Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2012/04/13 13:50:14
Subject: GW, I'm honestly impressed with Empire
|
 |
Inspiring Icon Bearer
|
ZebioLizard2 wrote:Johnny-Crass wrote:S10 wounds it on 4's
Skinks do kill it but why are they not killing the war kats?
If a TK player does not shoot birds down he is doing something wrong
What good damage magic has 48" range?
You got me, I just know what I've seen from TK players.
I've played 10 games with it. Lost it twice once due to a Ogre Cannon(Had it coming killed 3 M-Fang and they panicked of the board Turn 1)
And the second time it got beat on by wulfrik.
|
3000
4000 Deamons - Mainly a fantasy army now.
Tomb Kings-2500 Escalation League for 2012
href="http://www.dakkadakka.com/dakkaforum/posts/list/311987.page ">Painting and Modeling Blog
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/04/13 17:36:03
Subject: Re:GW, I'm honestly impressed with Empire
|
 |
Commanding Orc Boss
|
ZebioLizard2 wrote:Ogres - Sickle gives +2 to cast, their lore's passive ability gives +1, Deathfisting neuters your ability to dispel.
Causes a wound on the unit, can instantly kill the slaughtermaster/butcher wielding it instantly at the end of a magic phase (Has screwed me over before). The passive requires a spell to be cast beforehand, and can cause wounds.
VC - Mortis engine with Tome gives +2 to cast for EVERY wizard within range
Expensive, even more expensive than the wizard stuff, and just as easier to hit, oh and it causes DOUBLE MISCASTS
Orcs - Magic mushrooms make Goblin casters like mini-Slann
And if they roll a 1 on said magic mushroom, they instantly fail to cast a spell, and on a 1-3 they take an additional wound.
I don't own the TK book, but I think they have something in there that gives an extra die or something.
But +D3 dice on the casket, which is already a fantastic bound spell, laughs at empire's +1 dice
If it dies units within 12" take D6 S6 no armor save, magical hits, also costs more than the empires magical thing
All of these things have Issues. Not to mention the warrior priests grant a nice buff and still gets concentration for dispel and casting dice.
1) Can't argue with the auto-die, but I still see this thing taken a lot so people seem to think it is worth the risk. The 1W on a unit is nothing.
2) The Engine itself is worth its price through AoE attrition damage and giving your Horrors Regen(4+). Double miscasts is scary, but all you have to do is take the earthing rod and always cast on 2 dice, or 3 if nessesary (which is easy because our important spells (Sig, 1,2) are low casting values and we get +6 (or +3 or +4 from Lvl 1 or 2 Necros))
Also I forgot to mention the new Rod of Power that Vampires stole from us
3) And yet you think that a WP single-dicing is okay? While I do agree that it breaks the goblin's concentration, the goblin probably only has one spell worth casting in a specific situation anyway. I would say its less risk-reward than single-dicing with potentially a greater reward (because you gain free dice).
4) Like others have said, it is not easy to take these things down.
ZebioLizard2 wrote:You MUST put him in combat which hurts his ability to magick the hell out of the opponents. You are putting a shaman there for the 5++ ward save, so you might as well take him cheap.
It depends on what type of orc shaman your using, I run mine trying to get fists of gork (For epic punchyness), and 'Ere we go! (For even MOAR punchyness) and I use 'Eadbutt closer up so I can hit their squishy mages, and use hand of Gork to get into proper positions.
If you're taking the level 4 just to boost it up to 5++, thats wrong, what you really want that level 4 up in there for is a combined fists of gork + 'Ere we go!, so you gotta kit him for being killy. at the same time.
I run my Shaman to provide support through Hand of Gork and Ere We Go!, so he should stay with the SOBU anyway. With Fencer's Blades he does WS10 S5 A3 which is great if I roll Fists of Gork, and with the WS10 and T5 he as only died once out of around 15 or so games I have played with him.
frest wrote:Maybe someone can clear this up for me, but am I correct that each and every warrior priest has 3 innate ability bound spells? So two warrior priests could cast 6 prayers (assuming they don't get an irresistible force result or some other issue that prevents further casting).
-Casting/Failing a bound spell has no bearing on the ability to try additional bound spells
-Each Warrior Priest knows 3 bound spells
-bound spells don't interact with the usual magic rules of "cast a spell once per turn" because it's not a wizard casting a spell, it's a character using a bound spell
Well, its technically only 2 bound spells because you won't be casting the flaming one unless you are in a situation that requires it. But you are correct.
Acardia wrote:
I've played 10 games with it. Lost it twice once due to a Ogre Cannon(Had it coming killed 3 M-Fang and they panicked of the board Turn 1)
And the second time it got beat on by wulfrik.
So after it got rid of a Mournfang unit it died and you're unhappy?
As for Wulfrik, I can't really say anything as I'm no expert on TK, other than that is one special character from one Armybook, so don't sweat it.
|
This message was edited 1 time. Last update was at 2012/04/13 17:43:49
I hate hard counters. In a game of rock, paper, scissors, I hate playing any of the factions because no matter what you choose you might as well not deploy against your hard counter. I want to use a gun. Rock, paper, and scissors could all probably still beat gun, but gun will never feel like a game is a lost cause. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/04/13 18:08:11
Subject: Re:GW, I'm honestly impressed with Empire
|
 |
Fresh-Faced New User
|
No, I think he was just commenting on the circumstances, not really complaining about it.
Dwarf miners could probably give it a bad day too, but that's still really situational.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/04/13 18:15:00
Subject: Re:GW, I'm honestly impressed with Empire
|
 |
Killer Klaivex
Oceanside, CA
|
zeekill wrote:
Again, the buffs they provide don't make our units spectacular, they struggle to make them even viable against good enemies.
Secondly, most people take a Lvl 4 and a Lvl 2. They can use a lvl 2 to dispel your single die casts with single die dispels (if you roll a 3, you don't even need to risk the lvl2). You have a 66% chance to cast it successfully, and the Lvl 2 has a 66% chance to dispel unless you roll a 6.
Thirdly, you only get your buffs for 2 rounds of combat (hatred only for 1). After that the WP either has to re-cast, or more likely has already been killed.
Lastly, if you fail to get the casting value required, you just threw away a dice and lost the opportunity to cast that prayer that turn, so it is not a flawless operation.
Warrior priest is plenty survivable. Just go wider than opponent, and stick in corner. Now you've got 1 rank and file, and 1 supporting attack. Even against warrior with halberds, you're looking at 3+ to hit and 3+ to wound, with 6+/6++ for the cheap heavy armor and shield. That averages less than 1 wound. Net result is, on average, warrior priest survives to give hate to all those halberds.
I think it's pretty hard to say what "Most people take" in terms of casting power. I see a pretty big mix of choices. If empire has a power dice advantage, they can do some nice things with warrior priests. If I've got 8 dice to your 6, I'm going to throw 5 or 6 at a unit nuking spell with my wizard lord. Then I'll throw my leftover dice at re-rolls to wound. You're more than welcome to let the unit nuke go off so that you have the dice to dispel the re-rolls to wound.
It's not fun when empire halberds kill 10 chaos warriors with halberds due to hate and re-rolls to wound. It doesn't matter that hate only last one round, and that buffs only last two rounds. Combat with empire shouldn't be long and drawn out. They should be winning significantly within the first turn or two anyway, or won't be winning at all, regardless of buffs.
How come warrior priests on barded steeds are being glossed over? T4 with 2+ armor, and giving re-rolls to wound or ward saves to a unit of knights is amazing. Re-rolls to hit is equally amazing.
Prayers shouldn't be the focus of warrior priests. It's all about the hate, free channeling, and in the even you've got extra dice, then you consider tossing dice at a prayer.
-Matt
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/04/13 19:42:01
Subject: Re:GW, I'm honestly impressed with Empire
|
 |
Inspiring Icon Bearer
|
ZebioLizard2 wrote:If you're taking the level 4 just to boost it up to 5++, thats wrong, what you really want that level 4 up in there for is a combined fists of gork + 'Ere we go!, so you gotta kit him for being killy. at the same time.
I think you misread me. I usually put a lv2 with the shrunken head and either a lv4 night gobbo or a lv4 regular orc shaman.
I used to put a lv4, fencers blades, shrunken head but got killed too many times or couldn't cast the right spells.
|
|
 |
 |
|
|