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Help needed fighting to fight horrible monsters
Topic Started: 1st December 2010 - 05:37 PM (1,657 Views)
Bakish
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Stormvermin
Ablabab
Dec 8 2010, 03:55 PM
With a range of 8" and BS 3, globadiers are utter crap - they never do anything worthwhile since 8th.

Unless they stand a few inches behind a big unit of, say, Dragon Prince's.
Just throwing it out there.
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Bobtailmaneater
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Grey Seer
They are entirely situational. In a big enough army a unit of 5-8 never hurts as long as you can keep them in cover and given the enemy more pressing things to shoot at. And it's a cheap way to get another PWM on the table, as has been pointed out.
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Sleboda
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Bobtailmaneater
Dec 7 2010, 12:02 PM
Been thinking about adding a chieftain to my Jezzail team, with a warp musket and poison...

Better yet, add the army standard with the Flaming Banner and watch your jezzails light up treemen with ease.
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razaan
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Chieftain
Sleboda
Dec 8 2010, 01:47 PM
Bobtailmaneater
Dec 7 2010, 12:02 PM
Been thinking about adding a chieftain to my Jezzail team, with a warp musket and poison...

Better yet, add the army standard with the Flaming Banner and watch your jezzails light up treemen with ease.

Jezzails are magic weapons, thus do not gain the flaming ability from the banner.... otherwise that would be awesome.
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Bobtailmaneater
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I think in the final analysis Jezzails are a very useful tool, but not game winners on their own and unlikely to get their points back. This means you should take some if you can, for putting one or two wounds on that Giant, Deamon or Stank, easing the way for your Doomwheel, Abomb or WLC to finish it off. Adding a character seems to be a waste - it only adds to the cost of an already vulnerable batch of points for little return on the investment. I'm not even sure if a sharpshooter makes sense vs. an additional vanilla Jezzail, if you have to make that choice.

PWG's are so situational that a unit of 6 (including Bomberdier with Death Globe) is about all I would spend on them. A second unit of 5 or 6 only IF you know you have good targets for them (chaos knights that are being held up by 50 slaves, for example). Keep them hidden behind your lines until the proper time for them to toss globes into a combat. They may also, if you are lucky or have no other choice, be useful against enemy scouts in that rear guard role.

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Bobofreak
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The Big Cheese!!
Sigh I was so excited about Flaming Jezzails for about 2 hours. Forgot that the flaming rules state they do not affect magic weapons
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TheThingthatshouldnotbe


Is there are difference between magic weapons and magic attacks?

Warpstone weapons = attacks count as magical, but does this mean they are not classed as magic weapons?
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Warlock Matik
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TheThingthatshouldnotbe
Dec 9 2010, 07:33 AM
Is there are difference between magic weapons and magic attacks?

Warpstone weapons = attacks count as magical, but does this mean they are not classed as magic weapons?

The FAQ turned warpstone weapons into magic weapons themselves. This has made a number of small rules issues pop up most of which are simply 'no that won't work now'. :(

Still don't know why they changed it though :unsure:
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