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Master moulder; legal?
Topic Started: 30th October 2010 - 04:12 AM (642 Views)
Mikky the Rat
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Question is this a legal build for a MASTER MOULDER

Master moulder (hand & whip Light armour)
Things catcher (confers killing blow)
Warp musket
Electro whip

If this is legal then I presume he will get...

(if in base contact)
2 attcks in CC with killing blow with the things catcher
and 3D attacks at his strength 4 with the electro whip

or if in the rear rank just the 3D A's from the EW

or if not in CC he can shoot with the Warp musket
No amount of planning will ever replace dumb luck.
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Razuli
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Grey Seer
Unfortunately the things catcher is a 2h weapon and cannot be used at the same time as the electro whip, and the warp musket is move OR fire weapon, so the molder loses one of his best assests using it: their speed. Though i guess he can stand and shoot with it.
skavenmatt,Sep 11 2010
10:05 PM
Playing skaven to minimize randomness is like going to prom with your sister, you can do it if you really want, but in the end everyone will still laugh even if you do get lucky.


Clanlord Trask
18th April 2011 - 03:46 AM
I always take at least one Warpfire Thrower. You can't always rely on your opponent to do massive damage to your troops. Sometimes, you just have to do a job yourself.

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Mikky the Rat
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OK so what is the best build for a MM?
No amount of planning will ever replace dumb luck.
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Chitterfitz
Warlord
Just give him a great weapon and stick him in the front row, Not many people will think to direct attacks against him, yeah he goes last but at least hes hitting like a hammer
Looking for the Limited Edition Skaven Standard Bearer. PM if you know where i can get one.
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Pestilent Lord
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Doomwheel Driver
Under the new rules (Great Weapons ALWAYS strike last) I'd go for an Electro-whip. 2+d3 S4 attacks is nothing to scoff at.
I wouldn't use the Things Catcher, Killing Blow never impressed me as being something that's really worth that many points. And while I do like a warpmusket sometimes, I would never put it on a character as mobile as a Master Moulder should be.
“A player is never late, Dave. Nor is he early. He arrives precisely when the plot dictates he should.”
Skaven 7th:
W/L/D
6/5/2
High Elves:
2/3/1
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Mikky the Rat
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I realize it depends on the points that you have to spend also.
But what if you want to spend as many points on him as possible.

What I am working on is using the IoB set and gettin it up to it's maximum points using only the models in that set. That's why I asked about the three items.

But it's also great to know what is the optimum build on a regular basis.

No amount of planning will ever replace dumb luck.
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Paricidas
Doomwheel Driver
Pestilent Lord
Oct 30 2010, 11:38 AM
Imho the best max.-equipment for a mastermoulder is an electro whip, paired with poison attacks OR with a tailweapon and a rat-guard.


The rules for master moulders are very complicated to me, so I my "advice" is nothing but an eduacated guess here:

A naked master molder comes with 2 attacks, a whip and a handweapon. The whip, as described in the AB, is an additional handweapon. A naked mastermolder therefor has 2 attacks with his handweapon and one attack with his whip, as far as I understand the rules
Ceterum censeo Altdorfem esse delendam
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Yobtar
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Grey Seer - Summoner of Verminlords
Paricidas
Oct 30 2010, 07:21 AM
A naked master molder comes with 2 attacks, a whip and a handweapon. The whip, as described in the AB, is an additional handweapon. A naked mastermolder therefor has 2 attacks with his handweapon and one attack with his whip, as far as I understand the rules


It counts as an additional hand weapon in base to base combat (so +1 Attacks, the rules dont specify 1 whip attack just that it is an add hand weapon) but if not in base (rear ranks) to base it can be used to make 1 attack.
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How can we have a 9 page FAQ?
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