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		<title><![CDATA[Latest posts for the thread "played my first game since 4th edition last night"]]></title>
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				<title>played my first game since 4th edition last night</title>
				<description><![CDATA[ Well,<br /> <br /> My buddy and I finally finished our gaming table. It is sweet.   I busted out my old lizardmen army and he got his wood elves.  To keep it simple since we are still learning the new rules, we kept it at 1,000 points.  I am sure we probably didn't get some of the new rules right, but we both agreed that we would need to play over a dozen games before we iron out every rule set.  So this is what we had, roughly and there is no way I will remember all the lizardmen item names, but I can describe what they did.<br /> <br /> lizardmen<br /> 1 sauras vet<br /> 20 saurus unit with halbreds<br /> standard that gives +1 attack<br /> blade that doesn't allow magic saves<br /> <br /> <br /> skinks<br /> 1 skin priest, <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2 wiz<br /> 18 skinks promoted to scouts with javelins<br /> -priest had an item that requires Toughness test or suffer a wound<br /> <br /> 1 unit of 2 salamanders<br /> <br /> wood elves<br /> 2 units of archers<br /> 1 unit of war dancers<br /> 1 unit of glade riders<br /> 1 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> 1 wizard<br /> <br /> we deployed after setting terrain.   Each side was even, though we rolled a marsh and now I see where having the aquatic ability comes in super handy as lizardmen.   I deployed my scouts in some light woods near a hill his glade riders were behind, my salamanders were deployed behind them in my deployment and my Saurus unit on the other end of the table.   My skinks were able to fend off his glade riders for a while.  Granted he had very bad dice rolls.  <br /> <br /> I ended up winning the game, his war dancers kept trying to harass me, and then kept moving out of range.  My saurus unit failed to charge so many times from not enough distance.   My salamanders destroyed a lot of units, wow those things are tough.   Once the large saurus unit got box cars for the charge it was game over.  I had a unit of 20, in 4 rows of 5, and by the time I got to his war dancers only 7 or so had been killed.  His initiative scared me as he always got to strike first, however with 2 attacks +1 attack standard I was able to destroy them once it was said and done.  Though I really won by bad dice rolls, at one point in the game my buddy's whole wood elf army failed leadership tests.  Every single model was fleeing, it was funny.<br /> <br /> The magic system is weird.  My <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2 skink priest got a 15 power spell, which means the only way to cast it was double 6s, and I did some damage to myself when I got it off.  However, chain lightening is a super powerful spell.<br /> <br /> We had lots of fun, we decided next game we will probably play 2,000 points so we can field some larger <span class="glossaryitem" onmouseover='gp(56);'>HQs</span>.  <br /> <br /> My slaan mage priests are stripped, they just need to be put back together, though the new models look way cooler if you ask me.<br /> <br /> I cannot wait to bust my Space Wolves out next when we decide to play some <span class="glossaryitem" onmouseover='gp(3);'>40k</span><br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 25 Nov 2010 04:13:10]]> GMT</pubDate>
				<author><![CDATA[ Crom]]></author>
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				<title>Re:played my first game since 4th edition last night</title>
				<description><![CDATA[ <blockquote class="uncited"><div>The magic system is weird. My <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2 skink priest got a 15 power spell, which means the only way to cast it was double 6s, and I did some damage to myself when I got it off. However, chain lightening is a super powerful spell.</div></blockquote><br /> <br /> I am assuming this is an old habit that has to do with 4th edition. In 8th, any spell caster can toss up to 6 dice at any spell regardless of their level. Furthermore, the number of dice you have in your phase is determined by the winds of magic (<span class="glossaryitem" onmouseover='gp(1);'>2d6</span>). On top of that, you add your caster level to the roll. <br /> <br /> The 15 to cast spell therefore only required a 13 to roll, and on 6 dice that is quite easy to get to. Odds are that you get there with 4 dice. With a decent winds of magic roll, you could likely cast both spells in the same phase.  ]]></description>
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				<pubDate><![CDATA[Thu, 25 Nov 2010 04:41:57]]> GMT</pubDate>
				<author><![CDATA[ Lehnsherr]]></author>
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				<title>played my first game since 4th edition last night</title>
				<description><![CDATA[ You both might want to get the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>-es for both you'r armies and the <span class="glossaryitem" onmouseover='gp(13);'>BRB</span>, there's just no way to play without them nowadays. Just don't print them out unless you have spare paper <span class="glossaryitem" onmouseover='gp(50);'>GW</span> tends to release mew ones ever two months or so. Which is actually good since they fix many of the rule problems that seem to crop up all over.]]></description>
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				<pubDate><![CDATA[Thu, 25 Nov 2010 04:59:07]]> GMT</pubDate>
				<author><![CDATA[ HoverBoy]]></author>
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				<title>played my first game since 4th edition last night</title>
				<description><![CDATA[ It sounds a bit like your Lizardmen codex might be out of date actually, normal Skinks can't get Scouts in the current codex for one thing (unless you mean Skirmishing Skinks which are fine) and I don't even know if normal Saurus have ever had access to Halberds (thats always been a Temple Guard thing I think).]]></description>
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				<pubDate><![CDATA[Thu, 25 Nov 2010 08:33:41]]> GMT</pubDate>
				<author><![CDATA[ Powerguy]]></author>
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				<title>Re:played my first game since 4th edition last night</title>
				<description><![CDATA[ <blockquote><div><cite>Lehnsherr wrote:</cite><blockquote class="uncited"><div>The magic system is weird. My <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2 skink priest got a 15 power spell, which means the only way to cast it was double 6s, and I did some damage to myself when I got it off. However, chain lightening is a super powerful spell.</div></blockquote><br /> <br /> I am assuming this is an old habit that has to do with 4th edition. In 8th, any spell caster can toss up to 6 dice at any spell regardless of their level. Furthermore, the number of dice you have in your phase is determined by the winds of magic (<span class="glossaryitem" onmouseover='gp(1);'>2d6</span>). On top of that, you add your caster level to the roll. <br /> <br /> The 15 to cast spell therefore only required a 13 to roll, and on 6 dice that is quite easy to get to. Odds are that you get there with 4 dice. With a decent winds of magic roll, you could likely cast both spells in the same phase.  </div></blockquote><br /> <br /> Oh man we had that rule wrong.  We did the winds of magic but for some reason we though you could roll as many dice as you want (up to 6) but could only count your highest two for casting spells.  So you count all the dice when you roll for a spell?<br /> <br /> <br /> My skink scouts were skirmishers, and I had the halbred rule wrong, seems only the Sarus veterans are allowed halbreds.  I just looked it up.  The book I have is from 6th edition and it was given to me from a guy at the local hobby shop since they heard we were getting back into the game.  I see there is a 7th edition book out but no 8th.  I bet that is because 8th just came out.<br /> <br /> I will check those <span class="glossaryitem" onmouseover='gp(36);'>FAQs</span>, thanks for the heads up]]></description>
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				<pubDate><![CDATA[Thu, 25 Nov 2010 16:43:34]]> GMT</pubDate>
				<author><![CDATA[ Crom]]></author>
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				<title>Re:played my first game since 4th edition last night</title>
				<description><![CDATA[ Yep, every die counts. You can roll up to 6 provided you have the power pool for it, and you add all the dice together, along with the caster level of the wizard and any other bonuses they might have. <br /> <br /> It might be a while before another LM codex comes out, so I'd pick up the 7th edition one for the time being. From the sounds of things, <span class="glossaryitem" onmouseover='gp(418);'>TK</span>, Brets, O&G and maybe even (hopefully) woodies are going to get codex's. With LM being one of the more competitive armies out there, you likely won't see a codex for them for at least another year, if not more. ]]></description>
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				<pubDate><![CDATA[Thu, 25 Nov 2010 16:47:47]]> GMT</pubDate>
				<author><![CDATA[ Lehnsherr]]></author>
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