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| Pros and cons of weapon team vs lvl 1 warlock | |
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| Tweet Topic Started: 15th November 2010 - 05:58 PM (1,081 Views) | |
| Scurrilous | 16th November 2010 - 07:06 AM Post #16 |
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Warlord
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I think having a few WE's might not be a bad idea. Warp Lightning is pretty brutal, but one of them might also roll Scorch which is by far my favourite ruin spell ever. However, weapon teams are very versatile. I'm still trying to decide if they're worth it though. Would probably use the teams over the WE's at level 1, though they are nice and cheap. Additionally, this would be a fun way of giving a slave unit a "weapon team." |
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Tournemant results to date: vs Vampire Counts: 1 victory vs Dwarves: 1 victory vs Daemons: 1 Draw vs Brettonians: 1 draw, 1 loss vs Skaven: 1 victory vs Lizardmen: 1 victory vs Dark Elves: 1 loss vs High Elves: 1 loss | |
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| Wargamejunkie | 16th November 2010 - 02:27 PM Post #17 |
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Warlord
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Looking at the list I think the best places for 2 of the engineers would be in the 20 man bunker units. Since the primary role for them is support/flanking that would be a good way to keep them out of danger and still contributing with their magic. I think the best weapon team for you would be the WFT. As it shoots in a straight line and if you misfire there isn't the opportunity for your opponent to place the template like a PWM. Your combat units are the Slaves. I think it would be best to make use of their rules. |
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Come check out the GT I'm a Tournament Organizer for Southeastern USA October 3rd and 4th Redstone Rumble GT | |
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| Kevlar | 16th November 2010 - 04:44 PM Post #18 |
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Doomwheel Driver
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Problem is the characters don't have the expendable rule. |
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| Rakashani | 16th November 2010 - 07:53 PM Post #19 |
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Warlord
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Consider dropping one Engineer for a Condenser and other magic or maybe a few more models? Personally, I think I would drop 1 Engineer and 3 Slaves (1 from each unit) to pick up the Condenser and 1 more Gutter Runner in each unit. I think you'll benefit from the additional die from the condenser (on a 5) and the extra damage/threat enough to make up for the loss of the one additional spell. Alternatively, as someone else suggested, you could pick up the condenser and push every WE to Lvl 2, but I think that changes the feel of the list. |
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| Wargamejunkie | 16th November 2010 - 09:09 PM Post #20 |
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Warlord
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I didn't even think of that since I never have characters in slave units. In that case I think upgraded Engineers free up some points and get a WLC. The 20 man clanrats still would make a nice bunker for 2 of the engineers. |
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Come check out the GT I'm a Tournament Organizer for Southeastern USA October 3rd and 4th Redstone Rumble GT | |
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| Kevlar | 16th November 2010 - 09:10 PM Post #21 |
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Doomwheel Driver
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Is the condenser really worth dropping an engineer for? I had thought about it, but I sacrifice wounds from the table, an extra caster who also channels, and d6 warp lightning bolts for +2. 3 units of 5 gutter runners is perfect for me really. 10 shots is almost always enough to kill a war machine with shooting, and they always kill them in hand to hand. 3 units easily wipe out 5-6 warmachines in two turns, quick enough with the storm banner than I suffer almost no casualties. 5 isn't enough to take out monsters reliably, but 6 probably wouldn't fare any better. Two units does the trick just fine though. No way do I want level two wizards, too big a point sink. lvl 1's are about the half the price as a level 2. I don't think its worth the +1 dispel. Its a lot harder to kill two wizards in two different units than it is one higher level. The only thing I can see doing to change up this list is maybe drop a unit of worthless clanrats, drop a few storm vermin, and take a unit of monks. This would preclude the use of the horde formation though, and storm vermin seem a lot better than monks in 8th edition. I wish I had more models. |
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| Pestilent Lord | 16th November 2010 - 09:31 PM Post #22 |
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Doomwheel Driver
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Sacrificing wounds? yes you are. Reducing from d6 to +2? Yes, but the +2 hits comes at no additional power die cost. Sacrificing a channeler? Technically true, but the Condenser generates a power die by itself on a 5+. So really you're gaining a power die on a 5+ by sacrificing a die on a 6+, nice trade. |
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“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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| Rakashani | 17th November 2010 - 10:57 PM Post #23 |
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Warlord
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And more fundamentally it frees up 45 more points. I find that with my dice 10 poisoned shots *never* kills a warmachine. Heck, I can't even kill Elven Repeaters. That 6th Runner is important in my world. Regardless, consider other uses for the 45 points. Pestilent hit the nail on the head... You're trading a 6+ channel for a 5+ additional die from the condenser (which the FAQ already told us is in addition to the one from the caster carrying it). You're trading an expected 3.5 wounds if you succeed on a new casting roll for 2 wounds on a single casting roll and you're saving your dice. Unless you are facing an overwhelming anti-magic army like Dwarves, I look at this as a minor loss for 45 extra points. And heck, if I am facing an anti-magic army the WEs you've got are probably not going to be enough to get anything off unless you are getting IF and blowing up anyway. |
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| Vulcan | 22nd November 2010 - 04:17 AM Post #24 |
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Clanrat
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One small benefit for weapons teams over Lvl 1 warlock. Weapon teams do not take power dice to use. |
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| IronShark | 22nd November 2010 - 06:47 PM Post #25 |
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Warlord
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Maybe my local scene is a bit different, but I find that unless I have a particular ability to generate Power Dice, I'm just going to get shut out of the magic phase 70% of the time. With the standard magic phase, you'll average 2-3 more power dice than the opponent has dispel dice. Armies I've faced: Dwarves, taking away 1 PD and generating +4 DD, giving them on average 2-3 more DD than power dice, and +2 to dispel. Orcs and Gobbos, taking away 1 PD and generating +4 DD, with +4 to dispel. High Elves, with +D3 DD, +5 to dispel Empire, with +3 DD, +4 to dispel. With a paltry +1 to cast, and no special ability to generate power dice, the above armies would just shut you out of the magic phase. Even against armies with modest dispel capability, you're probably only going to get 1 Warp Lightning off per turn, which will be a minor irritation to the typical big blocks of troops fielded in 8th. I think there's a lot better things you could do with your points. |
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No battle plan survives contact with Clan Skryre. -Lord Pox | |
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