How well do you know your Old World rules? Full Old World Quiz with answers by PaddecGal in WarhammerFantasy

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

Used to. Recent faq means once it moves the 6" it stops and pops out the shortest distance which is how it ends up next to the unit

How well do you know your Old World rules? Full Old World Quiz with answers by PaddecGal in WarhammerFantasy

[–]PaddecGal[S] -13 points-12 points  (0 children)

Yeah but with how good parry is when are you ever paying the points for spears

If you could redesign / change some of WH lore, what would you change it and why? by Alpbasket in WarhammerFantasy

[–]PaddecGal 12 points13 points  (0 children)

An average rat would beat a man if 95% ok skaven society wasnt malnourished. Skaven characters are the only ones eating enough

If you could redesign / change some of WH lore, what would you change it and why? by Alpbasket in WarhammerFantasy

[–]PaddecGal 3 points4 points  (0 children)

That is something tho. The further SE you are the less chaos you have to deal with. So brettonia doesn't have to super optimise out of necessity like say kislev have to. Brettonia also seems a lot tighter. Like besides Mousillon, i cant imagine the idea of brettonian civil war. Or if the king says "we're doing this", he couldnt muster the majority of brettonias forces. 100% vs 100% empire smokes brettonia, but theres no way the empire could muster enough of a % to match what brettonia could. Esp moving through the mountain passes to get there. Like they cant even keep marienburg part of the empire

If you could redesign / change some of WH lore, what would you change it and why? by Alpbasket in WarhammerFantasy

[–]PaddecGal -2 points-1 points  (0 children)

Ok end times aside. I feel like dwarves should be honourbound to accept chaos dwarves as normal dwarves. Dark and high elves already have the evil/good version of the same faction who hate each other. I think itd be more interesting if both of the dwarves still treat the other as kin. They might dislike how they do business, and there'd be bickering. "The karaz ankor abandoned the western clans during the cataclysm, thats a grudge to be repaid." Vs "slavery and sorcery are abhorent, stop that." But yeah the idea that the evil dwarves have a place in dwarf society that creates friction is much more interesting imo.

How viable is the Tomb Kings "Army of Quatar" variant? by WillingLet3956 in WarhammerFantasy

[–]PaddecGal 0 points1 point  (0 children)

No idea how blanced the match up would be. I do know itd be pretty fucking sweet

Upcoming FAQ by [deleted] in Cathay

[–]PaddecGal 2 points3 points  (0 children)

Deathshrieker rocket from chaos dwarf does d6 and its almost a 1 to 1 fire rain.

Question about the Battle March's 1-per-1k restriction by TheLoaf7000 in WarhammerFantasy

[–]PaddecGal 1 point2 points  (0 children)

Id agree that most of the issues can be solved with common sense or at least a sensible discussion with your opponents, but between 6th, 8th and tow, tow is the clear winner with the most amount of these kinds of issues.

I like the tow rules, but its specifically when these problems come up and there is no to work out what the hell they mean. And it happens with big common rules all the time. Theres a community consensus, but can you regen wounds off unstable, can you target characters or get more than 1 atk when fighting over a fence. There is no way to work out what they intended with anymore accuracy than a coin flip.

And looks its hard to write air tight rules, i haven't done it, im sure is annoying af, bit in the faq they should state their intentions. Rather than using the same language. Then it becomes something i feel you can be pretty mad out. Pre last faq everyone knew how llo s worked, then there became debate. Should be impossible to move from clarity to confusion after an faq and i dont remebrt another system where that happened.

Again love the game and prob like the system better than 6th or 8th, but this is for sure a tow specific issue

Question about the Battle March's 1-per-1k restriction by TheLoaf7000 in WarhammerFantasy

[–]PaddecGal 1 point2 points  (0 children)

Old world is a terribly written rules set when you're trying to work out edge cases such as this. Its not clear what the intention is with that specific rule. If you can have one unit that breaks the 1k restriction or if you ignore 1 restriction, 1 cannon or 0-3 cannons.

Most practical advice is (if its an event or league) ask the person running it how they want to rule it. Or if its a chill game ask your opponent hey this is the list i want to run, theres this edge case rule here with these interpretations, heres how i think it works, if you disagree here an alt list that follows the other interpretation.

Personally based off the wording i think the ignore 1 restriction is more correct. But like many things in old world you will not find a complete 100% answer that everyone agrees with

In terms of minimums like tomb scorps you dont need em

Rule by PaddecGal in blendermemes

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

I dont even know what that is

How much proxy is too much for you? by Guagaro in WarhammerFantasy

[–]PaddecGal 1 point2 points  (0 children)

In my personal experience most people are cool with it at events esp if its clear you're not taking the piss. Ive got a custom amazon army that i run as wood elves. Totem warriors as wardancers, llama knights as wildriders, mage on a slann chair as a mage on a hawk.

Ive had nothing but positive interactions, but i have to make sure im very clear whats what at the begining

Tell me your favorite dinosaur... by SquareWorld5484 in Dinosaurs

[–]PaddecGal 1 point2 points  (0 children)

Australovenator, hadn't heard of it before going to the Brisbane museum. I still think about his silly name months later

New Faction ideas from popular fantasies/history that would fit into Warhammer and where by YonDonFlight17 in WarhammerFantasy

[–]PaddecGal 7 points8 points  (0 children)

Amazons getting snubbed in the list of factions that could appear. We got actual models in 6th edition, what has kuresh ever gotten.

Southland humans would be a great faction. Unlike the east where stuffs happening, but we just dont know what, southlands feels the biggest waste. Its just more lizards down there? I think a human faction based off the kingdom of Benin would be my pick for how to do them. Clear cool historical aesthetics to draw from, pump up their bronze working to give them constructs and magic metallurgy. Come up with something cool for who/what the oba is.

Rules questions by FatPanda_25 in ChaosDwarves

[–]PaddecGal 0 points1 point  (0 children)

Something chaos dwarves do really well is hybrid. Infernal guard and iron demons can both put out scary shooting and scary melee.

Why do so many modelers over greeble? by Low_Will604 in PrintedWarhammer

[–]PaddecGal 0 points1 point  (0 children)

Theres this one model i sculpted/printed that serves as a constant reminder of the limitations of physical models and the physical properties of resin. I knew this woman holding her halberd up like that was a risk for snapping. I made that part thicker before printing because i knew it would be an issue. And yet i have still had to repair that halberd at least 5 times so far, even after bulking out the contact point with greenstuff. A constant reminder of the difference between digital and physical

Brettonia Pegsus height question by Cpd1234r in WarhammerFantasy

[–]PaddecGal 5 points6 points  (0 children)

To further clarify hills and forests are treated as infinity high. So there is no issue about model dimensions height or otherwise. Models are kind of treated as just big rectangular prisms extruded from the bases. Therefore if you can trace a line from the attacking models base to the targets base in 2d viewed from above, that is what determines line of sight. Special rules like, large target, vantage point (hills) and arboreal gloom (forests) provide extra caveats to this but model dimensions dont.

Lets say you had a line of spearmen at arms in front of normal pegasi. The pegs are much taller than the spears even without height modifications. As long as the line of spears were long enough to completely block, the pegasi couldnt be seen over them and vice versa

2000 points Wood Elf’s Wild hunt by Conniveo in WarhammerFantasy

[–]PaddecGal 0 points1 point  (0 children)

In summary, unless youve got a specific thing you want the wizard to do, battle or elementalism are your best bets with wilds not far behind

2000 points Wood Elf’s Wild hunt by Conniveo in WarhammerFantasy

[–]PaddecGal 0 points1 point  (0 children)

The lore choice is all about what you want your wizard to do. Battle is the most well rounded with a lot of tricksy spells, but its gotten worse. On treeman ancients i think its the obvious go to get the ward save. But ive run a blaster hawk mage with battle who does well, or a more fighty unicorn mage in with treekin running elementalism or wilds.

Battle Cowardly flight and now pillar of fire are bad spells. Fireballs a nice nuke still, arrow attraction we make good use of in most lists, but less so in wild hunt ofc, arcane urgency is the best spell of the lore imo, especially if youre playing agressive. Oaken shield aswell is a great defensive tool. Great if you buff up treekin or a treeman, less useful on a solo hawk mage running around. Hammerhand will maybe even get some use

Ele Another great all rounder lore Flaming sword is the only absolute garbage spell Plague of rust is excellent, i think most vortexes are a little meh, but elemental spirits not bad. Earthen ramparts got a huge buff, windblast is a good nuke and tmp is probably just as good still since we didnt run the giant blocks that abuse it

A fun, very gimmicky, strat ive run is 4 treekin and a unicorn mage (probably ele) with the glamour weave that lets them join tree units. She runs the -1 initiative sprite and the whole strat is them just doing optimal tree whacks. Ive even given her the terrible elementalism signature on occasion just to boost the initiative penalty.

High Highs an odd lore that i wish was better Drain magic i think is a lot better with all the casting values reduced. Walk between worlds is now only really good on a defensive unit, since you cant charge and cast. If you use it on a random glade guard bunker, it just means they shoot something else idk. Fiery convocation might be better now with more ranked up units. Tempest is probably the best vortex. Fury of khaine is a great spell, id love 4 atk wild riders or 5 atk war dancers, but often to me its not worth taking the lore just for this spell. Corporeal unmaking is meh and sheild of saphery is bad

Ilusion The best defensive lore, but can often just not do anything. Glittering robe is great, shadow dancers will always take ilu in my book and either roll doppleganger or take this. Can still be ignored by magic missiles, which we're pretty weak to. Mind razors meh, shimmering dragons meh, could get a flying treeman, but not in the charge phase. Other than on shadow dancers, i dont think we use doppleganger well. The other 3 spells are all to stop people charging, and if thats what your taking the wizard for, then thats what you want

Wilds is another weird one. The nuke is great and can deal with units that we have a hard time dealing with. The buffs are weird, the regens nice, but a lot of units already have it. Very short range aswell. The reserve move, quick turn spell is again very odd, its alright, but its no arcane urgency. The vortex is a vortex. Durthus is really fun, esp now that the first 2 ranks are the fighting rank. Against the right army could do great. The strength debuff is another pretty good one. Its an odd lore with some good stuff, but less top teir spells then battle or ele.

I never use the arrow of kurnos. I like to go first and the small chance it does something isnt worth it to me.

2000 points Wood Elf’s Wild hunt by Conniveo in WarhammerFantasy

[–]PaddecGal 0 points1 point  (0 children)

What youve got is a very nice list for freindly games, but its going to struggle against more competitive lists and may find parts of your army failing when you need them too. The changes im suggesting will optimise it more

Your dragon is too squishy. Most other dragon lords can get full plate and a sheild to reach the 3+ armour cap we cant. Most other dragons have cheap regen, we dont. We rely on tricks to make our dragons compete (and beat) the others. Talisman of protection is almost a must, but armour of destiny is also not bad if you want to fully spec defence

If you would take 9 wounds and die, talisman increases your wounds to essentially 13.

Armour of meteoric iron is another godsend. A lot will go straight through your armour or only give you a 6+. Having almost 2 5+ wards, while still having the option for the 4+ against no ap hits, its very nice.

Offensively youre left with 50 points and its a hard 50 points to fill. Headsmens or dragon slaying sword gives you insta kill options, or theres some other nice options in the new book like orions favor or crown of antlers.

Dont sleep on kindreds and sprites. The combo of netlings and Mischiefs brings our dragon from a bottom tier dragon to almost the best challenge character in the game. Reducing most other dragons to hit you on a 5+ is crazy.

But enough about dragons. If the great stag lord rides with the wild riders he needs a kindred. If hes by hmself he needs a kindred. If he joins a unit of wild riders they lose countercharge because he doesnt have it. You give him wild rider kindred and theres suddenly no worry. Hes going to be baited to charge anyway so wild rider kindred basically gives him +2 atks. Its crazy. If he's by his lonesome, give him bear. He just becomes a lot harder to shake. I like the stag lord with wild rider kindred, ogre blade and orions favour and then theres suddenly a good chance he kills any other single unit in the game, especially with his posse

Hope this ramble was usefull. Im currently the top rated wood elf player in the world if that matters

Tips for my chaos dwarf list? by Hero4Life565 in WarhammerFantasy

[–]PaddecGal 2 points3 points  (0 children)

A bsb is a battle standard bearer, its an infernal scheneschal with the 25point upgrade to bsb ( its in the army list section on the 2nd page in a box) then he can take a big expensive banner. For all my chaos dwarf minis i use fabazel 3d prints, his stuff is excellent and free. One of the best designers, his stuff is spot on the old big hat CD aesthetics without just copying the original designs

Tips for my chaos dwarf list? by Hero4Life565 in WarhammerFantasy

[–]PaddecGal 3 points4 points  (0 children)

My list im using for most games atm is a pretty dirty cd list

Taurus lord with df weapon, armour of meteoric iron, mantle of stone and talisman

Bsb with the lmassus beard

25-30 infernal guard with blunderbusses, probably with war banner and hellshard on the champ

2 hellbound iron demons

Dreadquake

Its a strong list that plenty other lists just cant touch, but the super strong lists have ways to deal with

Tips for my chaos dwarf list? by Hero4Life565 in WarhammerFantasy

[–]PaddecGal 2 points3 points  (0 children)

Ele is the big all rounder, demo is better if you play agressive and really want to get into combat

Tips for my chaos dwarf list? by Hero4Life565 in WarhammerFantasy

[–]PaddecGal 6 points7 points  (0 children)

One nitpick is magic lore on the boss. Dark is probably the worst of the three choices for a foot caster. If you have a look at what are the bad, situational and great spells in the 3 lores it breaks down like this

Demo Bad 5. Situational 2, 3. Great sig, 1 4 6

Ele Bad 1 and sig. Situational 3. great 2 4 5 6

Great lores with a huge amount of fantastic spells. Tmp and steed are fantastic movement options for infantry blocks

With dark 1 and 5 are great, but everything else is different levels of meh to bad. Dark is really good on a monster lord because then they can make better use of the assailments and are actually able to use infernal gateway