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Made in us
Decrepit Dakkanaut





Biloxi, MS USA

Tri wrote:
Mattbranb wrote:How do you figure 8-24 dice? Your supposed to be capped at 12 max?

I do like when everyone is talking about spamming cheap heros - WoC are going to be licking their chops for the Eyes of the Gods rolling!
Good point, hadn't seen the rule book at that point ... however having seen the book Lore of the beast Base spell only needs a 5+ (80% odds on 2D6) having at least 8 dice is still worth it. One unit per wizard (within 12") will be +1S +1T ... Go go ultra gor! Effectively a unit of wargor (minus the extra wound) Come on 7pt Model S4 T5 ... Could also try boosting the range and cast that on abusing units but you'll need more dice.


Well you'd have one unit per wizard with it...

If there wasn't that pesky rule about no duplicate spells.

You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
Hallowed is the All Pie
The Before Times: A Place That Celebrates The World That Was 
   
Made in gb
Proud Phantom Titan







Platuan4th wrote:
Tri wrote:
Mattbranb wrote:How do you figure 8-24 dice? Your supposed to be capped at 12 max?

I do like when everyone is talking about spamming cheap heros - WoC are going to be licking their chops for the Eyes of the Gods rolling!
Good point, hadn't seen the rule book at that point ... however having seen the book Lore of the beast Base spell only needs a 5+ (80% odds on 2D6) having at least 8 dice is still worth it. One unit per wizard (within 12") will be +1S +1T ... Go go ultra gor! Effectively a unit of wargor (minus the extra wound) Come on 7pt Model S4 T5 ... Could also try boosting the range and cast that on abusing units but you'll need more dice.


Well you'd have one unit per wizard with it...

If there wasn't that pesky rule about no duplicate spells.
You can have the signature spell as many times as you like only real limitation is that you'll run out of power dice if you have more then 6 (or 12 if you just throw single P.dice at it)

This message was edited 1 time. Last update was at 2010/06/24 08:09:56


 
   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

Tri wrote:You can have the signature spell as many times as you like only real limitation is that you'll run out of power dice if you have more then 6 (or 12 if you just throw single P.dice at it)


Unfortunately, until the PDFs come out, it's NOT a Signature Spell, as it lacks the statement placing it as such.

This message was edited 1 time. Last update was at 2010/06/24 22:05:13


You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
Hallowed is the All Pie
The Before Times: A Place That Celebrates The World That Was 
   
Made in gb
Proud Phantom Titan







Platuan4th wrote:
Tri wrote:You can have the signature spell as many times as you like only real limitation is that you'll run out of power dice if you have more then 6 (or 12 if you just throw single P.dice at it)


Unfortunately, until the PDFs come out, it's NOT a Signature Spell, as it lacks the statement placing it as such.
? i was talking about the new Lore of the beast signature spell (not the beastmens law of the wild)... but any way BRB list normall repacement spells as being the same thing ... infact BRB seems to cover most of the basics ...
   
Made in us
Been Around the Block





SL,UT

that signature spell of the lore of beasts is sooooooo good for beastmen. only needing a 9 to cast it on your guys is rad for 2 level 2 shamans...even if you have a piddly magic phase you could conceivably get it off twice.

ive gotten it off twice on a horde unit of gors and hoooollleeee crap, its freakin awesome. t6 and parry goes a long way to keeping the naked gors alive.

on an unrelated note...how do you guys run your minotaurs?

im thinking 2x2 with great weapons. i used it last night and i liked it a lot. small and manouverable enough and in the first round they will get all their attacks. after you win the first round, reform to have as many guys in the front rank as will allow you to capitalize on the bloodfrenzy. just make sure you point them at a squishy unit and let them go to town. mine chewed through 2 units of night goblins and by the time they got to some biguns they had 8 attacks a piece

im still torn on whether or not to splurge for the command on them though.

This message was edited 1 time. Last update was at 2010/07/04 08:09:15


valar morghulis, sucka

WFB 8th ed, pg 446=automatic argument ender  
   
Made in us
Stoic Grail Knight



Houston, Texas

The problem running them 2x2 is with no partials now and no guessing your are asking for a bolt thrower, cannonball, or stone thrower to either drop right on top of them, or pierce through the 2 deep unit and drop them.


Daemons-
Bretonnia-
Orcs n' Goblins-  
   
Made in us
Been Around the Block





SL,UT

hmm..youre going to run into that problem no matter what formation you run them in really. how would you run them? 4 wide is unwieldly and not utilizing the monstrous infantry rules and youre still going to give up 3 hits to a stone thrower. bolt throwers need to get lucky to pierce a rank. cannonballs a little less so, but i think the manouverability of 2x2 makes it a risk worth taking.

thats why i like 2 units of 5 scouting harpies to deal with warmachines.

valar morghulis, sucka

WFB 8th ed, pg 446=automatic argument ender  
   
 
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