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Made in be
Dakka Veteran






This is a question about competitive tricks where fluff is dead. Once in a while I like that extreme OP deathmatch were both players come up with the worst they can do, ignoring fluff.
I was wondering about stuff to circumvent rules... Make unstable stuff stable.. Combos that make your alliance win. Everything is allowed in War and love

Going beyond basic synergy of the armies

What have you guys come up with so far?

I will start:

Warriors of chaos Hell canon.
a 300 pts artillery piece that shoots without line of sight, and if it does not move hits on 3+ (2shots) and does d6 mortal wounds/hit.
The downside is that you have to throw a dice every turn and it might run off... so especially in smaller lists the risks of a 300 pts piece that does not do a thing is a heavy risk. The canon will be hit or miss and one game in 6 it will do probably nothing worth 300 pts and one in 3 , it will only have shot once...

How to solve this? Put a circle of 10 marauders (60 pts) around the canon. that way it can not move even if you fail the roll, enjoy 6 turns of shooting 48" with a 10 wound buffer that can be placed out of line of sight. In the right battleplan it can even put the weight of 14 models claiming an objective.
   
Made in de
Experienced Maneater






Sayl the Faithless is pretty game-breaking. He can move any friendly unit (not only GA: Chaos) 18" with a flying move.

Multiple Mournguls.

Multiple Dread Maws.

Multiple "nearly anything from FW".

To avoid getting overwhelmed by lots of attacks, build a single line. After the initial charge, the enemy has to close in to the nearest enemy model or finish the move nearer to the nearest model. Which means you would have max. 2-3 models in combat, even with spears, the enemy will have a hard time getting lots of attacks into range.

Use six-sided dice with numbers higher than 1-6 and roll a 13 for your Skaven bell.
   
Made in be
Dakka Veteran






 Hanskrampf wrote:
Sayl the Faithless is pretty game-breaking. He can move any friendly unit (not only GA: Chaos) 18" with a flying move.

Multiple Mournguls.

Multiple Dread Maws.

Multiple "nearly anything from FW".

To avoid getting overwhelmed by lots of attacks, build a single line. After the initial charge, the enemy has to close in to the nearest enemy model or finish the move nearer to the nearest model. Which means you would have max. 2-3 models in combat, even with spears, the enemy will have a hard time getting lots of attacks into range.

Use six-sided dice with numbers higher than 1-6 and roll a 13 for your Skaven bell.


For Sayl The faithless... Can you legally put warscrolls from different alliances together? I thought that was a requirement in GHB.. But even for chaos alone it is an immense game breaker that I will look into


For that screaming bell, I was thinking of owning dice one marked with thir 6 times and the other with teen 6 times, or just instead of the 6's as you cannot do anything with that summoning thing anymore as nobody is going to use reinforcement points for a 1 in 12 shot.... But it is quite expensive to print dice for a joke that you can try only once and nobody will really fall for it...
   
Made in gb
Towering Hierophant Bio-Titan





Fareham

Not really game breaking, but you can mystic shield a mourngul to a 2+ save that ignores rend.

With the death trait and command ability you also get a fixed 5+ should you fail that.



Then take a lord on dragon with the book artefact.
You can then summon it without fail wherever you want.

   
Made in us
Lieutenant General





Florence, KY

 minisnatcher wrote:
For Sayl The faithless... Can you legally put warscrolls from different alliances together? I thought that was a requirement in GHB...

In Matched Play you are limited to a single Grand Alliance. Open and Narrative Play have no such restriction.

'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in us
Raging Ravener



Virginia

This is only a minor shenanigan, best used against enemy deathstars or big nasty monsters: the ultimate Treelord tarpit.

The end result (if all your spells and Groundshaking Stomp go off): a Treelord Ancient with a 2+ save re-rolling ones, ignoring -1 rend, in combat with a deathstar suffering from a -4 to hit. In other words, anything that hits on a 3+ or worse can't even hit the Ancient, and something that normally hits on a 2+ will be hitting on a 6+.

Here's how it works:

Take two Gnarlroot Wargroves, one with a Skink Starpriest and one with a Battlewizard. This gives you access to both wizards while still keeping the Sylvaneth allegiance. It also lets all your wizards cast two spells per turn.

Make one of your Treelord Ancients your general. Give him Gnarled Warrior (ignore -1 rend) and Briarsheath (-1 to hit rolls targeting him).

Send your general into combat with the enemy deathstar (or big nasty monster). The Starpriest and Battlemage can each give the enemy -1 to hit, Briarsheath gives another -1 to hit against the general, and the Groundshaking Stomp ability gives another -1 on a 4+. Your general can cast Arcane Shield on itself for a 2+ save and use its command ability to re-roll saves of 1.

Also, one of your three wizards can take Regrowth, so that the Treelord can regenerate D6 wounds/turn.
   
Made in us
Humming Great Unclean One of Nurgle






Take Neferata as your army general and run Mournguls.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in gb
Longtime Dakkanaut





 minisnatcher wrote:
T
Warriors of chaos Hell canon.
a 300 pts artillery piece that shoots without line of sight, and if it does not move hits on 3+ (2shots) and does d6 mortal wounds/hit.
The downside is that you have to throw a dice every turn and it might run off... so especially in smaller lists the risks of a 300 pts piece that does not do a thing is a heavy risk. The canon will be hit or miss and one game in 6 it will do probably nothing worth 300 pts and one in 3 , it will only have shot once...


It doesn't have an integrated crew profile, so while it hits hard it's also pretty vulnerable.....

Hodge-Podge says: Run with the Devil, Shout Satan's Might. Deathtongue! Deathtongue! The Beast arises tonight!
 
   
Made in gb
Dakka Veteran





But also means it wont be useless after the crew are killed, and dont forget the helcannon is also no slouch in combat on its own.
   
Made in be
Dakka Veteran






 torgoch wrote:
 minisnatcher wrote:
T
Warriors of chaos Hell canon.
a 300 pts artillery piece that shoots without line of sight, and if it does not move hits on 3+ (2shots) and does d6 mortal wounds/hit.
The downside is that you have to throw a dice every turn and it might run off... so especially in smaller lists the risks of a 300 pts piece that does not do a thing is a heavy risk. The canon will be hit or miss and one game in 6 it will do probably nothing worth 300 pts and one in 3 , it will only have shot once...


It doesn't have an integrated crew profile, so while it hits hard it's also pretty vulnerable.....


Well as we are talking shenanigans. There is no facing in this game. So place it horizontally in a corner and the tiny crew behind it. You will find that there is no line of sight to the crew and only a handful of units (line of site negating and abilities like Celestial primes meteor strike, Bloodthirsters Outrageous Carnage) can deal with that ... Especially without first having to move through the 48" range of the canon.

To quote Satyricon
Damn you all for being so small, because you cannot kill, what you cannot see
   
 
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