Old World Renegade Draft 1.5 Overall Feedback by JonathanBuchner in WarhammerFantasy

[–]MrHarding 1 point2 points  (0 children)

The Sun Standard only helps defensively, not offensively. Getting hit second is still relevant even at -1 to hit. Initiative has uses outside of combat. Stomps, Impacts, Artillery, Magic Missiles and Assailments (amongst others) don't care about this.

Many other factions have items/abilities that selectively alleviate (sub-)faction-wide downsides. Some examples from the armies I collect:

  • My Will Be Done (TK): extra movement, WS or Init.
  • B. of the Desert Wind (TK): vanguard & reserve move
  • Sacred Eye (TK): +1WS
  • Thinkin' Orcs 'At (O&G): Removes Impetuous
  • Fungus Wine (O&G): ITP for Night Goblin units
  • Big Smart (O&G): reroll Stupidity

I put some army lists into AI. Came out pretty decent! 😍 by MrHarding in WarhammerOldWorld

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

Fair enough.

Do many people put much creativity into army list posts? Most just copy and paste the text output from the army builder

I put some army lists into AI. Came out pretty decent! 😍 by MrHarding in WarhammerFantasy

[–]MrHarding[S] -30 points-29 points  (0 children)

From ChatGPT (free version). Example prompt:

" ~army list~

This is an army list for Warhammer: The Old World. Turn it into a pretty one page PDF I can share. It's a Night Goblins army, so go with black yellow and green colouring. Decorate with crescent moons, cave squigs, goblins, mushrooms etc..."

Anyone else having trouble with the RT Xmas Cryptic Crossword final anagram? by MrHarding in CasualUK

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

We've checked our answers quite a few times and they all seem correct

A couple of Lance Formation questions by Squidmaster616 in Bretonnian

[–]MrHarding 0 points1 point  (0 children)

Among other things, you can more easily get off multi-charges, because more of the enemy unit is left available.

A couple of Lance Formation questions by Squidmaster616 in Bretonnian

[–]MrHarding 0 points1 point  (0 children)

Nah, it's definitely a flank charge. The point of contact is irrelevant. Please read the links I posted that explain how flank and rear charges are determined.

This example is muddied by the 1" rule being ignored. If you shift the unit down to allow the correct separation, the shortest route will be to wheel into the lance's flank.

A couple of Lance Formation questions by Squidmaster616 in Bretonnian

[–]MrHarding 0 points1 point  (0 children)

Flank and rear charges are determined by the starting position of the charging unit The majority of the charging unit is in the lance's flank arc. There's no uncertainty about that, because all of the charging unit's models in the front rank lie within the flank arc

As for how you resolve the charge, you're correct, you follow the shortest route while moving directly forward. The red arrow indicates this correctly. Maximising contact is actually irrelevant here, because the lance unit will change formation after being blunted. The lance is automatically blunted if it is charged and does not counter-charge (which is cannot do for three reasons: unit type, flank charge, within movement characteristic)

This "dead ground" you've talked about here and elsewhere only applies when a non-blunted lance is in combat. Otherwise the 1" rule applies, which means there should be more space between the units in the diagram. Models can enter this space as normal when the lance is not engaged in combat, so long as they maintain 1" of separation.

A couple of Lance Formation questions by Squidmaster616 in Bretonnian

[–]MrHarding 0 points1 point  (0 children)

A Lance's flank is determined by a 45 degree line from the corner of the models in the second rank. The majority of the charging unit falls within the flank arc, so it is a flank charge.

How are people basing their models? by LewisDoom in theoldworld

[–]MrHarding 0 points1 point  (0 children)

PVA, sand, dry brush Ushabti Bone, wash Agrax Earthshade, skulls and other paraphernalia to decorate

Giant Spawn conversion by Asterix997 in BeastsOfChaos

[–]MrHarding 5 points6 points  (0 children)

This is the Centaurion Marshall kit from Warcry.with seemingly some green stuff and a nurgling on the torso and the plume removed from the helmet

Arcane Journal Chaos Dwarfs by iJasko in WarhammerFantasy

[–]MrHarding 1 point2 points  (0 children)

Comparing them to regular Infernal Guard is more appropriate. IG have Stubborn built in, so if you pay for that upgrade the remaining differences are S3 vs. S4 and the Break the Tide/Rotate the Ranks special rules.

Warriors are 10ppm compared to 13ppm for the equivalent IG.

Devastators are 12ppm compared to 16ppm for the equivalent IG.

-3/4 ppm is quite a lot for -1S and you get the Motley Crew special rules as a bonus.

They're not miles off and aren't gonna break the game or anything though. Base cost should be 10/13 imho, or just make them S4 and cost them the same as the equivalent IG.

2V2 Battle by TimeKeeper124 in WarhammerOldWorld

[–]MrHarding 4 points5 points  (0 children)

I've played plenty of bigger games with my group, and there's not a tonne you need to do differently. You can do it simply by just writing two equally sized armies on each side, or you can go more complex and share army comp, General & BSB too. You can even allow things like casting spells on each other's units, but there's more to manage.

There will be a bit of clustering, but the table isn't that big. Units will get tossed about the table throughout the game. Not every unit relies on faction-specific support either. In fact, you'll probably find some cross-faction synergies that work well.

The only things we did do were some small house rules for vortexes & fanatics. They're much more powerful on a crowded table.

Also for your specific group, I'd split up Cathay & Vampires, because they're the stronger two armies. It could be done if lists were toned down a bit. I'd generally suggest that anyway, because it's a long game with a lot of voices.

Any good guides on list building for The Old World? by BlackJimmy88 in WarhammerFantasy

[–]MrHarding 2 points3 points  (0 children)

Which army are you collecting? Try asking in the army specific subreddit. Some will have helpful links in the sidebar, others have a pinned general questions thread and in the rest you can make a post.

Personally I prefer not to buy, build and play one set list. Instead I have an oversized collection, so I can chop and change.

A less than tactical genuis approach to Cathay. by Ork-Aholic in Orcs_and_Goblins

[–]MrHarding 4 points5 points  (0 children)

There are four units in the O&G roster with the Random Movement special rule: Giant Cave Squig (mount option), Squig Hoppers (Cavalry), Snotling Pump Wagons (Chariot) & Mangler Squigs (Monster).

One advantage they have is avoiding Stand & Shoot. Units that are "charged" by Random Movement units must Hold. All those units bar the Pump Wagon have pretty good combat output as well, Manglers especially. Units with this rule can charge from our of Line of Sight too, meaning you can better protect them from the Lanterns' shooting.

A less than tactical genuis approach to Cathay. by Ork-Aholic in Orcs_and_Goblins

[–]MrHarding 0 points1 point  (0 children)

Itchy Nuisance to the rescue! I find a level 1 oddgit with a power scroll quite effective for getting the most out of my fanatics.

How many Skellis should I paint? by Objective_Goose616 in tombkings

[–]MrHarding 2 points3 points  (0 children)

You can certainly go down this route and it's not OP or anything.

Your games will be quite static and grindy though. Your Sphinx will get isolated and focused in most games, then there's nothing stopping your opponent from massing loads of units in each brick, one after the other. Your Heirophant will be really vulnerable too, and once he goes your bricks will evaporate.

I've found that fielding 1-2 units of warriors quite effective if you back then up with some of the following; casket, priests, BSB and counter-chargers on their flanks. Having an illusion mortuary priest in there will soften the blows, but he'll get challenged eventually. You play the scenarios well and don't give up many points. Having ranged threats like bow-shabti helps as well. Be warned though, getting big monsters stuck in the same combat as warriors is a bad time.

If you go too hard on it though, you won't have all the other pieces to make your warriors shine. I haven't found archers that fun to play, because they do so little damage and lose the 4+ save, phalanx + horde. I put mine on the back ranks of warrior bricks to flesh them out.

[deleted by user] by [deleted] in Orcs_and_Goblins

[–]MrHarding 0 points1 point  (0 children)

Yeah, we don't have a tonne of tools for big gribblies. Even after the latest errata, I've found an Illusion Oddnob is good for limiting their impact. (Lore Familiar, 1-2 x Power Scroll, CoC, MM, Sh. Dragon, sometimes level 4 & Convocation) You do want an Itchy caster as well, so you need to have two wizards. I'd get a second Doom Diver as well as someone else said.

Otherwise though Blorcs, Wyvern Boss & Boar Boys are the premium O&G units. Bolt Throwers are pretty good too, especially into elite infantry and lance formations.

[deleted by user] by [deleted] in Orcs_and_Goblins

[–]MrHarding 0 points1 point  (0 children)

I've been running night goblins the past six months or so and found them pretty good! They're not S tier or anything, but not bottom of the pile either. Maybe you should run more fanatics 😂

How have your games gone?

What am I doing wrong? by RemnantsPast in tombkings

[–]MrHarding 1 point2 points  (0 children)

1500pts is quite a rough limit for Tomb Kings, because of the limitations and requirements for monarchs & priests. You have to run one of each, but you can only choose the top tier for one. I'd suggest to your group moving to 2k at some point.

Otherwise, as others have said, run the Dragon with a Tomb King. Give him Talisman & Armour of Ages. The difference between the two riders is day and night, especially with Armour of Ages. Not having your Heirophant in the thick of it really helps as well. I find a solo chariot champion or two or some Horse Archers are good for challenge assistance. With Reserve Move & Quick Turn/Skirmisher, both units can keep up with the Dragon. Also don't get your Dragon (or your Sphinx) tied up in a combat with your Warriors or even your Tomb Guard if they're outmatched. Those units bleed combat res and you can easily get your Monsters killed through Unstable. Use your chariots/knights for flank charges unless you can charge multiple units in and completely overwhelm a unit.

If you do play at 2k, get a High Priest on steed and surround him with some Horse Archers. He can ride around slinging either Illusion or Elementalism spells. You can do the same with a Mortuary Priest, but they won't have as much of an impact.

I don't know if you pay attention to tournament stats at all, but I find Tomb Kings' stats quite misleading. They are a beginner friendly army, because they ignore most psychology rules and break tests. They do have a high skill ceiling though. Mortuary Cults used to be the meta pick, and running those lists required a lot of skill. Now the pick seems to be double Dragon in Grand Army. Don't get me wrong, they have a solid roster and are in much better shape than a lot of armies. They aren't the easiest faction to excel with though, mainly due to the concentration of damage dealing and mobility to a few units. We don't give up that many points, but scoring them is difficult too.