December 09, 2018, 10:42:24 PM

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Warmaster Revolution / Re: Raise Dead issue
« Last post by Aldhick on Today at 09:13:53 AM »
Yes, very good point.
Trades & Services / Re: WTB Eldar BFG units, am in the UK and have PayPal
« Last post by Joken on Today at 06:55:35 AM »

PM sent

Warmaster Revolution / Re: Raise Dead issue
« Last post by Geep on Yesterday at 08:50:54 AM »
That's a really good point CJBennett22- the spell was never supposed to allow the creation of a new combat
Warmaster Revolution / Re: Raise Dead issue
« Last post by cjbennett22 on December 07, 2018, 04:52:27 PM »
Thank you for posting this issue here.  It is definitely a lot better than Facebook for keeping a rule discussion  like this going.

ok, I would like to start my opinion with the fact that I have never paid any attention to this spell before as vampire counts are WAY to rare and then no one I know even has the tomb kings.  So this is literally my first time studying the spell text and rules.

As I do that, I see one thing that jumps out at me.  The rules state that it is cast on any 1 single combat engagement, so if you raise dead behind your enemy in 2 lines for revolution......1 supporting the other 3 stands wide....I think its safe to assume it must still be 1 engagement and your hits count as such.  In which case, nothing changes from vanilla to revolution, if you just keep assuming the 4 lines of combat..... enemy, friendly support, friendly, all 1 engagement. 

I will agree, if you split it up into 2 engagements and count hits that way, the spell is really awesome and will win the combat for you almost everytime.  But as 1 engagement with all hits pooling together, I think its still a fair enough fight, the spell is still advantageous but not overly so.

I'm for just giving the spell a slight re-wording to keep the engagement as 1 single engagement, and you must deploy the raised dead unit in a way that keeps it a single engagement as it was at the start of the shooting phase.

But, I might still be missing something because this is my first time reading these rules.
[BFG] Discussion / Re: BFG Ork Fleet 1500
« Last post by horizon on December 07, 2018, 01:28:44 PM »
Like Seahawk says. While a bit daft in concept fielding a lot of Terror Kroozers and torpedo escorts can give Orks even an ac advantage against Tau.
Which happened to me once... but I won due Tau gunnery. har har.
[BFG] Discussion / Re: BFG Ork Fleet 1500
« Last post by Lotus on December 05, 2018, 11:32:17 PM »
My view could be influenced by the fact that i play mostly corsair eldar. ^^
[BFG] Discussion / Re: The BFG: Expanded Revised Rules Thread (MAJOR Update 04/12/2017)
« Last post by Zelnik on December 05, 2018, 06:44:39 PM »
Sup my dudes!!

You guys have done an amazing job (though I wonder if there are too many ship options now..)

Any way I can help?
[WM] Warmaster Fantasy Discussion / Re: advice expanding my high elves 1500 to 2000pts
« Last post by Dave on December 05, 2018, 01:06:11 AM »
I've got some KoW Elven cats (from their spear elves box, I believe) that I was going to sculpt manes on for Lion chariots and Chrace heroes.
[BFG] Discussion / Re: BFG Ork Fleet 1500
« Last post by Seahawk on December 05, 2018, 12:19:37 AM »
On the flip side, Orks can absolutely FLOOD the field with ordnance. Granted, they won't necessarily get to reload so often, but every reload is another valuable launch.

I've found Ork shooting to be totally lackluster, and ordnance and Ld checks to be quite important.

  • Anyone got experience using eureka 10mm lions for lion chariots? might get a second chariot unit but would prefer to make it distinctive.

I have Eureka's lions and they are superb figures. I don't have here with me any HE chariot, but I'll try to grab one and send a picture of both together.

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