Endgame wrote:
Isn't the reroll attack rolls and wound rolls RiP as well
I think you're right, I wil have to look that one up.
Either way, if you're running a Lector on Altar & 2 WPs for hatred in units, thats 3-4 dice / turn worth of spells -- which should leave you with at least 5-6 dice to cast spells with, with your wizards (assuming 2 dice carried over with rod of power).
Hmm, the winds of magic are fickle. I realize the average is 7 but still...it isn't outlandish to get much less. Secondly, it is questionable whether you will be able or willing to save
DD in the rod. If WP's still generate
DD, I'm all with you. That alone would justify taking them. We'll hopefully know more tomorrow.
This notwithstanding, I see the usefulness in your suggestion. I'll have to give it a try one day. Oh, on a related note: Unbreakable is ace. I had one block of 35 Halberdiers with WP a little left of centre in the middle of the board charge a large unit of Clanrats and give them a good pounding. I was then charged in the flank by Rat Ogres and by a unit of 100 (!) Slaves on the other side, countercharged the Slaves with a Swordsmen detachment and the Ogres with Knights - all of which wouldn't have been possible had the Halberds not held out. An amazing combat, especially since I won and ran everyone down...
Shep wrote:
Yep. I haven't played since 6th edition, so i've forgotten some of this stuff. But if you just deploy on the back edge of the table, then M8 swifstriders get an almost guaranteed turn 2 charge. If they declare a charge and fail, they'll drop from a 16" march to a 5-6" move. So they will successfully charge the back row warmachines on 3 instead of 2.
But isn't there any opposition between the knights and the machines?
Does the vanguard move happen before or after you roll to see who goes first?
Automatically Appended Next Post: Endgame wrote:
Isn't the reroll attack rolls and wound rolls RiP as well
I think you're right, I wil have to look that one up.
Either way, if you're running a Lector on Altar & 2 WPs for hatred in units, thats 3-4 dice / turn worth of spells -- which should leave you with at least 5-6 dice to cast spells with, with your wizards (assuming 2 dice carried over with rod of power).
Hmm, the winds of magic are fickle. I realize the average is 7 but still...it isn't outlandish to get much less. Secondly, it is questionable whether you will be able or willing to save
DD in the rod. If WP's still generate
DD, I'm all with you. That alone would justify taking them. We'll hopefully know more tomorrow.
This notwithstanding, I see the usefulness in your suggestion. I'll have to give it a try one day. Oh, on a related note: Unbreakable is ace. I had one block of 35 Halberdiers with WP a little left of centre in the middle of the board charge a large unit of Clanrats and give them a good pounding. I was then charged in the flank by Rat Ogres and by a unit of 100 (!) Slaves on the other side, countercharged the Slaves with a Swordsmen detachment and the Ogres with Knights - all of which wouldn't have been possible had the Halberds not held out. An amazing combat, especially since I won and ran everyone down...
Shep wrote:
Yep. I haven't played since 6th edition, so i've forgotten some of this stuff. But if you just deploy on the back edge of the table, then M8 swifstriders get an almost guaranteed turn 2 charge. If they declare a charge and fail, they'll drop from a 16" march to a 5-6" move. So they will successfully charge the back row warmachines on 3 instead of 2.
But isn't there any opposition between the knights and the machines?
Does the vanguard move happen before or after you roll to see who goes first?