| 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) 2011/05/11 15:27:25
Subject: Weird, wacky, and cool moves/combos.
|
 |
Beast Lord
|
Hey guys, I thought I'd start this thread as a place for anybody to archive any badass combos they've used or witnessed. I'm going to start with a cool move for Circle Orboros.
Basically, this works when you have normal Kruegar as your caster and a unit of shifting stones. It's best to get rid of infantry and as always with Kruegar, a woldwarden won't harm. Basically it involves shifting a stone into the middle of a unit, hopefully within 4" of all the models. The blasting it with a chain lightning. Your pretty much guaranteed a hit, and it's not likely to do fatal damage against the stones 18 armor, so you're safe there. Then, because you hit a target, it bounces off the stone to the models in the unit!
So that's my first contribution, I look forward to hearing from you guys!
|
Want a blog that updates regularly about RPG's for both players and GM's? Visit
www.loottheroom.co.uk to find out more!
Want to play WoW TCG or MTG over Skype? Add me! My email is world.of.wow@hotmail.co.uk and my Skype name is Loottheroom. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/05/11 17:31:53
Subject: Re:Weird, wacky, and cool moves/combos.
|
 |
Battlefield Professional
|
To continue the Circle moves, Cassius can use the rocks to great advantage. Blink a rock into the middle of an enemy unit and you can Hellmouth the rock without needing to boost, catching all the enemy infantry in the AOE. You can also get some extra movement out of a heavy with a properly placed rock. Hellmouth the rock, pull the Heavy in (for a bit of damage, granted), then blink the rock out of the way so the heavy can charge.
On a more general note, I watched a guy make an assassination run with eStryker; his opponent put a Drakhun in front of the Butcher to block the charge LOS, so the Cygnar player charged the Drakhun, then went slightly to the side and past a bit, turning to face and catching the Butcher in his reach range. Charge swing at the Drakhun, then buy swings at Orsus. It would have worked, too, if he could have hit the broad side of a barn!
-Dis.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/05/11 18:44:31
Subject: Weird, wacky, and cool moves/combos.
|
 |
Dakka Veteran
|
Sorry, don't know any moves, but as for combos...well there's always Def 17 Winterguard to annoy people :B
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/05/11 19:00:59
Subject: Weird, wacky, and cool moves/combos.
|
 |
Beast Lord
|
A shadowhorn Satyr can move, leap. Next turn move and leap over enemies army. Grab the caster, throw him backwards through his troops and into the jaws of a feral.
|
Want a blog that updates regularly about RPG's for both players and GM's? Visit
www.loottheroom.co.uk to find out more!
Want to play WoW TCG or MTG over Skype? Add me! My email is world.of.wow@hotmail.co.uk and my Skype name is Loottheroom. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/05/11 19:06:31
Subject: Weird, wacky, and cool moves/combos.
|
 |
Dakka Veteran
|
I thought throws couldn't throw backwards simply because the wording of a throw says something along the lines of "away from the throwing model" and by going backwards you are bringing it closer to yourself, going over the model and essentially not moving directly away.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/05/11 19:23:28
Subject: Weird, wacky, and cool moves/combos.
|
 |
Regular Dakkanaut
|
eGaspy feated and then 10 weapon masters charged my caster.
|
wileythenord wrote:then Player-A ruined my entire life |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/05/11 19:45:58
Subject: Weird, wacky, and cool moves/combos.
|
 |
[MOD]
Madrak Ironhide
|
I thought you couldn't throw models over same size bases.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/05/11 19:55:20
Subject: Weird, wacky, and cool moves/combos.
|
 |
Beast Lord
|
*Into the opponents army, not through them, it causes them to collide and go farther. And at Sgt it's effectively going away from you in the end result. Just how I was told by an experienced player and how I interpreted the rules.
|
Want a blog that updates regularly about RPG's for both players and GM's? Visit
www.loottheroom.co.uk to find out more!
Want to play WoW TCG or MTG over Skype? Add me! My email is world.of.wow@hotmail.co.uk and my Skype name is Loottheroom. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/05/11 20:01:13
Subject: Weird, wacky, and cool moves/combos.
|
 |
[MOD]
Madrak Ironhide
|
Problem is a thrown model stops if it crosses the base of a same
size model or larger. Unless you have good positioning, throwing
the warperson isn't always going to give you a good place for a
Feral to eat it.
But yeah, knockdown is always good...
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/05/11 20:01:35
Subject: Weird, wacky, and cool moves/combos.
|
 |
Dakka Veteran
|
Oh alright, I just find it odd because that's basically assuming that you occupy no space and the centre point of the model is the origin of the throw, but the thing is that it isn't right? The origin point of the throw is the point of b2b contact, which is infront of you, yes? If this were the case you wouldn't be able to throw something up and over you because the model thrown progresses towards you. Not only the end result, but the whole process must be considered in my opinion. At least that's what I thought. Now I really need to clarify this so Kodiak smash and grab shenanigans can ensue. Automatically Appended Next Post: Oh wait, did a quick check. It's been ruled that the model must be thrown away from you on the PP boards by one of the rule Mods.
http://privateerpressforums.com/showthread.php?7084-Throwing-behind&p=122023&viewfull=1#post122023
|
|
This message was edited 1 time. Last update was at 2011/05/11 20:05:03
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/05/11 20:18:51
Subject: Weird, wacky, and cool moves/combos.
|
 |
Beast Lord
|
Hmmm, never actually tried this myself was just told it worked by a very experienced player. He could be wrong though. Anyways back on topic any more badass stuff anyone?
|
Want a blog that updates regularly about RPG's for both players and GM's? Visit
www.loottheroom.co.uk to find out more!
Want to play WoW TCG or MTG over Skype? Add me! My email is world.of.wow@hotmail.co.uk and my Skype name is Loottheroom. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/05/11 20:46:04
Subject: Weird, wacky, and cool moves/combos.
|
 |
Druid Warder
|
 sounds like a tall tale or he was facing a very inexperienced player as well. I mean surely a walking, leaping heavy wouldnt go unmolested for 2 turns
Trollkin Scribe and Fennblades:
Trollkin scribe tells story on Fennblades. Enemy warrior models that kill fennblades get knocked down. Next turn, vengeance kicks in
The Circle Whopper Combo
Gnarlhorn Animus on Warpwolf Stalker
free charge with 14" Threat Range with a pow 16 +2 (for warp strength) sword at Mat 8? awesome Heavy killer
free charge with 14" Threat Range with a pow 16 sword + berserk at Mat 8? epic infantry clearer
whats even more fun here is that you can add further stuff here for even more craziness
The add-ons:
add the Pureblood's own warping and you got a Stalker that can move through obstacles (and charge if you can get LOS)
Ekaya? same benefits above but Stalker gets +2str and def, stealth, charges for free even without the animus and a potential +2" threat range without the need for LOS
and i havent talked about the feat yet.
Kromac? same benefits as above but can get boosted attack rolls and +3" inch extra movement (provided you kill something prior)
The best part about this combo is that im only talking about one beast so far, the "support" beasts can be and usually are superstars as well.
|
|
This message was edited 1 time. Last update was at 2011/05/11 20:48:48
Hey, I just met you,
and this is crazy,
but I'm a demon,
possess you, maybe?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/05/11 20:54:30
Subject: Weird, wacky, and cool moves/combos.
|
 |
Joined the Military for Authentic Experience
|
Back in Mark 1 I used to often use a boozed up troll hero as a sort of missile. You booze him up with Borka's sidekick, then get a mauler to pick him up and throw him at the enemy, then activate and either charge something vunerable and whomp the crap out of it or walk into combat with something Stealthy.
Nowadays? Hmmm. Sneakyness...well, apart from the Earthborn obvious combo (Grim shoots the target, Earthborn get's rushed by an axer, is standing near or in rough terrain, and charges for a 14" charge), I think I am less sneaky these days.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/05/11 22:33:33
Subject: Re:Weird, wacky, and cool moves/combos.
|
 |
Battlefield Professional
|
You won't always have to worry about 'casters behind Shieldwalled infantry with the Shadowhorn. With Virility, he can toss the caster 7" at something closer to your army, which is always good. It doesn't take much to get a Stalker to them after they've been tossed, especially with Circle's speed and tricks like Warpath, etc.
Back to general stuff, I've always been a fan of moving one of my own models between one of my warjacks and a high-DEF enemy 'caster, then slamming my own model into them to get them KD'd.
-Dis.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/05/11 23:48:56
Subject: Weird, wacky, and cool moves/combos.
|
 |
Dakka Veteran
|
Playing a game against my buddy running with a ton of sword knights and precurser knights against my battleship khador force. I got bogged down in pesky infantry so I had the behemoth lift karchev and two handed throw him into the enemy caster, inflicting damage and KD on both. Activate karchev who is now right next to the caster and proceed to beat him dooooowwwwwnnnnnnnn. Really simple but alot of people just dont expect you to use your own warcaster as ammunition.
|
71 pts khador - 6 war casters
41 pts merc highborn - 3 warcasters |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/05/12 02:22:25
Subject: Weird, wacky, and cool moves/combos.
|
 |
Fanatic with Madcap Mushrooms
|
Gorten-Bowling with Searforge (Essentially taking a Driller and tossing Gorten wherever) seems to be a fun tactic, though I've never seen it actually win a game yet.
|
Some people play to win, some people play for fun. Me? I play to kill toy soldiers.
DR:90S++GMB++IPwh40k206#+D++A++/hWD350R+++T(S)DM+
WHFB, AoS, 40k, WM/H, Starship Troopers Miniatures, FoW
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/05/12 02:24:48
Subject: Weird, wacky, and cool moves/combos.
|
 |
Storm Lance
Poznan, Poland.
|
KingKodo wrote:Playing a game against my buddy running with a ton of sword knights and precurser knights against my battleship khador force. I got bogged down in pesky infantry so I had the behemoth lift karchev and two handed throw him into the enemy caster, inflicting damage and KD on both. Activate karchev who is now right next to the caster and proceed to beat him dooooowwwwwnnnnnnnn. Really simple but alot of people just dont expect you to use your own warcaster as ammunition.
Except that you can't stand up if you were KD during your own turn. Prime Mk. II, page 64...
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/05/12 02:54:29
Subject: Weird, wacky, and cool moves/combos.
|
 |
Lone Wolf Sentinel Pilot
|
I know that some know about this particular interaction, but many may not. I know, big shock, it comes from Cryx. It requires the following:
1) Either of the Skarres to cast Black Spot on a unit (-2 def to target, when a model is killed, you get a free repeat attack, limited to one)
2) Either a Reaper or Malice warjack
3) A target unit of multiwound models with decent armour
Basically, what you do is cast black spot on the unit, then activate your jack with a Drag ability. Fire it into the unit, with the -2 def, there are few medium bases you cannot hit. If you cause damage (but do not kill the model), it is dragged to you and you get a free melee attack. This melee attack has to kill the model.
Because the original attack was shooting, and it is not a model with virtuoso, on destroying the model you get a free shot. However, because your melee attack is what activated the black spot, which allows you to shoot again, it technically does not activate the Black Spot stipulation of a limit to the Black Spot activations. You actually have a potential to 'go off' and make an unlimited number of attacks in a row, and possibly removing the entire unit and moving onto another target.
|
Q: How many of a specific demographic group are required to carry out a simple task?
A: An arbitrary number. One to carry out the task in question, and the remainder to act in a manner stereotypical of the group.
My Blog |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/05/12 19:44:55
Subject: Weird, wacky, and cool moves/combos.
|
 |
Mutilatin' Mad Dok
|
Cryonicleech wrote:Gorten-Bowling with Searforge (Essentially taking a Driller and tossing Gorten wherever) seems to be a fun tactic, though I've never seen it actually win a game yet.
That's a tactic from Mk1.
In order to achieve it now, Gorten has to plow into the caster on the throw, then sacrifice movement, and beat on the caster. They changed how it works. Even having solid ground up, I believe if you throw him, as he was thrown he cannot then move. Still works, just small range.
There are plenty of Searforge minor cool moves.
Thor tunes the Driller's attacks. With an upkept strength of granite, he's now basically PS 20/21 pending what you attack with. Add the tune up he can hit almost any jack in the game and wreck it in 1 turn. The combo is only 8 pts for both models, factor Gorton's high WC, your basically paying 1 pt for it if you bring another jack.
The beserker bomb. Load it with 3 focus and led it fly. Explode to clear a huge hole of infantry. Is it great or focus efficient? No, but every now an then you really could use to kill every thing infantry close by
|
Tournment Record
2013: Khador (40-9-0)
============
DQ:70+S++++G+M+B+I+Pw40k95-D++A+++/aWD100R+++T(M)DM+
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/05/12 22:20:58
Subject: Re:Weird, wacky, and cool moves/combos.
|
 |
[MOD]
Madrak Ironhide
|
disdainful wrote:You won't always have to worry about 'casters behind Shieldwalled infantry with the Shadowhorn. With Virility, he can toss the caster 7" at something closer to your army, which is always good. It doesn't take much to get a Stalker to them after they've been tossed, especially with Circle's speed and tricks like Warpath, etc.
.
Have to be careful. If the caster is the same sized base as the shield wall
then the throw will stop when he contacts the shield wall. However, Stalker
has Reach and can use Berserk, so eventually it can get to the caster.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/05/13 01:21:37
Subject: Re:Weird, wacky, and cool moves/combos.
|
 |
Battlefield Professional
|
malfred wrote:Have to be careful. If the caster is the same sized base as the shield wall
then the throw will stop when he contacts the shield wall. However, Stalker
has Reach and can use Berserk, so eventually it can get to the caster.
To be clear, I'm saying that because you often won't have densely-packed infantry between the enemy caster and your heavy hitters, you can find a path to throw the model closer to your army with the Shadowhorn that will not cause them to go through a model that will stop their movement. Any distance closer to your army is good, even if it is an oblique angle, particularly since they'll be KD. Then the Stalker or Morraig or Kromac or whomever can finish the job.
Back on track with some of the new stuff from the NQ, you can stack A&H's harm, Madelyn's Intrigue, Lanyssa's Storm Beacon, and Damiano's feat to give Stannis Brocker a 18" threat range with a MAT9 POW19 followed by a MAT7 POW17. That's a couple burly hits from quite a distance.
-Dis.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/05/13 03:04:58
Subject: Weird, wacky, and cool moves/combos.
|
 |
Fighter Ace
|
Cygnar:
Kraye upkeeps Full Tilt on Thorn doubling movement. Arlan Strangeways gives Thorn Evasive. Thorn Charges 15" to get into range with both spear and shield against a nasty warjack. Pop off initial Spear and Shield Hit, and then buy another Spear hit. Use any extra focus for attacks until you're satisfied... then use Light Cav Movement to back 5" away from charged Heavy ignoring free strikes. Kraye then activates and arcs pursuit through Thorn, giving it another 3" from the heavy, making you out of attack range of the now cortex-less warjack.
Against Hordes armies, just using Thorn as a bullet to inflict a bunch of high MAT attacks then retreating to 8" away is still pretty damn good with Kraye's typical gunline.
Oh, and when it moves next turn Pursuit allows you to shift something.
Besr part? Doesn't even use up all Kraye's focus. Repeat until enemy heavy warjacks have been neutralized.
|
Started wargaming with heroscape. Who says kids can't be generals?
Tournament Results:
Space Marines 2-1-0
In Soviet Russia.... you go to Gulag.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/05/13 04:20:33
Subject: Re:Weird, wacky, and cool moves/combos.
|
 |
Doc Brown
|
Retribution: The MMA Chimera
So Rahn takes a Chimera as his arc node which is the usual affair, but it's also an MMA master for establishing locks. Say an enemy heavy makes the mistake of starting the turn 12" away from the Chimera. The Chimera Apparitions forward 2" in the control phase, then Rahn casts Telekenisis on it to move it forward an extra 2", then casts Telekenisis on the enemy heavy moving it towards the Chimera and turning it's back to the light. Then the Chimera walks up behind it and initiates a Lock (doesn't really matter what type, headlocks are funnier, but all have the same effect for this example). A locked model cannot advance and cannot break a lock if there's nothing in it's melee range so the enemy heavy is stuck in place. Then at the end of your next control phase, the Chimera uses Apparition to place itself out of the lock. Now the enemy heavy isn't engaged so you can shoot and spell it until your heart's content and when your done the Chimera walks up behind the heavy again and re-establishes the lock. You can also use Battle Mages to drag enemy heavies away from their armies, so nothing will be in a posiiton to get the Chimera off. If you have an Arcanist he can give the Chimera the focus to Re-establish the lock every turn basically taking an enemy heavy out of the game for the cost of a 1pt solo and a 6pt light. The Chimera basically gives the enemy heavy noogies for the rest of the game...not that I've tried this before I mean it's just such a d-bag move
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/05/13 04:23:29
Subject: Re:Weird, wacky, and cool moves/combos.
|
 |
[MOD]
Madrak Ironhide
|
Mastershake wrote:Retribution: The MMA Chimera
So Rahn takes a Chimera as his arc node which is the usual affair, but it's also an MMA master for establishing locks. Say an enemy heavy makes the mistake of starting the turn 12" away from the Chimera. The Chimera Apparitions forward 2" in the control phase, then Rahn casts Telekenisis on it to move it forward an extra 2", then casts Telekenisis on the enemy heavy moving it towards the Chimera and turning it's back to the light. Then the Chimera walks up behind it and initiates a Lock (doesn't really matter what type, headlocks are funnier, but all have the same effect for this example). A locked model cannot advance and cannot break a lock if there's nothing in it's melee range so the enemy heavy is stuck in place. Then at the end of your next control phase, the Chimera uses Apparition to place itself out of the lock. Now the enemy heavy isn't engaged so you can shoot and spell it until your heart's content and when your done the Chimera walks up behind the heavy again and re-establishes the lock. You can also use Battle Mages to drag enemy heavies away from their armies, so nothing will be in a posiiton to get the Chimera off. If you have an Arcanist he can give the Chimera the focus to Re-establish the lock every turn basically taking an enemy heavy out of the game for the cost of a 1pt solo and a 6pt light. The Chimera basically gives the enemy heavy noogies for the rest of the game...not that I've tried this before I mean it's just such a d-bag move 
Try this one on me. I guarantee I'll fall for it every time.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/05/13 05:20:33
Subject: Weird, wacky, and cool moves/combos.
|
 |
Dakka Veteran
|
That...is so evil.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/05/13 05:38:37
Subject: Re:Weird, wacky, and cool moves/combos.
|
 |
Battlefield Professional
|
Mastershake wrote:Retribution: The MMA Chimera
So Rahn takes a Chimera as his arc node which is the usual affair, but it's also an MMA master for establishing locks. Say an enemy heavy makes the mistake of starting the turn 12" away from the Chimera. The Chimera Apparitions forward 2" in the control phase, then Rahn casts Telekenisis on it to move it forward an extra 2", then casts Telekenisis on the enemy heavy moving it towards the Chimera and turning it's back to the light. Then the Chimera walks up behind it and initiates a Lock (doesn't really matter what type, headlocks are funnier, but all have the same effect for this example). A locked model cannot advance and cannot break a lock if there's nothing in it's melee range so the enemy heavy is stuck in place. Then at the end of your next control phase, the Chimera uses Apparition to place itself out of the lock. Now the enemy heavy isn't engaged so you can shoot and spell it until your heart's content and when your done the Chimera walks up behind the heavy again and re-establishes the lock. You can also use Battle Mages to drag enemy heavies away from their armies, so nothing will be in a posiiton to get the Chimera off. If you have an Arcanist he can give the Chimera the focus to Re-establish the lock every turn basically taking an enemy heavy out of the game for the cost of a 1pt solo and a 6pt light. The Chimera basically gives the enemy heavy noogies for the rest of the game...not that I've tried this before I mean it's just such a d-bag move 
We had a guy around here using this trick with a ghostly Pureblood Warpwolf. The problem was always that the Wolf ended up way too close to the enemy army. A couple greatbears or bane thralls and the locked heavy is free and you're down your MMA fighter. Funny though, for sure, especially if you can create a situation where you're safe from reprisal.
-Dis.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/05/13 10:56:16
Subject: Re:Weird, wacky, and cool moves/combos.
|
 |
Painlord Titan Princeps of Slaanesh
|
I don't think this works by RAW. Page 52 says that at the start of the locked jacks combat action both jacks roll a d6 and add their strength. If the locked jack's total is bigger it can then act normally including making initial attacks. The locked jack can also expend focus to make additional attempts to break the lock if neccesary. There is no mention of having to be in melee range or anything other than being in a lock. The Chimera's Str 8 isn't going to fair too well against most heavy's Str 11 or 12.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/05/13 12:53:08
Subject: Weird, wacky, and cool moves/combos.
|
 |
Dakka Veteran
|
While yes that's true the point of it is that the jack would be useless for that turn. You lock them in the back and let's say they break free. At that moment they can only make initial attacks, which means they can't turn to face you and therefore can't punch you in the face. You essentially make them useless as while they can hit anything, they can't hit your jack who locked them from behind, which is what matters.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/05/13 15:55:47
Subject: Re:Weird, wacky, and cool moves/combos.
|
 |
Battlefield Professional
|
The way locks work got a pretty heavy errata, IIRC you get to make a test whenever you would make an initial melee attack, so if you're not engaging anything, you can't make the initial melee attack, so no check. Shake's example is correct as far as I know.
Again, we haven't seen a lot of locks in our group, and the two times a guy tried this move he lost the locking model immediately on his opponent's turn prior to the locked model's activation, so we never had to go through the process of breaking a lock.
-Dis.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/05/13 17:12:44
Subject: Weird, wacky, and cool moves/combos.
|
 |
Regular Dakkanaut
|
It can be a bit harder to get the locking model when TK's are in play to manipulate placement, and the chimera might have polarity shield so it can't be charged with Rahn... but yes, it can be difficult to keep yourself safe from retaliation when you're jumping on an enemy heavy like that.
|
wileythenord wrote:then Player-A ruined my entire life |
|
|
 |
 |
|
|