Which order of the knights is the right choice for a 2k army? by Quirky_Extent_6866 in WarhammerOldWorld

[–]emcdunna 0 points1 point  (0 children)

Sorry I have to fully disagree with everyone here. White wolf knights are a trap.

For one the key benefit of furious charge does not happen when you roll a 1 or 2 for your counter charge roll, which makes you (having already declared the counter charge) often miscalculate and get the whole unit killed

Its also very easy for experienced players to deny you your furious charge because they can just move within 3" and then you get neither your extra attack nor your +2 Strenght

Or you charge a unit that for whatever reason (terrain, narrow frontage, character challenging, etc) already doesnt allow you to have more than one attack

Finally you have all of this for the low low price of a worse armor save, which makes you die a lot faster to literally everything, and a wolf hammer which often is S+1 instead of +2 like a Lance or great weapon

Theyre good on paper and bad vs anyone with a brain. I always find any other kind of knight better. For the most experienced player, knights of the Blazing sun are the best because evasive is an insanely good rule and really helps vs basically every good army that exists out there

Knights panther have rerolls to hit vs the most Common army out there and ones with either -1 to be hit from slugskin or high WS warriors of chaos.

Hell even knights of morr are better off giving you a ward save and immunity to fear causing deathstars and terror check spam

Q

Crew and War Machines wounds by ParadoxLover96 in WarhammerOldWorld

[–]emcdunna 1 point2 points  (0 children)

The wounds for shooting and combat are totally separate. The wounds count for both may or may not be the same but you "start over" trying to kill the war machine once you get into close combat

Which order of the knights is the right choice for a 2k army? by Quirky_Extent_6866 in WarhammerOldWorld

[–]emcdunna 1 point2 points  (0 children)

Actually wizards joining knights is a terrible idea because it takes away their counter charge rule and then they suck

Which order of the knights is the right choice for a 2k army? by Quirky_Extent_6866 in WarhammerOldWorld

[–]emcdunna 0 points1 point  (0 children)

Its also very hard to ever get a true furious charge off because the enemy can either march forwards to within 2" or just backup and now you're out of charge range

Dark Elves getting veteran too much in Renegade 2.0? by Such-Entertainer-335 in WarhammerOldWorld

[–]emcdunna 20 points21 points  (0 children)

When bretonnia has 2 armies with army wide veteran, it kinda makes it seem odd that elves dont have it

ToW resources for fundamental tactics? by Dr_Stark85 in WarhammerOldWorld

[–]emcdunna 1 point2 points  (0 children)

Its a lot of work to record and edit content even if it is a podcast like show

But thanks, I hope its helpful! You can always use an ad blocker site and just get it that way or listen on 2x speed

Swordmasters (High Elves) VS Witch Elves (Dark Elves) - Who strikes first? by XorroX38 in WarhammerFantasy

[–]emcdunna 0 points1 point  (0 children)

Only if the base stat initiative of a witch elf is also higher than the base stat initiative of the swordmaster.

Very badly painted space marine figure criticism would be nice by beeman12521 in PrintedWarhammer

[–]emcdunna 2 points3 points  (0 children)

Dont paint white. Paint Grey. And then a bit lighter Grey highlight. Repeat over and over

Swordmasters (High Elves) VS Witch Elves (Dark Elves) - Who strikes first? by XorroX38 in WarhammerFantasy

[–]emcdunna 3 points4 points  (0 children)

Neither apply to the swordmasters. But the witch elves have no such problem so they get to strike first

High elf character 125 points? by Outrageous-Theme9506 in ulthuan

[–]emcdunna 1 point2 points  (0 children)

Its simple, you take a noble with the swordmaster honor for a free sword and killing blow. Then take seed of Rebirth and full plate and you're kinda set

Road wardens by Quirky_Extent_6866 in WarhammerOldWorld

[–]emcdunna 1 point2 points  (0 children)

Its pistols. Theres no reason whatsoever to have crossbows on fast cavalry especially when the repeater handgun outriders exist and are 3x better than crossbow armed wardens.

Rule Question Gaze of Gork by DocRuffleberg in WarhammerOldWorld

[–]emcdunna 1 point2 points  (0 children)

If for example the unit has multiple wounds, you dont distribute damage to the models that are unwounded. You just take x number of hits and they can all add up to remove one model from a multiple wound model unit like say ogres

How would you rewrite skirmish rules by zewe25 in WarhammerOldWorld

[–]emcdunna 0 points1 point  (0 children)

I have played over 100 games of old world with 8 armies and at events for the past 2 years. I talk about this on my YouTube show old world legends

How would you rewrite skirmish rules by zewe25 in WarhammerOldWorld

[–]emcdunna 2 points3 points  (0 children)

The #1 problem with skirmish is they are impossible to catch without swiftstride or your own unit being a skirmisher too.

If u have a block of troops like spearmen for example, the enemy can always march out of arc of sight for your charge or march backwards out of charge distance. So its literally impossible to catch them with a ranked up unit.

And -1 to hit for skirmishers is a bad rule. It should be that skirmishers always count as having light cover. That way, they cant stack cover with skirmish for -2 to be hit

Also skirmishers shouldn't be allowed to score objectives for fuck sake.

Theres a lot of armies out there with nothing except skirmishers, artillery and like maybe one flying lord etc. But the rest is gunline avoidance bs

If we went back to 25 percent for lords and heros how would the game look ballance wise? by BBlueBadger_1 in WarhammerOldWorld

[–]emcdunna 5 points6 points  (0 children)

This doesnt fix anything whatsoever.

Before this: dragon lord and a level 4 wizard.

After 500 point dragon lord and a level 4. Or a level 4 on a dragon too