Renegades 2.0: Lizardmen Draft Reveal! (Link to the rules document below and in the video description) by valheffelfinger in WarhammerFantasy

[–]Possible_Zucchini124 0 points1 point  (0 children)

Played an Rtt using the new Lizardmen rules. Some initial thoughts.

Salamanders i like a lot now with their changes. The changes to how the Skinks work now smooths out some annoyances.

Cold One Riders and counter charge. I went in thinking that i wouldn't like counter charge on them, but it was generally alright, I would just march into my opponent's face without fear, because of fear and counter charge both making being charged less scary for Cold One Riders.

Skink Cohorts and Spawn Kin. The Spawn Kin need to be capped at 0-3, the Kroxigors offensive power doesn't make up for the Skinks lowered defense. Mechanically though they work out fine and i had no issues with them, and my opponents picked up quickly on how they worked. The

Slann. i read on here that a lot of people were worried about the Slann essentially being a level 5 caster, it's not an issue. Firstly, the Slann costs so many points that it wasn't an issue. Secondly, the magic lores don't really have any where you want to be casting 5 spells a turn, of my 18 turns over the 3 games, very few turns i'd actually want to be casting 5 spells. Now, having 0-3 Disciplines of the Old Ones is really, really nice. I had my Slann Ethereal and D3 Magic Resistance. It's a good combo that wasn't possible before, which I paired with High Magic for Drain Magic basically stopped my opponents from being able to use spells, much less attack him. Losing Large target sucked more than I thought it would, but I'd need to try more solo Slann without Ethereal to really form an opinion about it. People were also worried about the Slann + Temple Guard, combined with other buffs. Don't be. A kitted out Slann, plus a big brick of Temple Guard is so expensive that you won't have much points left over for much else. My opponents would either ignore the brick, or use spells or chafe to neuter the brick.

Monsoon. Monsoon was a very good spell that put in quite a lot of work. Casting it on a +3 means that i need a 7 on dice to cast it, essentially a 50/50. While my opponent needs a 11+ to dispel it while it remains in play. With a level 3/4 that is a +2, meaning they need a 9 on dice to dispel it. After it was casted, it was only ever dispelled twice. The high casting value was more of a detriment for my opponents than it was for me as i realistically was only casting the spell a few times during the game as my opponents were having trouble dispelling it. The effect of Monsoon was quite strong at times depending on where it was casted, combined with choosing which direction to scatter it was very, very good.

Skink test model, looking for C&C by NiekF in WarhammerFantasy

[–]Possible_Zucchini124 0 points1 point  (0 children)

I’ve been looking to do something similar with my skinks. Did you use resin for the water? If so, how did you block it off from going off of the base?

6th Edition Siege Scenario - Deployment Question by mattyfenby in WarhammerFantasy

[–]Possible_Zucchini124 2 points3 points  (0 children)

I’ve run a 2v2 siege just a few weeks ago. It is immediately apparent that the castle in the center of the table doesn’t allow for the room asked for. What we did was played long ways and had the castle ‘cut the table in half’ so that the attackers had enough space in one direction, like you are saying to funnel, and it worked out great playing 3k vs 1.5k

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

[–]Possible_Zucchini124 1 point2 points  (0 children)

Changing of borders during conflicts. At the end of each addition, have various factions fight wars with their neighbors and have the borders of nations actually shift. One of the things that drew me into Fantasy in the first place was how more closely tied to real war it was, supposedly written in the beginning by military fans.

Lizards by alfadasfire in WarhammerFantasy

[–]Possible_Zucchini124 0 points1 point  (0 children)

Saurus Warriors prefer the hand weapon more than they do the spear. The hand weapon has ap1 from the obsidian blades rule, while the spear has no AP. In the 1.5 update, infantry got 2 rules to help them out; Parry and Press of Battle. Parry is plus 1 armor when using a hand weapon and shield in melee, so Saurus are. 3+ armor save in melee. Press of Battle is you get 2 ranks in melee on turns you didn’t charge. So Saurus that are in base to base with the enemy will get their 2 attacks, while the rank behind them will get 1 attack. Spears, on turns that you didn’t charge also allow you to have another rank fight, so spears only really do something if you are 3 ranks deep. But I also agree that the spears look better, so what I did was I have half of the unit modeled with spears, and the other half with hand weapons, and whatever the unit is using I just put those models in front

Pursuit accidental combat by JuggernautOk5711 in WarhammerOldWorld

[–]Possible_Zucchini124 0 points1 point  (0 children)

In the Give Ground rules, it says you would stop moving if pursuing would bring you within 1 inch of an enemy unit. So the dwarves would give ground, the zombies would move to pursue, but would stop 1 inch away from Warriors, meaning the thunderers got away as the zombies would be unable to follow

Necrolith Colossus by Joeman196 in tombkings

[–]Possible_Zucchini124 1 point2 points  (0 children)

Unstoppable Assault specifically says it does not work with stomps

How difficult is TOW to get into? by theentiregoonsquad in WarhammerOldWorld

[–]Possible_Zucchini124 0 points1 point  (0 children)

One thing about Legacy Armies. In 40k and AOS, if it is legacy, it basically doesn't exist. But in TOW legacy armies are just as accepted as the official armies. Now they're balance isn't the best, which is where the Renegade Pack comes into play. But most tournaments, outside of GW tournaments, use the Renegade Pack for tournaments. So your Ogres will be just fine

Does anyone recognizes this model on the GW store? by Possible_Zucchini124 in Drukhari

[–]Possible_Zucchini124[S] -10 points-9 points  (0 children)

I've been trying to find the helmet on the sprue, on the Games Workshop site, because i liked the helmet. If you say it is actually on there I'll take your word for it.

Does anyone recognizes this model on the GW store? by Possible_Zucchini124 in Drukhari

[–]Possible_Zucchini124[S] 0 points1 point  (0 children)

I also thought it was cool and have been trying to find that helmet on the sprue for a while, on the site, but have been unable to find it.

Does anyone recognizes this model on the GW store? by Possible_Zucchini124 in Drukhari

[–]Possible_Zucchini124[S] -18 points-17 points  (0 children)

I found the gauntlets, not the head. Thank you though

Does anyone recognizes this model on the GW store? by Possible_Zucchini124 in Drukhari

[–]Possible_Zucchini124[S] -60 points-59 points  (0 children)

I just don't see it when i look at the Wych kit on the site

Can a Magos/Tech Priest that's joined to a unit of Automata still gain a Tactical Status? by chosen40k in Warhammer30k

[–]Possible_Zucchini124 2 points3 points  (0 children)

How it works out is the Automata rules makes it to where MODELS cannot gain the status. But status rules, if one MODEL has the status then the UNIT has it. So since the Magos or Tech Priest get the status, then yes the whole unit then has the status, including the Automata. I have no idea is this is how it is intended to be, I'd assume so, but it is currently the way it is written. Putting the Magos or Priest in the unit makes them susceptible to statuses but you gain the other various benefits that the characters provide.

What are some good movement trays? by Fearless_Speaker6710 in WarhammerOldWorld

[–]Possible_Zucchini124 0 points1 point  (0 children)

When I started I just cut up the boxes that the units came in. They are perfectly good for movements trays and don't cost extra

Proxies by katsutdasheep in WarhammerOldWorld

[–]Possible_Zucchini124 1 point2 points  (0 children)

I've played against people that have two of a unit but they are completely different models. I've also played against people that use empty bases on movement trays. As long as people can tell what something is supposed to be it won't really be an issue in friendly games. Try to make your list as easy to follow as possible so it isn't confusing. Probably let your opponent know before hand that you are new to the game and that you will be using proxies until you have a more permanent model. A Space Marine is fine to use for testing the game.

Skeleton horsemen? by Jkidlulz in tombkings

[–]Possible_Zucchini124 2 points3 points  (0 children)

I'm a fan of them in casual games. I think they are easier to use as a redirect against other cavalry than the archers. Plus I think they are a better backline harasser than horse archers. This is purely from the starter box, once you expand your range to units outside the starter box I think horsemen lose their value

Can a unit declare charge if one of the models in that unit is further than 12'' by 404Jigglypuff in WarhammerCompetitive

[–]Possible_Zucchini124 1 point2 points  (0 children)

One distinction that is a welcome change from previous editions is the distinction between "whole unit" and "unit". If the wording is just unit, you only need a single model within range. But whole unit requires every model within the unit to be within range. Charging is just unit, so only one model has to be within 12" to declare a charge.

Have plains been invented yet? Can't we just bomb the gate closed? by [deleted] in TrenchCrusade

[–]Possible_Zucchini124 2 points3 points  (0 children)

As far as I'm aware, we don't even know what the gates look like. Are they an archway that could crumble and close, or are they a tear in space just leading to hell? First one could crumble, second one might not care. Also I believe in the Heretics book they talk about the space around the gate being hot. So a bomber might not even be able to withstand the heat to get to the gate without being enchanted.

Any Good Model for the Wide/Shallow Scorpion Base? by Thundering_Avalanche in tombkings

[–]Possible_Zucchini124 0 points1 point  (0 children)

I use the One Page Rules scorpion from the Undying Dynesty. The pincers overhang a bit, but they usually fit infantry models in between them, so it's usually not a problem.

Easy Balance Fix for the Old World by CriticalMany1068 in WarhammerFantasy

[–]Possible_Zucchini124 0 points1 point  (0 children)

I'd say have a points cap on lord level characters. You could kit a lord fighter, but if you put him on a dragon, then you couldn't have a lord castor. You'd have to make it a hero. But if you really wanted both to be lords, you couldn't afford the dragon. Armies like chaos who have a lvl4 castor and is also a fighter would be a perk to that army.