all S4 attacks, and 2+ against everthing less than S4.
To add to greatness: It is NOT a wardsave, which means that you can add in one for even MORE chance of not getting hurt.
Weaknesses:
- Poison attacks
- Auto-wounding
- "removed as casualty effects"
That was when I came across this gem:
"
TRICKSTER'S HELM
The wearer counts his armour save as being one point higher than normal. Any successful roll to wound made against the wearer of the Trickster's Helm must be re-rolled."
"
I do get why it rarely see use: its not as good as other item combinations.
But as a base T5 is rather good, and in most cases hard to wound, I would like to make a point about this item:
it says "ANY successful roll to wound".
Suddenly you half the efficiency of trying to get lucky wounds through.
Mass S3 (or even S4) shooting becomes close to useless.
(Heroic)Killingblows becomes less likely by a substantial amount.
Most magic missiles becomes an invalid solution
and what I like THE MOST: Cannons double their chances of NOT wounding.
When looking at it this way, I suddenly think that the Trickster helm becomes a valid substitute for (or addition to) a wardsave:
in theory, it ALWAYS gives you a 1/6 wardsave against successful wounds, as even on a 2+ to wound a re-roll could result in a 1.
Take it up to a S5 hit.
In this case you might have 3 sides on the die in your favor, as he will need a 4+ to wound you again.
That means that you have 3/6 or 50% chance of him NOT rolling that 4.
That ladies and gents, equals a 4+ Wardsave, as it has the exact same percentage of your OB not taking the blow.
Following this logic, it means that you have a 3+ Wardsave against all S4 attacks, and 2+ against everthing less than S4.
To add to greatness: It is NOT a wardsave, which means that you can add in one for even MORE chance of not getting hurt.
Weaknesses:
- Poison attacks
- Auto-wounding
- "removed as casualty effects"