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Darkblood Skullpulper
Earthshaker


Joined: 29 Nov 2010
Posts: 195

PostPosted: Mon Nov 21, 2011 11:22 am    Post subject: Reply with quote

Changes are in process of being posted, BTW.

I think we are going to be very cramped, so I'm reducing army size to 2400.
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There are two novels that can change a bookish fourteen-year old's life: The Lord of the Rings and Atlas Shrugged.
One is a childish fantasy that often engenders a lifelong obsession with its unbelievable heroes, leading to an emotionally stunted, socially crippled adulthood, unable to deal with the real world. The other, of course, involves orcs.
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ExecutionerofKhaine.
Shade


Joined: 30 Nov 2010
Posts: 2420

PostPosted: Mon Nov 21, 2011 3:24 pm    Post subject: Reply with quote

I would like to say that I hope anyone using this new book has at least played a few games with it and doesn't spend each game looking up rules and dragging out games.

I personally think it too soon to allow a book no one has has a chace to play or play against.
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Joey

9th Age Armies
Vermin Swarms 8-5-1
Mixed Daemons 2-6-0
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Creon



Joined: 20 Dec 2010
Posts: 143

PostPosted: Mon Nov 21, 2011 5:34 pm    Post subject: Reply with quote

honestly, I don't see much difference between the lists. I acknowledge use of both lists, aye. Smile
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Arromanche
Ultimate Bandwagoning GW Whore


Joined: 27 Nov 2010
Posts: 1902
Location: Burke, VA

PostPosted: Mon Nov 21, 2011 5:48 pm    Post subject: Reply with quote

ExecutionerofKhaine wrote:
I would like to say that I hope anyone using this new book has at least played a few games with it and doesn't spend each game looking up rules and dragging out games.


Some are doing that with the regular rules. Rolling Eyes
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High Elves 7th - 60-29-12.... 8th 16-6-2
Lizardmen 7th - 71-40-9...8th 11-5-0
Skaven In 7th -12-8-5....In 8th 29-15-3
Dwarves 7th - 27-7-0....8th 10-7-3
Empire 8th 10-8-0
Wood Elves 7th - 65-22-3...8th 1-4-0
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Creon



Joined: 20 Dec 2010
Posts: 143

PostPosted: Mon Nov 21, 2011 5:53 pm    Post subject: Reply with quote

I've played several games with the new rules, am familiar with them. Will have to pull them out to prove to others that's what the rules say. But I have a printed list, just like everyone else who goes to a tournament.
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headgasket



Joined: 05 Dec 2010
Posts: 465

PostPosted: Mon Nov 21, 2011 6:17 pm    Post subject: Reply with quote

Joey you know it is coming. I know exactly what you will
be doing on the day of the tournament. Thank God I will
not be there for sloppy seconds. Laughing Laughing Laughing Laughing Laughing
I think Casey said it best.


Andy
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Arromanche
Ultimate Bandwagoning GW Whore


Joined: 27 Nov 2010
Posts: 1902
Location: Burke, VA

PostPosted: Mon Nov 21, 2011 10:04 pm    Post subject: Reply with quote

How about everyone use this protocol when questions arise on the rules.

1. Do not vehemently argue you are right without double checking the rule book.

2. Do not argue for 10 minutes before checking said book. Then prove yourself if right by showing it in the book.

3. When proven wrong apologize for wasting everyone's time.


It will make any tournament far more enjoyable for everybody. Wink
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High Elves 7th - 60-29-12.... 8th 16-6-2
Lizardmen 7th - 71-40-9...8th 11-5-0
Skaven In 7th -12-8-5....In 8th 29-15-3
Dwarves 7th - 27-7-0....8th 10-7-3
Empire 8th 10-8-0
Wood Elves 7th - 65-22-3...8th 1-4-0
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Davall
Nerd Rager!


Joined: 29 Nov 2010
Posts: 1925

PostPosted: Tue Nov 22, 2011 8:21 am    Post subject: Reply with quote

Arromanche wrote:
How about everyone use this protocol when questions arise on the rules.

1. Do not vehemently argue you are right without double checking the rule book.

2. Do not argue for 10 minutes before checking said book. Then prove yourself if right by showing it in the book.

3. When proven wrong apologize for wasting everyone's time.


It will make any tournament far more enjoyable for everybody. Wink


Methinks Harry is after my title.....
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Darkblood Skullpulper
Earthshaker


Joined: 29 Nov 2010
Posts: 195

PostPosted: Wed Nov 23, 2011 8:36 am    Post subject: Reply with quote

I need some painted squig models - lots of them. I need them for the T4T tourney. PM me if you have some squigs to offer. Willing to either borrow of buy.
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There are two novels that can change a bookish fourteen-year old's life: The Lord of the Rings and Atlas Shrugged.
One is a childish fantasy that often engenders a lifelong obsession with its unbelievable heroes, leading to an emotionally stunted, socially crippled adulthood, unable to deal with the real world. The other, of course, involves orcs.
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Skipschnit
Herr Pyramid Dictator!


Joined: 29 Nov 2010
Posts: 2274

PostPosted: Fri Nov 25, 2011 5:50 pm    Post subject: Reply with quote

Darkblood Skullpulper wrote:
Changes are in process of being posted, BTW.

I think we are going to be very cramped, so I'm reducing army size to 2400.


WTF? I already had my army put together. Rolling Eyes
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Ben J.

Orationem pulchram non habens, scribo ista linea in lingua Latina
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ExecutionerofKhaine.
Shade


Joined: 30 Nov 2010
Posts: 2420

PostPosted: Fri Nov 25, 2011 7:55 pm    Post subject: Reply with quote

Skipschnit wrote:
Darkblood Skullpulper wrote:
Changes are in process of being posted, BTW.

I think we are going to be very cramped, so I'm reducing army size to 2400.


WTF? I already had my army put together. Rolling Eyes


Awwww, I bought a model just for the SoM based on the 2800 Confused
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Joey

9th Age Armies
Vermin Swarms 8-5-1
Mixed Daemons 2-6-0
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Arromanche
Ultimate Bandwagoning GW Whore


Joined: 27 Nov 2010
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Location: Burke, VA

PostPosted: Fri Nov 25, 2011 8:34 pm    Post subject: Reply with quote

New chaos Dwarfs, points removed ungor price substituted., all magic items shown and new magic lore.

The Legion of Azgorh Army


Unit Name ## Mv WS BS St To Wo In At Ld Sv WSv Type Cost

Lords ________________________________________________________________________________________

Drazhaoth the Ashen, Prophet o 1 3 6 4 4 5 4 2 3 10 4+ 5+ In 114 ungors
Infantry; Resolute; Relentless; Contempt; Daemonsmith;
Dark Renown (+1 CR to all Chaos Dwarf units, including
himself); ; General; Units within 12" may use General's
Leadership; Lore of Hashut; Magic Level 4; +4 to cast and
dispel rolls. Has 4 spells.; Show Lore of Hashut;
Blackshard Armour
#Hellshard Amulet (Talisman) Ward Save 5+. If fails to ward wound in CC, attacker
suffers S2 hit.
#Daemonspite Crucible (Arcan +1 to casting attempts. If Drazhoath or Cinderbreath kills
an enemy Wizard in CC the bonus is increased to +2.
#The Graven Sceptre (Magic W Always wounds on 4+ or better.

Cinderbreath 1 6 5 6 6 5 3 4 6 Mo
Blazing Body, Fuelled by Fire, Flaming Attacks, Fly, Large
Target, Terror, Breath Weapon (St4)




* Sorcerer-Prophet 1 3 5 4 4 5 3 2 3 10 3+ In
Usage Conflict; Infantry; Resolute; Relentless; Contempt;
Daemonsmith; Immune to Psychology; Infernal Engineer (may
use look-out-sir if within 3" of own war machine, one war
machine within 3" may re-roll Scatter or artillery dice);
Sorcerer's Curse (each time sorcerer suffers a miscast he
must also test his Toughness, if failed he suffers a
Wound; first time he suffers a wound this way he gains
+1To for the rest of the game); Lore of Hashut; Magic
Level 4; +4 to cast and dispel rolls. Has 4 spells.; Show
Lore of Hashut; Blood of Hashut; One Use Only. Instead of
attacking, use against single enemy model in base contact.
On 2+ target suffers D6 hits, wounding on roll equal to
unmodified armour save (roll of 1 always fails), with no
armour saves, and with Flaming and Magical Attacks.;
Darkforged Weapon; Magical Hand Weapon. Roll for
additional effect at the same time as for the spells.
Re-roll effect if another daemonsmith already has it. 1:
+1 to channeling, 2: St3 Flaming Attack Breath Weapon, 3:
Eternal Hatred, 4: Multiple Wounds (D3), 5: +1 to
dispelling attempts, 6: wounds on 2+, if 1 is rolled
bearer suffers a wound instead, with no saves allowed.;
Naphta Bombs; ^; ^; Pistol; ^; ^; Blackshard Armour


Bale Taurus 1 6 5 6 6 5 3 4 6 Mo 45 ungors
Monster (Thunderstomp); Fly; Terror; Large Target; Flaming
Attacks; # Blazing Body: any model in base contact with
Great Taurus at the start of round of Close Combat suffers
S4 Flaming hit. Non-magical attacks against him suffer -1
To Wound penalty; # Fuelled By Fire: cannot be wounded by
spells from Lore of Fire. If spell from Lore of Fire is
successfully cast on him, he regains D3 Wounds; # Breath
Weapon, St4, Flaming Attack





Great Taurus 1 6 5 6 5 4 3 4 6 Mo 29 ungors
Monster (Thunderstomp); Fly; Terror; Large Target; Flaming
Attacks; # Blazing Body: any model in base contact with
Great Taurus at the start of round of Close Combat suffers
S4 Flaming hit. Non-magical attacks against him suffer -1
To Wound penalty; # Fuelled By Fire: cannot be wounded by
spells from Lore of Fire. If spell from Lore of Fire is
successfully cast on him, he regains D3 Wounds.




Lammasu 1 6 3 5 5 4 1 2 8 Mo 39 ungors
Monster (Thunderstomp); Fly; Terror; Large Target; Magic
Resistance (3); #Sorcerous Miasma: All Magic Weapons in
base contact lose magical properties; Magic Level 1; +1 to
cast and dispel rolls. Has 1 spell.; Lore of Fire



Heroes ______________________________________________________________________________________________________

Bull Centaur Taur'ruk 1 7 5 2 5/7 5 4 4 4 9 2+ MB
Monstrous Beast (Stomp); Scaly Skin (5+); Contempt; Fear;
Great Weapon; +2S, Always strikes last, Two-handed



Daemonsmith Sorcerer 1 3 4 4 4 5 2 1 2 9 4+ In
Infantry; Resolute; Relentless; Contempt; Daemonsmith;
Immune to Psychology; Infernal Engineer (may use
look-out-sir if within 3" of own war machine, one war
machine within 3" may re-roll Scatter or artillery dice);
Sorcerer's Curse (each time sorcerer suffers a miscast he
must also test his Toughness, if failed he suffers a
Wound; first time he suffers a wound this way he gains
+1To for the rest of the game); Lore of Death; Magic Level
1; +1 to cast and dispel rolls. Has 1 spell.; Darkforged
Weapon; Magical Hand Weapon. Roll for additional effect at
the same time as for the spells. Re-roll effect if another
daemonsmith already has it. 1: +1 to channeling, 2: St3
Flaming Attack Breath Weapon, 3: Eternal Hatred, 4:
Multiple Wounds (D3), 5: +1 to dispelling attempts, 6:
wounds on 2+, if 1 is rolled bearer suffers a wound
instead, with no saves allowed.; Blackshard Armour



Hobgoblin Khan 1 4 4 3 4 4 2 4 3 7 4+ In
Infantry (Cavalry on wolf); Throwing Knives; Range 6". S
as user. Quick to fire; Light Armour; Shield
Giant Wolf 1 9 3 3 3 1 3 1 3



Infernal Castellan 1 3 6 4 4/6 5 2 3 3 9 3+ In
Infantry; Resolute; Relentless; Contempt; Stubborn; Great
Weapon; +2S, Always strikes last, Two-handed; Blackshard
Armour; Shield; Battle Standard; Units w/in 12" may
re-roll failed Ld tests of any kind, such as Break tests,
Rally test, Fear tests, Panic tests and so on.



Cores ____________________________________________________________________________


Chaos Dwarf Inferal Guard 9 3 4 3 4/5 4 1 2 1 9 3+ In
Infantry; Resolute; Relentless; Contempt; Fireglaives;
Range 18", S4 Armour Piercing, Melee S+1 Two Handed;
Blackshard Armour; Shield; Standard; +1CR; Musician; +1CR
if tied; +1 Ld in rally attempts.
Deathmask 1 3 5 3 4/5 4 1 2 2 9 3+ In
Blackshard Armour




Hobgoblin Cutthroats 19 4 3 3 3 3 1 2 1/2 6 5+ In
Infantry; Hobgoblin Animosity (roll for no-fleeing units
of 5+ models, unless within 6" of Chaos Dwarf or Bull
Centaur, 1: take a Panic test, 2-5: act as normal, 6: unit
suffers D3 wounds, they gain +1 to hit for this turn);
Backstabbers (if the restrain pursuit they inflict D6 S3
hits on fleeing unit for every 10 models in hobgoblin
unit); 2ndWeapon; +1A if on foot; Throwing Knives; Range
6". S as user. Quick to fire; Light Armour; Shield;
Standard; +1CR; Musician; +1CR if tied; +1 Ld in rally
attempts.
Murder Boss 1 4 3 3 3 3 1 2 2/3 6 4+ In
Light Armour


Specials ____________________________________________________________________


Bull Centaurs Renders 2 7 4 2 4 5 3 3 2/3 8 2+ MB
Monstrous Beast (Stomp); Scaly Skin (5+); Contempt; Fear;
Additional Hand Weapons; Heavy Armour; Shields; Standard;
+1CR; Musician; +1CR if tied; +1 Ld in rally attempts.
Ba'hal 1 7 4 2 4 5 3 3 3/4 8 2+ MB
Heavy Armour




Chaos Dwarf Infernal Ironsworn 9 3 5 3 4/5 4 1 2 1 9 3+ In
Infantry; Resoute; Relentless; Contempt; Ensorcelled Hand
Weapon; Ensorcelled Hand Weapons; ^; ^; Blackshard Armour;
Shield; Standard; +1CR; Musician; +1CR if tied; +1 Ld in
rally attempts.
Deathmask 1 3 5 3 4/5 4 1 2 2 9 3+ In
Ensorcelled Hand Weapons; ^; ^; Blackshard Armour



Deathshrieker Rocket Launcher 1 7/8 3/4 5+ WM 20 ungors
War Machine; Resolute; Relentless; Contempt; Uses the
Black Powder misfire chart; Deathshrieker: Range12-48" S3
Flaming Attacks, Panic test on any casualties. Place 1"
counter within LOS and scatter it, if hits any model place
Large Template. If counter is not on any model roll
artillery dice again, if missfire, nothing happens, if
number, move the counter that many inches in the direction
of closest model - friend or foe, if hits place Small
Template; Demolition Rockets, Range 12-48", S8, Multiple
Wounds (D6), nominate a point within LOS and inflict
single hit on model on which they land.; Hellbound; ^; ^;
Steam Carriage; ^; ^
Chaos Dwarf Crew 3 3 4 3 3 4 1 2 1 9 5+
Heavy Armour



Iron Daemon War Engine 1 6 8 7/8 7/8 3+ Un 57 ungors
Unique; Thunderstomp; Armour Plating (3+ save);
Unbreakable; Terror; Large Target; Lumbering and
Unstoppable; Impact Hits (D6+2); Carriage Hauler;
Hellbound; ^; ^; Skullcracker; Rolls 2D6 for Impact hits
and Thunderstomp. +1 to wound rolls against buildings and
fortifications.
Chaos Dwarf Crew 1 4 3 3 2 3 9



K'daai Fireborn 2 6 4 2 5 4 2 4 2 7 4+ MI 11 ungors each
Monstrous Infantry (Stomp); Unstable; Unbreakable; Fear;
Flaming Attacks; Blazing Body (any model, except of other
K'daai,s in btb at the start of CC phase suffers S4
Flaming hit, non-magical attack suffer -1 to Wound penalty
against K'daai); Bound Fire Daemon (4+ Ward Save, 2+ Ward
save against Flaming Attacks); Burning Bright (make a
Toughness test for unit of K'daai at the beginning of each
turn except of first, if failed unit suffers D3 Wounds)
K'daai Manburner 1 6 4 2 5 4 2 4 3 7 MI



Magma Cannon 1 7/8 3/4 5+ WM 39 ungors
War Machine; Resolute; Relentless; Contempt; Flame
Template, Range 24, S5, Multiple Wounds D3, Flaming
Attacks, uses the Black Powder war machine misfire chart.;
Hellbound; ^; ^; Steam Carriage; ^; ^
Chaos Dwarf Crew 3 3 4 3 3 4 1 2 1 9 5+

Heavy Armour

Rares:______________________________________________________________________________________


Chaos Siege Giant 1 5 4 3 6 5 6 3 S 10 5/3 Mo 62 ungors
Monster(Thunderstomp); Large Target; Stubborn; Terror;
Immune to Psychology; Fall Over; Chaos Siege Giant
Attacks; Wall-Ripper; Siege Armour (Armour Save 5+, 3+
against shooting attacks); Runes of Hate; Berserk Rage;
when rolling for random number of attacks, result may be
re-rolled.; Scaling Spikes; If Siegie Giant dies on moat,
ditch or wall, it is treated as clear ground for Chaos
player from now on. If Siege Giant dies near a buiding or
fortification, Chaos models assaulting it through location
of his body gain +1 CR.



Dreadquake Mortar 1 7/8 3/7 5+ WM 53 ungors
War Machine; Resolute; Relentless; Contempt; Dreadquake:
Stone Thrower, Range 12-72", S5(10), Multiple Wounds (D6),
Armour Piercing; Quake! (models in unit suffering
casualties in previous turn must test for dangerous
terrain if the move or use move-or-fire weapons, war
machines are treated as chariots in this case; Slow Reload
(unless Slave Ogre is present, you must roll 3+ to fire,
if failed mortar will not fire this turn); Uses Black
Powder missfire chart with -1 to the roll; Hellbound; ^;
^; Steam Carriage; ^; ^
Chaos Dwarf Crew 3 3 4 3 3 4 1 2 1 9 5+
Heavy Armour
Slave Ogre 1 6 3 2 4 4 3 2 3 7
Heavy Armour



Hellcannon 1 6 4 3 5 6 5 1 5 4 4+ Mo 41 ungors
Monster (Thunderstomp), Unbreakable (as long as Cannon
still alive); Large Target; Cause Terror; Rampage: Start
of each turn that it is not in combat take a LD test, if
failed move 3D6 toward closest enemy unit, If contacting
an enemy it counts as a charge and enemy may make normal
charge reactions (distance rolled = max charge distance);
Fires as Stone Thrower str 5, 10 under hole: Units hit by
template take a Panic test at -1 LD; Special Misfire Chart
Chaos Dwarf Crew 3 3 4 3 3 4 1 2 1 9 5+
Heavy Armour



Hobgoblin Wolf Raiders 4 4 3 3 3 3 1 2 1 6 4+ Ca
Cavalry; Hobgoblin Animosity (roll for no-fleeing units of
5+ models, unless within 6" of Chaos Dwarf or Bull
Centaur, 1: take a Panic test, 2-5: act as normal, 6: unit
suffers D3 wounds, they gain +1 to hit for this turn);
Fast Cavalry (unless Shield is taken); Cowardly Despoilers
(+1 to CR on charge on enemy flank or rear, but Hobgoblins
suffer -1 to hit on turn they are charged); Spear; +1S on
charge; Light Armour; Shield; Standard; +1CR; Musician;
+1CR if tied; +1 Ld in rally attempts.
Wolf Boss 1 4 3 3 3 3 1 3 2 6 4+ Ca
Light Armour
Giant Wolf 4 9 3 3 3 1 3 1 3



K'daai Destroyer 1 9 5 3 7 6 6 5 6+D3 8 4+ Mo 65 ungors
Monster(Thunderstomp); Unstable; Unbreakable; Terror;
Large Target; Flaming Attacks; Blazing Body (any model,
except of other K'daai,s in btb at the start of CC phase
suffers S4 Flaming hit, non-magical attack suffer -1 to
Wound penalty against K'daai); Bound Fire Daemon (4+ Ward
Save, 2+ Ward save against Flaming Attacks); Burning
Bright (make a Toughness test for unit of K'daai at the
beginning of each turn except of first, if failed unit
suffers D3 Wounds); Frenzy (D3 attacks instead of 1)




Lore of Hashut

Hashut 0:Breath of Hatred Augment, Cast on 6+, Remains in Play, Range 12", target
gains Hatred. OR Cast on 15+ to affect all friendly units
within 12".

Hashut 1:Burning Wrath Magic missile, Cast on 6+, Range 8", D6 S6 hits, Flaming
Attacks; OR Cast on 12+, 2D6 S6 hits.

Hashut 2:Dark Subjugation Hex, Cast on 8+, Range 24", target must pass Ld test at -3
or suffer permanent Ld reduction of -1 for the rest of the
game (to a minimum of 2). Unbreakable units are immune to
this spell.

Hashut 3:Curse of Hashut Direct damage, Cast on 10+, Range 18", single enemy model,
even character in a unit, suffers 2D6 minus their
Toughness hits. Hits wound on 4+ with no armour saves.

Hashut 4:Ash Storm Hex, Cast on 12+, Range 24", target suffers -1 to hit in
cc and -2 to hit with shooting attacks until start of
caster's next magic phase. In addition target cannot
charge, march or fly, treats all terrain as dangerous
terrain and is flammable. Wizards under effect of the
spell cannot cast magic spells except on themselves.

Hashut 5:Hell Hammer Direct damage, Cast on 13+, extend straight line 3D6"
from caster's front arc and their base. Each model in the
way (determined as for bouncing cannonball) must make In
test or suffer S6 hit with Multiple Wounds (D3). Any unit
suffering casualties must take a Panic test. OR Cast on
18+ to double the distance rolled.

Hashut 6:Flames of Azgorh Direct damage, Cast on 18+, place small template within
caster's line of sight and scatter it D6". All models
touched by the template suffer S6 hit with Flaming Attacks
and Multiple Wounds (D6) special rules. Model under the
hole must take a Toughness test at -2 or be slain outright
with no saves allowed. OR Cast on 25+ to use large
template.

Hashut Attribute:Killing Fire If magic missile or direct damage spell from Lore of
Hashut targets models with Flammable special rule, the
Wizard adds +D3 to casting total.

Magic Items _________________________________________________________

Dagger of Malice Bearer gains Hatred. 4 ungors

Chalice of Blood and Darknes In any Magic Phase bearer may reduce dice in both magic 10 ungors
pools by D3 - roll separately for each pool. If double '1'
is rolled bearer suffers a wound with no armour saves. If
double '6' is rolled bearer may recover lost wound.

Black Hammer of Hashut +2 Strength in CC. Flammable models are killed outright if wounded. 7 ungors

The Mask of the Furnace +1 to Armour Save. Ward Save 4+. Ward Save increasing to 13 ungors
2+ against Flaming Attacks.

Armour of Bazherak the Cruel Armour Save 2+ that cannot be improved. Magic Resistance (2) 10 ungors

Stone Mantle +1 Tounghness, -1 Initiative (to a minimum of 1). 8 ungors

Banner of Slavery All Hobgoblin units within 12" are Immune to Psychology. 7 ungors

Dark Mace Killing Blow. Once per game bearer may inflict automatic 12 ungors
wound on every model in base contact, including his mount,
with no armour saves allowed.

Daemon Flask of Ashak One Use Only. Use at the start of own Movement phase, 20 ungors
before charges are declared. All enemy units within 18"
take a Panic test. All buidings, chariots, models with
chariot-like profiles and war machines suffer D6 wounds.
_________________
High Elves 7th - 60-29-12.... 8th 16-6-2
Lizardmen 7th - 71-40-9...8th 11-5-0
Skaven In 7th -12-8-5....In 8th 29-15-3
Dwarves 7th - 27-7-0....8th 10-7-3
Empire 8th 10-8-0
Wood Elves 7th - 65-22-3...8th 1-4-0
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Glimpse The Void



Joined: 11 Dec 2010
Posts: 873
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PostPosted: Fri Nov 25, 2011 10:23 pm    Post subject: Reply with quote

Thanks for the Intell Harry. It looked like someone over on CDO had an Army builder 2 file for this list, did you happen to have one in the works, or should I just grab theirs? I'm not asking to rush you, but if you have one already, I trust your work a lot more than theirs.
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Gun control is leaving your demonsmith engineers close enough to re-roll the scatter on your artillery.
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Arromanche
Ultimate Bandwagoning GW Whore


Joined: 27 Nov 2010
Posts: 1902
Location: Burke, VA

PostPosted: Fri Nov 25, 2011 10:28 pm    Post subject: Reply with quote

Glimpse The Void wrote:
Thanks for the Intell Harry. It looked like someone over on CDO had an Army builder 2 file for this list, did you happen to have one in the works, or should I just grab theirs? I'm not asking to rush you, but if you have one already, I trust your work a lot more than theirs.


I stole theirs and posted it on mine. Get it at either place. I will be doing some corrections later tonight though.
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High Elves 7th - 60-29-12.... 8th 16-6-2
Lizardmen 7th - 71-40-9...8th 11-5-0
Skaven In 7th -12-8-5....In 8th 29-15-3
Dwarves 7th - 27-7-0....8th 10-7-3
Empire 8th 10-8-0
Wood Elves 7th - 65-22-3...8th 1-4-0
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Glimpse The Void



Joined: 11 Dec 2010
Posts: 873
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PostPosted: Fri Nov 25, 2011 10:30 pm    Post subject: Reply with quote

Rad, your the bomb. This may not be the best place for this conversation, but how far does the list seem to you? You seem to be a good judge of that sort of thing.
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Arromanche
Ultimate Bandwagoning GW Whore


Joined: 27 Nov 2010
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PostPosted: Fri Nov 25, 2011 10:51 pm    Post subject: Reply with quote

Glimpse The Void wrote:
Rad, your the bomb. This may not be the best place for this conversation, but how far does the list seem to you? You seem to be a good judge of that sort of thing.


Some of the monsters seem over the top. The -1 to wound on the K'daai Destroyer makes it impossible for a Str4 and under hit to wound it unless magical. Up to 9 Str7 Ws5 attacks and a 4+ Ward 2+ against flaming on top of that and thunderstomps? The K'daai Fireborn also with the 4+ 2+ ward for only 11 ungors seem really really good. With the War Machines and such seems like a typical broken Forge World list. Time will tell though to see how the synergy works.
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High Elves 7th - 60-29-12.... 8th 16-6-2
Lizardmen 7th - 71-40-9...8th 11-5-0
Skaven In 7th -12-8-5....In 8th 29-15-3
Dwarves 7th - 27-7-0....8th 10-7-3
Empire 8th 10-8-0
Wood Elves 7th - 65-22-3...8th 1-4-0
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alaitoc420



Joined: 25 Feb 2011
Posts: 74
Location: Herndon, VA

PostPosted: Fri Nov 25, 2011 11:44 pm    Post subject: Reply with quote

Thanks for posting this Harry! Yeah the destroyer is ridiculous and nearly impossible to kill.

Their animosity table really bothers me. They have no consequences for animosity and even get a bonus of +1 to hit if they roll a 6. There is also a banner that allows the hobgoblins to ignore panic tests. Or they can just completely ignore animosity if there is a dwarf close by. Evil or Very Mad

I guess whoever wrote it also wanted to throw a big F U to wood elf players. Their list already had problems, now they have to deal with an axe that auto kills treeman and treekin and gives the bearer +2 strength. Ogre blade=8 ungors; black hammer of hashut=7 ungors. Question

sorry for the rant...i do feel better though Laughing
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Jeremy

Orcs & Goblins 12-8
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Darkblood Skullpulper
Earthshaker


Joined: 29 Nov 2010
Posts: 195

PostPosted: Sun Nov 27, 2011 1:24 pm    Post subject: Reply with quote

Skipschnit wrote:
Darkblood Skullpulper wrote:
Changes are in process of being posted, BTW.

I think we are going to be very cramped, so I'm reducing army size to 2400.


WTF? I already had my army put together. Rolling Eyes


Sorry about that, but it looks like we are almost certainly going to be at or around 20 people. I really don't know if we can count on getting extra tables from the main gaming area at GPC or not, and so a worst case scenario means 5 games per blue table. If that comes to pass, it'll be hard enough to get 2400 points on the board, much less 2800.

2000 points might have been a smarter call, but would have probably been less fun.

Sorry about the change, and I hope that Rich's SOM tourney idea will take some of the sting out of any extra SOM monster purchases made for this event.
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There are two novels that can change a bookish fourteen-year old's life: The Lord of the Rings and Atlas Shrugged.
One is a childish fantasy that often engenders a lifelong obsession with its unbelievable heroes, leading to an emotionally stunted, socially crippled adulthood, unable to deal with the real world. The other, of course, involves orcs.
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Darkblood Skullpulper
Earthshaker


Joined: 29 Nov 2010
Posts: 195

PostPosted: Sun Nov 27, 2011 1:34 pm    Post subject: Reply with quote

Arromanche wrote:
Glimpse The Void wrote:
Rad, your the bomb. This may not be the best place for this conversation, but how far does the list seem to you? You seem to be a good judge of that sort of thing.


(Id prefer to move the conversation elsewhere as well...)

Quote:
Some of the monsters seem over the top. The -1 to wound on the K'daai Destroyer makes it impossible for a Str4 and under hit to wound it unless magical. Up to 9 Str7 Ws5 attacks and a 4+ Ward 2+ against flaming on top of that and thunderstomps? The K'daai Fireborn also with the 4+ 2+ ward for only 11 ungors seem really really good. With the War Machines and such seems like a typical broken Forge World list. Time will tell though to see how the synergy works.


I'm not a big fan of most of the war machines - very expensive for what in many cases will underperform a standard stone thrower or cannon. My first list that I tried to put together centered around war machines and blunderbusses, and I think it would pretty much suck. No cheap artillery options.

Iron daemon with upgrade is fantastic, and the Destroyer is OTT (needs a FAQ about the -1 to wound. a 6 must still wound, right?) I did some math on the Fireborn, and I forget the result, but the unit is going to burn itself up each game if it is too small. A bigger unit, say 6+ of them, could be nice.

Bottom line for me - I don't think you'll be seeing gunline Azgorh lists. I will be running an iron daemon, hell cannon, and destroyer in every single competitive game.
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There are two novels that can change a bookish fourteen-year old's life: The Lord of the Rings and Atlas Shrugged.
One is a childish fantasy that often engenders a lifelong obsession with its unbelievable heroes, leading to an emotionally stunted, socially crippled adulthood, unable to deal with the real world. The other, of course, involves orcs.
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Darkblood Skullpulper
Earthshaker


Joined: 29 Nov 2010
Posts: 195

PostPosted: Sun Nov 27, 2011 1:52 pm    Post subject: Reply with quote

Still need squigs...
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There are two novels that can change a bookish fourteen-year old's life: The Lord of the Rings and Atlas Shrugged.
One is a childish fantasy that often engenders a lifelong obsession with its unbelievable heroes, leading to an emotionally stunted, socially crippled adulthood, unable to deal with the real world. The other, of course, involves orcs.
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