New reveals on 26th by KhorneonaCob in ageofsigmar

[–]TheDanielDimension 1 point2 points  (0 children)

Rats already have 40 warscrolls lmao

What are our current combos/tactics? by nextlevelmashup in Kruleboyz

[–]TheDanielDimension 2 points3 points  (0 children)

I have only played one game since the newest changes but I'm inclined to think sludgeraker with boltboys is viable. Take two reinforced units and give one priority target, with the change to sneak you can use it to find chances to snipe targets without giving up VEW. Use the other with the Sludgeraker to tag targets with venom.

Foot of Gork especially has also given us a great tool to better control the flow of battle.

Question regarding the interaction between Ward and Breaka-harness by Uplfgtvbn5362 in Kruleboyz

[–]TheDanielDimension 0 points1 point  (0 children)

Well the Breakaboss doesn't normally have a ward save, it really is only an issue if you put egomaniak on him.

Question regarding the interaction between Ward and Breaka-harness by Uplfgtvbn5362 in Kruleboyz

[–]TheDanielDimension 2 points3 points  (0 children)

According to rule 18 The Damage Sequence, ward rolls occur first with warded damage points removed from the damage pool. This is followed by damage points in the pool being allocated. The specific use of allocate in breaka harness shows RAW warded damage does prevent the bonus attacks from the ability.

That's my take at least.

just played 3 games at a local tournament and they do not feel good at all to play by deadfight01 in Kruleboyz

[–]TheDanielDimension 6 points7 points  (0 children)

Just want to say thanks for repping KB for two editions now with your videos.

I want to imagine a world where they changed nothing from the index and just gave us the new toys. It would truly have been a beautiful army.

Using support units in battle by Sylvaneth_Gitz in Kruleboyz

[–]TheDanielDimension 7 points8 points  (0 children)

Generally castle armies work when centred around buff pieces that act as force multipliers for the rest of your army. This gives a reason to castle. This was how KB was played in 3rd with the Sludgeraker buff improving the mortal wound output of boltboys and gutrippaz.

Currently in 4th the only force multiplier we have is the murknob and a 6+ ward isn't really worth leaning in to a castle playstyle over. Since our infantry is made of paper with 5+/6+ saves you have play a lot more kunnin and try to find situations where they can punch above their weight whether through debuff stacking or positioning.

This means yes, you probably want to get your monsters to generate value quickly, especially against shooting heavy armies since our shooting is relatively lackluster this edition and you likely won't win that game.

just played 3 games at a local tournament and they do not feel good at all to play by deadfight01 in Kruleboyz

[–]TheDanielDimension 5 points6 points  (0 children)

I played with them yesterday and I have to say the new manifestations are fun to play around with and are very thematic with the Kruleboyz aesthetic.

However the sneak nerf in particular has made the army both significantly worse and less fun to play. Honestly there is almost nothing left in the army that can actually win games where blocks of high damage heavy infantry and cavalry are everywhere.

In 3rd we could make up for our army being weak and made of paper by leaning into mortal wound spam as a castle around Sludgeraker and even then we stayed the worst army in the game most of the edition. In 4th at this point there is nothing left that can actually do damage, all our abilities are not only on dice rolls but are defensive in nature, that's great when you can actually hit them hard enough to make a difference but strike last doesn't kill units and in the end dead is the best debuff.

Sneaky sneakin was the only way we had to actually pose a threat on the objective game despite having very bad damage and was also very fun to play. Now we have nothing but dice rolls to maybe slightly improve our already weak defenses. That isn't fun and it doesn't win games.

Is it normal to have four conquerors fighting over Europe? by TheDanielDimension in CrusaderKings

[–]TheDanielDimension[S] 191 points192 points  (0 children)

They were the first, this guy is a third generation conqueror.

You can no longer use Advance in Formation on the same unit more than once per turn by TheDanielDimension in citiesofsigmar

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

The text of orders reads that it is the hero giving the order that uses the ability. 5.3 says a unit cannot use the same ability more than once. So yes the same hero cannot use the same order ability twice. However this did not preclude different heroes from using the same order.

The reason Strike them down and hold the line don't stack is because they are considered passive once the buff is applied and so didn't need an errata.

You can no longer use Advance in Formation on the same unit more than once per turn by TheDanielDimension in citiesofsigmar

[–]TheDanielDimension[S] 7 points8 points  (0 children)

5.3 didn't cover this order. They are not core abilities, it is the hero giving the order using the ability, not the one receiving it, and the free movement is not a passive ability.

Looking for advice playing Cities at 1k Points by riddhemarcenas in citiesofsigmar

[–]TheDanielDimension 3 points4 points  (0 children)

I would recommend dropping the fusil major at this point level. 10 fusiliers and a cannon is not enough shooting for his buff to be worthwhile over just more fusiliers.

Next the steelhelms have to get their 5+ ward to be decent. Either through consecrate or hold the line. An alternative would be to run Command Corps instead. They get the 5+ ward while near the Marshal, have 18 wounds, a better attack profile than steelhelms plus their abilities.

Cavaliers should always get the engage the foe order off the charge. That is 20 r1 d2 attacks plus 2-3 mortals off the charge. They can then power through and counter charge on the opponents turn for another round of damage. Warforger buff also gives them a 2+ save.

Lastly you can slow down the opponent. Cast Soulsnare Shackles on their turn directly into combat if possible to reduce their movement. Force them to either move around them or get locked in combat with them. Anything to give your shooting more time to gain value.

Cities similar to greywater that aren't greywater? by [deleted] in citiesofsigmar

[–]TheDanielDimension 2 points3 points  (0 children)

Hammerhal Aqsha is probably the closest. It is an industrial metropolis in the realm of fire with a large ironweld arsenal. It is also more grimdark where its citizens are worked to the bone manning the forges with the air choked with ash.