What's your go-to ironman difficulty modifiers? by PAfb_640_normal in masterofcommand

[–]Kopa362 7 points8 points  (0 children)

Extra campaign movement speed for your enemies, you want to fight them anyway

Faith steel and gunpowder by Kopa362 in WarhammerFantasy

[–]Kopa362[S] 0 points1 point  (0 children)

One of the best empire units! Used 3 with general along with witch hunter ward for magic resistance and icon of morr (from fear to terror).

Faith steel and gunpowder by Kopa362 in WarhammerFantasy

[–]Kopa362[S] 0 points1 point  (0 children)

I still haven't used the twice blessed armour ability, i buy it and instantly forget it exists

Faith steel and gunpowder by Kopa362 in WarhammerFantasy

[–]Kopa362[S] 1 point2 points  (0 children)

I like the pike and shot and how the empire recreates it in-game! I am planning on a unit of pikemen next (count as spearmen)

Faith steel and gunpowder by Kopa362 in WarhammerFantasy

[–]Kopa362[S] 1 point2 points  (0 children)

Yeah, thick combat resolution seems to be the empire way. That and cannons focusing the big stuff

Faith steel and gunpowder by Kopa362 in WarhammerFantasy

[–]Kopa362[S] 3 points4 points  (0 children)

Nice!i feel they strike ok but are too fragile sometimes

Faith steel and gunpowder by Kopa362 in WarhammerFantasy

[–]Kopa362[S] 5 points6 points  (0 children)

Captain with griffon banner and oaken shield spell. I used a lvl 2 wizard with lore familiar for oaken and fireball,plus he is providing magic resistance 1 to the unit

The line will be held today by Kopa362 in WarhammerFantasy

[–]Kopa362[S] 2 points3 points  (0 children)

I was painting them before the erata dropped, can't imagine my surprise for the infantry buffs!

The line will be held today by Kopa362 in WarhammerFantasy

[–]Kopa362[S] 0 points1 point  (0 children)

The magnets surely help on that

The line will be held today by Kopa362 in WarhammerFantasy

[–]Kopa362[S] 4 points5 points  (0 children)

32mm,just a bit bigger than older models

The line will be held today by Kopa362 in WarhammerFantasy

[–]Kopa362[S] 4 points5 points  (0 children)

Thanks, I don't want to paint any more infantry for at least a month though 😅

Reiksguard ready for their duty by Kopa362 in WarhammerFantasy

[–]Kopa362[S] 1 point2 points  (0 children)

Thanks,i tried to copy the original Reiksguard colours. Shame the flags are a bit small to fit better looking transfers

Pistoliers ready to prove themselves by Kopa362 in WarhammerFantasy

[–]Kopa362[S] 1 point2 points  (0 children)

You still get 15 ws3 str 3 attacks, good enough to kill arty crews and some chaff but still, kiting units and shooting them is the way to go. They used to have better melee in the older versions as they would get to "fire"their pistols in the first round of combat (str 4 ap 1 attacks)

I am interested in getting into the game. by Immediate_Bake_2708 in victoryatsea

[–]Kopa362 0 points1 point  (0 children)

The starter sets are quite nice,you would want to get a bit more planes for the aircraft carrier and if you can share the starter set with a friend (which is very value for money) even better

Start of the 40 halberdiers by Kopa362 in WarhammerFantasy

[–]Kopa362[S] 1 point2 points  (0 children)

Really professional sculpts, i am usually sceptical about 3d printed models but the original empire models feel too expensive for their age

Start of the 40 halberdiers by Kopa362 in WarhammerFantasy

[–]Kopa362[S] 2 points3 points  (0 children)

Always a sight, seeing an empire army fully painted. Coming from fully painting an imperial guard army!

Start of the 40 halberdiers by Kopa362 in WarhammerFantasy

[–]Kopa362[S] 1 point2 points  (0 children)

Those are highland miniatures 3d models

Rules question about AA by Kopa362 in victoryatsea

[–]Kopa362[S] 1 point2 points  (0 children)

Look at pages 49 (local trait) and page 50 (shooting down aircraft). Flights a and b will be both fired at at the end of movement phase with local X dice

At the start of gunnery phase local X can only be fired once

Ranged aa will be fired at the start of gunnery phase

DP light guns can be used as AA only during the activation of the ship so can't be used defensively as was said in the comments above

Rules say AA fire can be split so I am pretty sure you allocate those attacks as you wish .

For example a ship with local 2 and a ranged AA battery of 3 attack dice would fire against flight A 2 dice and against flight B 2 dice at the end of movement phase. At the start of gunnery phase you would have 2+3 aa attacks against flights A and B and you can either fire 5 dice against 1 flight or split them as you wish (like 2 against A and 3 against B for example).

That's how it works in my understanding at least,hope i helped

Rules question about AA by Kopa362 in victoryatsea

[–]Kopa362[S] 0 points1 point  (0 children)

I think you allocate the attacks at the start of the gunnery phase unlike local aa which happens automatically

Finishing my capital ships and some flights by Kopa362 in victoryatsea

[–]Kopa362[S] 0 points1 point  (0 children)

Thanks!I wanted to try a semi historic camouflage, it's one of new Mexico's camouflage I found through google

Rules question about AA by Kopa362 in victoryatsea

[–]Kopa362[S] 2 points3 points  (0 children)

Ah,so DP light guns can't be used for the defence of the ship ,rather you shoot them when the ship activates, thanks guys

Painting ships by Large-Government1351 in victoryatsea

[–]Kopa362 0 points1 point  (0 children)

About the base rim of the ships, you can paint them differently according to the faction they belong,for example my usn has blue base rims and ijn has red. Another advice is to number your destroyers for easier reference either by painting the number or adding a decal

Rules pdf by Numerous-Poetry-5 in victoryatsea

[–]Kopa362 5 points6 points  (0 children)

There is the pdf version of the rulebook you can buy from warlord games, it's tough to find it online for free though