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Made in gb
Resentful Grot With a Plan




Played quite a few games, been using the formations.

So far we have tried: Empire, Lizardmen, Stormhost, And Khorne.

We have been aiming for approx 50 wounds (give or take) for getting the size right for the time we wanted to play. So far, the Empire (especially infantry), And Khorne have really strong synergies. Storm host need to teleport as slow marching them against missile troops is a killer. Will try the new formation when I get them painted, and the Judicators could off set this.

My wife is starting Night Goblins, so we will give them a try too.

The skink formation is brutal for alpha strike, the Saurus one is powerful in combat but can get shot to bits.
   
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Riverside CA

kyrellification wrote:
Played quite a few games, been using the formations.

So far we have tried: Empire, Lizardmen, Stormhost, And Khorne.

We have been aiming for approx 50 wounds (give or take) for getting the size right for the time we wanted to play. So far, the Empire (especially infantry), And Khorne have really strong synergies. Storm host need to teleport as slow marching them against missile troops is a killer. Will try the new formation when I get them painted, and the Judicators could off set this.

My wife is starting Night Goblins, so we will give them a try too.

The skink formation is brutal for alpha strike, the Saurus one is powerful in combat but can get shot to bits.

So how are the Formations working as a balancing factor?

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So how are the Formations working as a balancing factor?


I have found the formations work quite nicely. Most of them seem to average between 40-60 wounds, which keeps them all within a reasonable mark of each other. They offer a strong theme, as well as giving some structure. Furthermore the bonuses are pretty clutch depending on the army. For example the Stormcast Eternals formation from the starter set is very important from a tactical perspective as they lack strong maneuvering options.

This message was edited 1 time. Last update was at 2015/08/04 16:46:37


"The only true wisdom comes in knowing that you know nothing." -Socrates 
   
Made in gb
Mighty Vampire Count






UK

we tried a small game of Dark Elves (me) versus Dwarves

2 Heroes (no more thna 5 w)
1 war machine or Monster
3 units of upto 20 figures

Dark Elf bolt thrower is very very nasty - 12 shots a turn - even in combat ...........
Dwarf Shield wall is very good and active almost all the time.
The 3 damage on the Dwarf Lord was fun - we loved the image of him slicing 3 Dark Elves to pieces with each unsaved hit - cool

We had a blast - even though i had the worst Sorceress ever - she managed two spells in the whole 6 turns - all 5 or 6+ ;( but she did manage to vape his Dwarf Lord and was the only DE survivor.
Game very quick and much fun

Watched a much less fun Dwarf versus Lizardmen.

Temple Guard had Bravery 10 and a hero within 8" to give them Bravery 12! mutilple attacks and they are 3+ to H 3+ w , rend -1, ignoring Rend unless -2, re-rolling armour saves - pretty damn awesome.
Bravery 10 across the army seemed extremely powerful








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Made in gb
Resentful Grot With a Plan




All our games with formations have been close and could have gone either way. The teleporting stormcast seem scary, but then without it the empire xbow would hurt them badly whilst they walked slowly across board, and against the Saurus it just means combat happens quicker lol.

The skink patrol was scary, but this was mainly due to people underestimating chameleon skinks lol.

We tried some dwarfs as well tonight, and the artillery formation was a great addition to some dwarfs, but once caught was hurt badly (dracoth hit the centrally placed engineer who was trying to buff everything, killed crew from each machine, some damage to machines but missed engineer - really reduced effectiveness in their last remaining turn alive lol)
   
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Central WI

Formations are balanced well by gw. Their tournament rules regarding the max number of wounds, warscrolls, heroes, and monsters is extremely balanced.

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