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New Warhammer Forge Chaos dwarfs TL:DR Chaos dwarfs are back bitches! Massive surprise sex train coming to Altdorf! Rules reference a "Legion of Azgorh" army list or use within a WoC army. Bull Centaurs are referenced in the rules, so that means we are getting them. Looks like chaos dwarfs will have 2 shooting weapons "Fire Glaives and Hailshot blunderbuss" Also my wallet is crying thinking about this. I think I might just have to knock foot troops off. http://www.forgeworld.co.uk/New_Stuff rules and pics on each page. CHAOS DWARF IRON DAEMON I would run 2 of these without a train attached, they are amazing. I could see armies running 2 short trains, drop the other carriages in the back field and then get these into combat. These would also make epic flank denial units. One question since they are not a warmachine but a unique unit, If the crew is killed I presume the war machine stays in on the board right? however it cannot operate? CHAOS DWARF INFERNAL GUARD These are a huge upgrade from the 6th ed chaos dwarf warriors. S4 at 11 pts is great. 3+ AS with chaos armor and shield is awesome. The fire glaives at 18 inches means shooting is viable. Compared with a great weapons the FG's get you to S5 and without the ASL rule. The blunderbusses referenced in the rules will probably be 12 inch shots. D3 wounds AP strength based on ranks.
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| # ¿ May 13, 2011 19:53 |
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| # ¿ May 24, 2013 02:46 |
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moths posted:Part of me is happy to see CD return, but the rest of me is pissed that they'll never be legal now. There is nothing in the BRB about "legal" and "not legal" its up to each player group to decide what is and isn't legal. If tournaments want to legalize CD units via WoC lists they could or allow for the solo list. If i have to buy 25% WoC core to plays Cd's I will, and I know many other Cd players would as well. Just depends what the community decides.
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| # ¿ May 14, 2011 07:57 |
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Tadhg posted:The summer magic thing is going to have to be awesome if GW is going to recover from this month. Any word on it beyond, "It's Apocalypse for Fantasy and they're making the monsters for Transformation?" The chaos Dwarf Lammasu will be in the storms of chaos materials according to the leaked army book pictures from the French Games Day. BTW if you want said images, cough cough email me or IM me. kingfisherb90 on aim isaac.mooers on gmail Thoughts on? ![]() http://www.forgeworld.co.uk/Warhamm...IEGE-GIANT.html Rules http://www.forgeworld.co.uk/Downloa...Siege-Giant.pdf
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| # ¿ May 27, 2011 06:09 |
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Manifest posted:SUPER COOL. What about the rules and such? Point value? Competes against: K'daai Destroyer : 295 pts M9 WS5 S7 T6 W6 I5 A6 Ld8 Unbreakable, unstable Frenzy +1D3 Flaming attack, terror, large target thunderstomp Special Rules: At the beginning of the 2dn turn, and for each turn, toughness test for the unit (the kdaai). If failed, 1D3 wound without save. Ward save 4+, 2+ ward save against flaming attacks every model in base contact suffers 1 S4 hit, flaming, non magical attack with -1 to wound
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| # ¿ May 27, 2011 06:58 |
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Carcer posted:I've been wanting to get into Ogre kingdoms, what would I need for a good army? I've read suggestions about 2 battalion boxes (Convert Ironguts and leadbelchers into bulls and a tyrant + Butcher) and then as many scrap launchers as I can stand to scratch build. And I suppose as many gnoblars as I feel like using. Trappers are awesome for war machine hunting. Also dig up the optional rules for: http://www.forgeworld.co.uk/Warhamm...HUNDERLORD.html http://www.forgeworld.co.uk/Warhamm...-CAVALRY-1.html http://www.forgeworld.co.uk/Warhamm...-CAVALRY-2.html Anyone who wont let you play with them is an epic Douche. Buy the lord and knock off the mount via: http://www.coolminiornot.com/shop/t...stant-mold.html Thats what I am going to do for the new chaos dwarfs.
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| # ¿ Jun 8, 2011 05:24 |
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Flippycunt posted:So I want to make a Necrotech for my TK army since the GW model is loving weird looking. I got a few ideas! Here is the guy you want to be your Billy bad rear end necrotect screw that weak looking model ![]() http://www.games-workshop.com/gws/c...dId=prod1560083 This is my favorite model to use a "buffed up Tomb Prince" ![]() http://www.games-workshop.com/gws/c...dId=prod110002a With a little bit of mod work this could be an awesome female TK wizard ![]() http://www.games-workshop.com/gws/c...dId=prod1560082 Seriously everyone should just incorporate BloodBowl and Mordhiem mini's into their armies its like 3 games for the price of one.
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| # ¿ Jun 11, 2011 20:22 |
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For the price those will be in fine cast this become viable for you WoC players: ![]() http://www.forgeworld.co.uk/Warhamm...D-NIGHTMAW.html
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| # ¿ Jun 12, 2011 00:39 |
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shotgunbadger posted:Yes Are you familiar with the fulminating cage wind blast trick?
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| # ¿ Jun 21, 2011 01:56 |
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Speak of GW releases https://spreadsheets.google.com/spr...=CN-pqc4F#gid=0 ![]() ![]() Don't ban me if those are too big idk how to read numbers and am a mathhammer failure KingFisher fucked around with this message at Jun 24, 2011 around 23:37 |
| # ¿ Jun 24, 2011 22:51 |
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Reminder this is the FW Great Taurus! It doesn't come with a rider because there will be multiple riders available. From a 40mm base to a chariot base makes this a much bigger gribbly. Btw it has huge balls, mine will be painted blue.
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| # ¿ Jun 24, 2011 23:40 |
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![]() Lammasu and Taurus rules are included in the Storm of magic as shown in the most resent 'what's new today'. Great Taurus M WS BS S T W I A Ld Troop Type Unit size 175pts 6 5 0 6 5 4 3 4 6 Monster 1 Special Rules: Flaming Attacks, Fly, Large Target, Terror, Blazing Body(Any model in base contact at the start on combat takes a S4 flaming attack. Any non-magical attacks suffer -1 penalty to wound.), Fueled by Fire( cannot be wounded by law of fire spells but if successfully targeted by one such spell gains D3 wounds. Options: Frenzy and hatred 30pts S4 flaming breath weapon. 30 pts Lammasu M WS BS S T W I A Ld Troop Type Unit size 170pts 6 3 0 5 5 4 1 2 6 Monster 1 Level 1 wizard can be upgraded to level 2. 35 points can have lores fire death or shadow. woot that means i get shadow back ![]() Special Rules:Fly, Large Target, Magic Resistance (3), Terror, Sorcerous Miasma(Effects of magical weapons in base contact are nullified.) Options: One +1 strength attack 15 pts also option to have a S4 magical breath weapon. 30 pts
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| # ¿ Jun 28, 2011 01:59 |
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The Lammasu's ability to neutralize magical weapons in base contact is really strong. I could see using it to negate the 200 point magic swords and such in SoM. Or turning a really fighty character into just average. Also a flying wizard that knows 2 death spells for 200pt is silly good.
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| # ¿ Jun 28, 2011 02:02 |
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Not a viking posted:Make sure you re-read the rules for ASF and great weapons (ASL) before you make up your mind. How is your chaos dwarf army coming? I have some stuff you might be interested in. Got an email or IM I can say hi on?
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| # ¿ Jul 1, 2011 19:33 |
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Sneaky Homunculus posted:Rules Question Codex trumps rulebook in warhams. Not sure if that answers the question though.
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| # ¿ Jul 12, 2011 02:50 |
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Does anyone know a US online discount retailer? Back when the spider dropped I remember something about a "Galaxy Gobo" or something store that was selling for 30% off list. I need to buy me a Finecast Lammasu and Great Taurus. I contacted warstore and paintedfig and both don't get finecast from GW. KF
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| # ¿ Jul 16, 2011 07:19 |
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Prefect Six posted:That didn't take long. So where can I buy finecast online cheaply?
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| # ¿ Jul 17, 2011 03:35 |
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Not a viking posted:I had my first game of FB in about a year today. Felt good man! You want some pre release chaos dwarf FW list goodness?
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| # ¿ Aug 24, 2011 05:55 |
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Not a viking posted:Yessssss please! email me isaac.mooers@gmail.com I'll send you a present.
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| # ¿ Aug 26, 2011 05:55 |
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Baruch Obamawitz posted:Yeah, they're just about ridiculous. Good thing chaos dwarfs can shoot the poo poo out of that. Nothing a k'daai destroyer cant make short work of. For those unfamiliar with the new FW list: K'daai Destroyer 295 K'daai Destroyer M9 WS5 BS3 S7 T6 W6 I5 A6 LD8 Equipment: Hand Weapon Rules: Unstable, Unbreakable, Terror, Large Target, Flaming Attacks, Blazing Body, Bound Fire Daemon, Burning Bright, Frenzy (D3 Attacks) Blazing Body: Any model friendly or enemy in base contact with the Great Taurus at the start of any round of close combat takes an automatic strength 4 hit with the Flaming Attacks special rule. Bound Fire Daemon: a 4+ ward Burning Bright: At the start of the controlling players turn take a toughness test if you fail take d3 wounds. Heaven forbid a tomb kings player ever matches up against a chaos dwarfs player. KingFisher fucked around with this message at Sep 7, 2011 around 17:42 |
| # ¿ Sep 7, 2011 17:01 |
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Not a viking posted:Yeah, about half of the models in the army have flamming attacks and/or a ward save vs flaming attacks. K'daai MI are like an Ogre sized suit of armor with flames licking out. I can't see any reason why someone would run more then 6 of them. Using GW Minotaurs with lots of extra ogre/chaos armor seems the easiest. I might even do a "flame tornado" replacement for the legs. I don't think they will make models for either K'daai model.
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| # ¿ Sep 8, 2011 00:14 |
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Dear Forge World, please take all my money...... The grim Dark Lands where the Chaos Dwarfs make their home are a dread and forbidding place, and birthing ground for many strange and unnatural creatures. None, however, are more sought after by the Dawi Zharr than the dread Bale Taurus of the Volcanic Heights. To the Chaos Dwarfs, this mighty beast’s resemblance to their terrible god Hashut, the Father of Darkness, is no mere coincidence. Taking the form of an immense, winged daemoniac bull, its flesh burns with the intensity of a furnace, wreathing it in smouldering shadow and sparking the ground afire beneath its hooves. None but the highest servants of Hashut and the most powerful of Fire wizards can hope to break and master these hellish bull-monsters, and even then it is only by means of the most complex and dangerous magics that a Chaos Dwarf Sorcerer can ride such a beast without succumbing to their incinerating heat and voracious appetite. http://www.forgeworld.co.uk/New_Stu...ALE-TAURUS.html ![]() ![]() ![]() ![]()
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| # ¿ Sep 9, 2011 16:42 |
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Which base does that look like? Chariot? It looks about 60x100mm based on the scale with the man sized figure. Supposedly this is a SoM type "Scroll of Binding" Creature. I would prefer they just make it a Monstrous mount/Rare option like the OnG Spider. Which is how I will play it if they don't do that. This had better have the most epic thunderstomp ability, like the bone grinder giant. I am hoping they pull out all the stops with this stat wise.
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| # ¿ Sep 9, 2011 17:41 |
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MasterSlowPoke posted:WS3 S5 T5 W4 A3, 5+ Armor. Flaming attacks. 300 points. This isn't a Beastmen Rare here guys. I am thinking it will be at least as good as the K'daai Destroyer I posted earlier. Probably add a bigger thunder-stomp, breath weapon, armor save,fly.
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| # ¿ Sep 9, 2011 18:25 |
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Rapey Joe Stalin posted:Bulls aren't blue, silly. Balls are, and my bull just may have a pair full of battle lust.
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| # ¿ Sep 9, 2011 23:13 |
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My brother and I were playing a game today and we found ourselves at a question about the Default spell from the FW book which grants hatred as a RiP. "The target units become subject to Hatred while the spells is in effect." Say you cast hatred on a unit, it gets into combat on round one of that combat the hatred is used up. There would be no Hatred on the other players turn when they engage in combat with your unit. Then on your turn can you cast hatred on the unit again? I am unsure because hatred according to the BRB, only has an effect in the first round of combat. So what is it the first round of combat or the first round of combat since the Hatred was applied to the unit? Thanks for clarifying this for me!
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| # ¿ Sep 11, 2011 04:30 |
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S.J. posted:The Hatred would never go away unless the spell was dispelled, but they would only get the rerolls on the first round of the combat. Recasting it on them would do nothing. the spell says this Voice of Hatred (Signature Spell) Cast on a 6+ Remains in play, Breath of Hatred is an augment spell with a range of 12 inches. The target units become subject to Hatred while the spells is in effect. Alternately, the Sorcerer can extend this effect to all friendly units withing 12 inches, but if they do the casting value is increased to 15+. So if it gets dispelled, could I recast it, and then it apply? Any units presently in combat would not get the hatred effects if they were on any round of combat after the 1st round? Would they get hatred if they got into combat with another unit?
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| # ¿ Sep 11, 2011 07:20 |
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Pierzak posted:Is that... the old Nautilus i see? The mechanical kraken... That is the "Black Kraken" a Chaos dwarf ship captained by a renegade engineer. I wish I could buy just that model
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| # ¿ Sep 18, 2011 02:43 |
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Are any of you UK goons going to Gamesday UK? If so is there anyway I could pay you to buy me a copy of tamurkhan and the GD only Hellsmith?
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| # ¿ Sep 22, 2011 19:18 |
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I usually run a Fighty BSB hero with no magical banner and then put a war banner for another +1 CR on the units standard. Totals +3 to CR given my heros make my units stubborn (on LD 9 or 10) it can help get the win. If you are running gors with AHW the razor banner might really be worth considering.
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| # ¿ Sep 23, 2011 19:35 |
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![]() Those slaves in cages are where he channels the turn to stone effect to make them suffer.
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| # ¿ Sep 25, 2011 18:31 |
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Yeah there were lots of nerfs to the chaos dwarf lists. The points costs of the 2 good rares both got raised so now both cant be taken. Also taking our 8pt warriors away is pretty awful, now I have to pay 15 pts for my basic troop. The elite troops now cost 18 points without gear and would be WS5 S5 T4. I guess I start mathing out how to win with huge blocks of Hobgoblins again somehow.
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| # ¿ Sep 26, 2011 17:37 |
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So I came up with this little unit for fun, now that ashen storm makes units flammable. #4 Ash Storm Cast on a 11+ Ash Storm is a hex spell with a range of 24 inches. The target unit suffers -1 to hit in close combat and -2 to hit with shooting attacks until the caster's next Magic phase. In addition, the target units may only use its basic move and may not charge, march or fly. The unit also treats all terrain (expect impassable terrain) as dangerous terrain while the spell's effect last. Wizards cannot cast magic spells expect on themselves while under the effect of this hex. Any unit under the effect of the spell is treated as being flammable. Charge this unit at the other sides general/wizard cast ashen storm. The Hero is sure to deal 1 wound in a challenge swinging at S7 4 attacks, opponent has to re-roll successful Ward saves. Also has a 1+ AS. The unit has 22 flaming attacks plus 3 stomps against a Flammable unit this should easily break a unit and pursue for the kill. Hero: The Hammer Bearer Bull Centaur Tuar'ruk 155 Blackshard Armor 10 Shield 5 Black Hammer of Hashut 35 The Other Trickster's Shard 15 220 The Flaming Bulls Bull Centaur Rendersx5 200 Full Command 25 Banner of the Eternal Flame 10 Additional Hand Weapon 25 260 Here are the stats on the units in question: Black Hammer of Hashut (CDO only) Magic Weapon 35 points Close combat attacks made with this weapon are at +2 Strength. Any Flammable model successfully wounded is killed outright. Blackshard Armor: 4+ Armor save 5+ Ward save vs flaming attacks. Bull Centaur Taur'ruk 155 M7 WS5 BS2 S5 T5 W4 I4 A4 LD 9 Hand Weapon Heavy Armor Fear, Contempt ,Scaly Skin(5+) May take Magic items up to a total of 50 Blackshard Armor 10 Shield 5 Additional Hand Weapon 10 Great Weapon 10 Can only take if a unit of Bull Centaur Renders is included, cannot be general. Bull Centaur Renders 40 Unit Size 3+ Bull Centaur Render M7 WS4 BS2 S4 T5 W3 I3 A2 LD8 Bull Centaur Ba'hal M7 WS4 BS2 S4 T5 W3 I3 A3 LD8 Equipment: Hand Weapon Heavy Armor Rules: Fear Contempt Scaly Skin (5+) May be equipped with any of the following Shields 5 Additional hand weapons 5 or Great Weapon 10 or Spears 5 Musician 5 Standard Bearer 10 Ba'hal 10 Magic standard worth up to 50 KingFisher fucked around with this message at Sep 29, 2011 around 21:47 |
| # ¿ Sep 29, 2011 21:30 |
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Business Gorillas posted:Is there an link to the new chaos dwarf lists anywhere? I have a list complied from the FR GD list plus questions I asked tamurkhan owners. The new spell effect is a recent change. The file he uploaded is now out of date. I will work up a better version factoring the new bale taurus and other rules changes.
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| # ¿ Sep 30, 2011 00:03 |
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I am looking to get some advice on a a Tamurkhan chaos dwarf list. If anyone wants to see the list let me know so we can talk over what I have come up with. Here is an example of what I have come up with 2500pts Sorcerer Prophet Level 4 Hashut Healing potion Talisman of Protection Daemonsmith Sorcerer Lore of Fire Dark Castellan Battle Standard Bearer Armor of Bazherak the Cruel Core: Hobgoblins x50 AHW Hobgoblins x50 Bows Chaos Dwarf Infernals x10 Standard Bearer/Champion Flaming Banner Special: Magma Cannon Death Shriekerx2 Iron Daemon Hellbound Skull Cracker Rare: K'daai Destroyerx1 Hellcannon
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| # ¿ Oct 4, 2011 05:33 |
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Another thought, How would you guys use this this special character from the Tamurkhan book: Drazhoth the Ashen 530 Drazhoth M3 WS6 BS4 S4 T5 W4 I2 A3 LD10 Cinderbreath M6 WS5 BS0 S6 T5 W5 I3 A4 LD6 Level 4 Wizard, lore of Hashut Rules: Resolute, Relentless, Contempt, Daemonsmith, Dark Renown Blackshard Armor Hellheart Amulet: 5+ ward save, enemy takes S2 hit if WS fails Daemonspite Crucible: +1 to casting attempts, if he kills a wizard it becomes +3 The Graven Sceptre: Never wounds on higher then a 4+ Cinderbreath has a S4 breath weapon, Terror, Large Target, Flaming Attacks, Blazing Body, Fly, Fuel by Fire Rules: Blackshard Armor: 4+ Armor save 5+ Ward save vs flaming attacks. Resolute: flee and pursue 2d-1 Relentless: No march blocking LD tests Contempt: Can only join units with Contempt., no panic tests unless that unit also has contempt. Dark Renown: +1 CR within 12 inches. Blazing Body: Any model friendly or enemy in base contact with the Great Taurus at the start of any round of close combat takes an automatic strength 4 hit with the Flaming Attacks special rule. Fueled by Fire: A great Taurus cannot be wounded by spells from the Lore of Fire. In addition, if the Great Taurus is the target of a successfully cast spell from the Lore of Fire, it immediately regains D3 Wounds lost earlier in battle. Sorcerers Curse: when a miscast is suffered after resolving the effects of said miscast the dwarf must take a toughness test if failed take a wound with no saves. the first time this happens they gain 1 toughness subsequent wounds caused in this manner don’t increase toughness. So Miscast first then T test then +1 T on first occurrence. And he knows this lore: Lore: If a magic missile or direct damage spell from the Lore of Hashut is targeted on one or more models with the Flammable special rule, the Wizard adds +D3 to their casting total. Voice of Hatred (Signature Spell) Cast on a 6+ Remains in play, Breath of Hatred is an augment spell with a range of 12 inches. The target units become subject to Hatred while the spells is in effect. Alternately, the Sorcerer can extend this effect to all friendly units withing 12 inches, but if they do the casting value is increased to 15+. #1 Burning Wrath Cast on a 6+ Burning Wrath is a magic missile with a range of 8 inches. It inflicts d6 Strength 6 hits which count as flaming attacks. The Sorcerer can increase this to 2D6 hits, but if they do the casting value is increased to 12+ #2 Dark Subjugation Cast on a 8+ Dark Subjugation is a hex spell with a range of 24 inches. The target unit must pass a Leadership test at -3 or suffer a permanent reduction of -1 to leadership for the rest of the game (to a minimum of 2) each time it is the victim of this spell. Unbreakable units are immune to this spell. #3 Curse of Hashut Cast on a 10+ The Curse of Hashut is a direct damage spell with a range of 18 inches. It targets a single enemy model of the caster's choice (even a character in a unit). The target suffers a number of hits equal to 2D6 minus their Toughness score. Hits from this spell wound on a 4+/ with no armor saves allowed. #4 Ash Storm Cast on a 11+ Ash Storm is a hex spell with a range of 24 inches. The target unit suffers -1 to hit in close combat and -2 to hit with shooting attacks until the caster's next Magic phase. In addition, the target units may only use its basic move and may not charge, march or fly. The unit also treats all terrain (expect impassable terrain) as dangerous terrain while the spell's effect last. Wizards cannot cast magic spells expect on themselves while under the effect of this hex. Any unit under the effect of the spell is treated as being flammable. #5 Hell Hammer Cast on a 13+ Hell Hammer is a direct damage spell. To determine what is hit extend a straight line 3D6 inches within the caster's front arc and directly away from their base. Each model in the way ( determined as for a bouncing cannonball) must take a Initiative test or suffer a Strength 6 hit causing multiple (D3wounds). Any unit suffering casualties from this spell must immediately take a Panic test. The Sorcerer may choose to double the Hell Hammer's range ( making the line's distance twice the total rolled). However if they do so, the casting value of the spells is increased to 18+. #6 Flames of Azgorh Cast on a 18+ Flames of Azgorh is a direct damage spell which be cast on any point on the table within the caster's line of sight. Place the small (3 inch) round template with the central hole on the chosen target point – the template then scatters D6 inches (remaining on the target is a “hit” is rolled). All models touched by the template suffer a Strength 6 hit. Hits from this spell have the Flaming Attacks and Multiple Wound (D6) special rules. In addition the model directly under the hole in the template must take a Toughness test at -2 or be slain outright with no saves of any kind allowed. The sorcerer may choose to increase the power of the Flames of Azgorh use the larger (5 inch)round template, but if this is the case the casting value is increased to 25+. KingFisher fucked around with this message at Oct 4, 2011 around 20:30 |
| # ¿ Oct 4, 2011 20:28 |
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Not a viking posted:You send them to me. send them to me! seriously I am state side ![]() tamurkhan should be orderable this month from WF
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| # ¿ Oct 17, 2011 07:48 |
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![]() I hear chaos dwarfs have a cool lord.
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| # ¿ Oct 18, 2011 01:13 |
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Rules question here. I am playing my brothers tower of lvl 1 shadow wizards list, he said tailor against him as much as I want. Its like a lvl 2 wilds and 4 lvl 1 shadow in a tower with a herdstone nearby to buff the dice/casting. He puts 2 huge units of bestigors out there and debuffs your weapon skill to 1 and then buff his guys up. I figure I will shoot the poo poo out of his tower. Can I shoot at a tower that is also being assulted by my ground foot troops? Normal cav get to assault with 10 models? Only Monstrous stuff gets counted as 3 models right? Enter this bad boy x3: http://www.forgeworld.co.uk/Warhamm...KER-ROCKET.html So the Deathshrieker rocket from WF for chaos dwarfs has 2 ammo types one of which reads with this rule: Firing the Deathshrieker: To fire the Deathshrieker, take a small counter or similar marker (no more than 1” across, -if you have left the rocket loose, you can of course use that!) and place it anywhere completely within the war machine’s line of sight, outside of the Deathshrieker’s minimum range and within its maximum range. This target point cannot be placed over friendly units or enemy models from a unit that is engaged in combat with friendly units. The weapon may however strike friendly targets by mistake instead, as shown later. Once the marker has been placed, roll for scatter using a Scatter dice and an Artillery dice. If a Misfire is rolled on the Artillery dice, something has gone dreadfully amiss. Roll on the Black Powder Misfire chart - see the Warhammer rulebook. If there is no misfire, and a ‘hit’ is rolled on the Scatter dice, the rocket lands on its intended target and the number on the Artillery dice is ignored. If an arrow is rolled, the shot has scattered off elsewhere. This is carried out as normal for a war machine. — In summation, move the target marker a distance in inches equal to the result on the Artillery dice in the direction shown on the Scatter dice. Demolition Rockets Deathshrieker launchers may be used to fire special demolition rockets instead of their normal loads. These rockets inflict their damage on a single model on which they land, rather than explode in the air like the Deathshrieker and are not subject to its special scatter rule. If the rocket fails to land directly on a model, then the shot is wasted. Has this profile: Rocket 12”-48” 8 Multiple Wounds (D6) Question, so how would this work shooting into a building? Since for template weapons you roll d6 models hit, and if it wounds you use the under the hole rules. Which would be D6 wounds. The BRB says: "For example, a building is hit by a cannon ball. The unit inside the building suffers D6 Strength 10 hits. As the cannon has the Multiple Wounds (D6) special rule, all unsaved wounds will multiply by D6. Normally I just use a small template and say whatever is under the hole is what gets hit. Since hitting anywhere on the building would count as an under the hole hit for a normal stone thrower. long as my 1 inch marker hits the building do I get d6 hits which then each get d6 wounds to the unit? Also I will be using a few of these like 3: http://www.forgeworld.co.uk/Warhamm...GMA-CANNON.html Since they are an S5 AP1 D3 wounds flaming weapon. That means d6 models get hit, then each hits does D3 wounds per the example above additionally because they are flaming attacks they get To re-roll to wound roll when shooting at a building. I will be taking a lvl 4 metal wizard, glittering robe should make my troops near unkillable even with greatly lowered WS, and hopefully I can final transmutation his big units of bestigors into stupid land. I am contemplating this item: "The Chalice of Blood and Darkness (Arcane item) 50 points In any Magic phase the bearer may, if they wish, reduce the number of dice held in both side's pools by D3 each. Roll these dice separately declaring before rolling which applies to which side. If a double “1” is rolled between the dice the bearer suffers a wound with no armor saves allows. If they roll a double '6' then the bearer may recover a wound previous lost in the game." Plus a power stone, and a 5+ ward save. Hopefully on some turns I can reduce his casting/dispell options and drop a brutal magic phase he wont be able to dispell with the power stone. Comedy option: This x2 http://www.forgeworld.co.uk/Warhamm...IEGE-GIANT.html Rules question: The giant has this rule: Wall-Ripper A Chaos Siege Giant may always choose to attack and destroy buildings, regardless of the scenario (see page 399 of the Warhammer rulebook and use the Watchtower description for fortified buildings where appropriate), and may always choose to assault the building even if it is occupied, potentially bringing it down on top of any unlucky garrisoning troops inside. A Chaos Siege Giant always attacks a building with the Smash with Pick attack and need not roll for a random attack type. Smash with Pick The Giant brings down its Pick on the head of an unfortunate victim, most likely leaving little left but a blood red smear. The Giant chooses a single target model from the enemy unit that it is in base contact with. The target may attempt to avoid the blow by passing an Initiative test. If the test is failed, the model suffers 2D6 wounds with no Armour save allowed. If a double is rolled, the Giant’s pick has imbedded itself in the ground and the Giant cannot attack at all in the following round of the same combat whilst it yanks it free. So this means the unit in the building takes an I test and if they fail they take 2d6 wounds no armor save? Or can a building take an I test is there a statline for a fortified building on page 399 of the BRB? I only have the mini BRB. My other thought is a huge unit of Hobgoblins with bows like maybe 50 or 100. Could throw in a hell cannon or two for d6 S10 hits vs the buildings unit. Rule thoughts? Advice? KingFisher fucked around with this message at Oct 19, 2011 around 04:27 |
| # ¿ Oct 19, 2011 04:01 |
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WAR FOOT posted:I got my hands on the Throne book today, really loving the idea of a block of 60 Hobgoblins supported by Bull Centaurs. Chaos dwarf characters cannot join units of hobgoblins and vice versa because of the contempt rule. However making your hobgobs 5 wide and 10 deep backed up by a unit of dwarfs with greatweapon general/bsb is pretty dang unbreakable.
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| # ¿ Oct 20, 2011 07:22 |
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| # ¿ May 24, 2013 02:46 |
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Best thing about the blazing Body rule is the -1 on all to wound rolls from non magical weapons. Means you gotta be S5 to even wound it. Course it can be tied up by any character with a 5pt item and a great weapon even better if immune to stomp...... trade offs. KingFisher fucked around with this message at Oct 29, 2011 around 02:54 |
| # ¿ Oct 29, 2011 02:52 |


















