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Post by sedge on Jul 13, 2018 11:35:26 GMT
Really useful guides, both the ones you've cross-posted and the unit guides you've written. When I finally get to play my dwarf army, I'll be referring to this a lot for list-building, particularly with rune-selection on characters. It's worth noting that the "Monty Mash" list is illegal, as the Thane has to be general due to having the highest leadership. I know there's debate on this topic, and Dwarf players tend to interpret things differently, but it's at least worth drawing attention to this dispute - newcomers should really agree first with their opponent how to play this rule. I was also slightly put off by his mention of conga lines, as that's my least favourite aspect of 8th... but then for a certain type of tournament player, there's nothing wrong with that.
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Post by Horace on Jul 13, 2018 12:01:21 GMT
I would personally never use a conga line against someone, I would never be so desperate to win I would do something so silly.
With regards to the Thane thing.. there is at least a clear RAI statement from the author of the rulebook in that thread. If that is not enough to satisfy your opponent regarding the whole Ld/can't pick characters dispute they are probably not worth playing in the first place
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Post by mottdon on Jul 13, 2018 14:12:49 GMT
Oh, man. Let's not start talking about the Thane-must-be-general debate. That has gone on for YEARS! (I personally think that the BSB makes him exempt.)
Oh - and if I ever play any of you guys, I'll be sure to fit in a few Slayer congas! Da-da-da-daaaa-CHOP!
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Post by Horace on Jul 13, 2018 14:52:30 GMT
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Post by sedge on Jul 13, 2018 14:55:21 GMT
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Post by knoffles on Jul 13, 2018 17:22:28 GMT
Really useful guides, both the ones you've cross-posted and the unit guides you've written. When I finally get to play my dwarf army, I'll be referring to this a lot for list-building, particularly with rune-selection on characters. It's worth noting that the "Monty Mash" list is illegal, as the Thane has to be general due to having the highest leadership. I know there's debate on this topic, and Dwarf players tend to interpret things differently, but it's at least worth drawing attention to this dispute - newcomers should really agree first with their opponent how to play this rule. I was also slightly put off by his mention of conga lines, as that's my least favourite aspect of 8th... but then for a certain type of tournament player, there's nothing wrong with that. Good call on the Monty list. I’ll add a comment on that post but then a caveat that it’s generally accepted you can have the Runesmith as a general. It’s a good spot, cheers. I have to say, I always thought that having a hero with LD10 was a terrible decision as it detracts from the Lord. I will say that I fully agree on conga lines/darts. I can’t stand the idea, it goes against how I think the game should be played (I did railroad a Hellpit once, to try it out and even that I was not at all comfortable with. It’s way too gamey). However, conga lines needed to be mentioned as there are players who do that kind of thing so you need to be aware that you might face it. Edit; I’ve added a final paragraph in the slayers entry in the specials section around congas and what I think of players who use them.
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Post by mottdon on Jul 16, 2018 15:12:51 GMT
One thing to note on the Blasting Charges upgrade for Miners. These can work well when combined with the Ambushers rule. Since they can appear on any board edge with no spacing restrictions, then if you can manage to get them close enough on the turn they arrive, then these can be tossed at your opponent upon their arrival. This can result in a sudden viscous attack that quickly hits their back lines. Any wizard bunker won't have the opportunity to run away unscathed, due to their higher movement value on their next turn. With any luck, you can potentially panic opponent's into fleeing as well and into the waiting arms of your other units.
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Post by knoffles on Jul 20, 2018 15:43:29 GMT
One thing to note on the Blasting Charges upgrade for Miners. These can work well when combined with the Ambushers rule. Since they can appear on any board edge with no spacing restrictions, then if you can manage to get them close enough on the turn they arrive, then these can be tossed at your opponent upon their arrival. This can result in a sudden viscous attack that quickly hits their back lines. Any wizard bunker won't have the opportunity to run away unscathed, due to their higher movement value on their next turn. With any luck, you can potentially panic opponent's into fleeing as well and into the waiting arms of your other units. Cheers bud, I've added a line under the blasting charges.
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Post by knoffles on Oct 13, 2018 21:36:07 GMT
I've added a list of posts to the initial section to help navigation.
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Post by knoffles on Jan 27, 2019 11:06:49 GMT
The individual posts have now been linked on the table of contents.
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Post by grandmasterwang on Aug 22, 2022 10:17:17 GMT
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Post by thorpyuk on Aug 27, 2022 9:58:54 GMT
knoffles +1 from me. Its an absolutely excellent guide and has taught me a lot! I agree with virtually everything in there. The only tweak I'd suggest is taking the AHW for Slayers against unarmoured high toughness foes. If they're always 4+ to wound, and they have no armour save, just take the additional attacks... works well against the likes of trolls & other big, unarmoured monsters
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Post by knoffles on Aug 27, 2022 12:19:02 GMT
thorpyuk good shout, I’ll add that in as pretty much every time I read this I tweak something
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Post by thorpyuk on Aug 27, 2022 21:26:46 GMT
thorpyuk good shout, I’ll add that in as pretty much every time I read this I tweak something Same- I re-read all 6 guides and switched to Drakefire Pistols on my Ironbreaker champions- can't believe I missed those!
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Post by knoffles on Jun 24, 2023 11:50:13 GMT
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