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Weapon Team & Character; How can it be used, conga-weapon-teams
Topic Started: 25th September 2014 - 02:13 PM (340 Views)
Dazzle
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Clanrat
New skaven player getting creative here, please correct me if I'm wrong

Continuing a thread from the rules section http://s6.zetaboards.com/The_UnderEmpire/topic/1175446/1/
That thread was about adding a BSB with flame banner to a team, which is not what I want to discuss here.
But reading that thread got me thinking:
-adding a WL to a weaponteam (which is a normal unit after deployment) to function as 3+ ward save against shooting (quite good value for the points).

Which, if i combine that with the thread about rat darts, "If you're not in base contact with someone when you start swinging; you can't swing at them" (CapAmr05 thanks).

-conga formation weaponteams.

If this works as it think it does, it becomes a moral question weather or not to play it, sounds quite broken.


-WFT + Doomrocket-WL: risky because of the amount of points in one small unit, but! imagine the stand and shoot, doomrocket+WFT,
What they kill counts towards combat resolution, this could be quite a significant amount. On top of that your opponent can most likely only kill the WL as he is the only one in base contact. Which means, if the unit is of size (or was!), they have to roll snake eyes not to break. Which means you can keep your WFT.
// you are allowed to shoot from the second rank, correct?

And that got me thinking, maybe the Doom-flayer can be useful after all!
-DF + defensive warlord: DF gets to make supporting attacks

Am I taking things too far here? (If this is all fine we can also argue that the character gets the "attached unit" ward safe, to ensure our opponent flips over the table)

-Dazzle


Edited by Dazzle, 25th September 2014 - 02:21 PM.
Who runs away lives to fight another day!
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TrueLancer
Grey Seer
I love this.

Can you explain what you mean by...

"
-WFT + Doomrocket-WL: risky because of the amount of points in one small unit, but! imagine the stand and shoot, doomrocket+WFT,
What they kill counts towards combat resolution, this could be quite a significant amount."
Edited by TrueLancer, 28th September 2014 - 11:31 PM.
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Dazzle
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Clanrat
Well, I find it risky because you'd be putting 115points in one small unit, easy points if they get caught.

About the stand and shoot (now here I'm not a 100% sure about the rules). But, Lets assume the doomrocket and warpfirethrower both hit, and lets assume they kill about 15 models of the charging unit.
Because of the congo formation they can only inflict 2 wounds on the warlock.

Combat resolution: attacker: 3ranks, banner, charge, BSB, 2 wounds = 8
weapon team: 15 wounds = 15

Meaning you win combat by 7, but I just realized the enemy will probably be steadfast and hold their ground. (but they'd be stuck there for another turn).

I'm just thinking out loud, but i think the weapon teams weakness is it fragility from ranged attacks, so a warlock bodyguard could be useful.

-Dazzle
Who runs away lives to fight another day!
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Sammy the Squid
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Back to retirement!

'Stand and shoot' kills do not count towards combat res :)

- Sammy
"If the squidman can't do it, no one can!!"

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Nurglitch IX
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Also, stand and shoot must be fired when the unit reaches the maximum range of the shortest ranged weapon.

So what's the Maximum range of the WFT? Dev

INTERATE: Also consider that most units charge 2d6+5 inches, and the minimum firing distance of the doomrocket is 4d6 inches. That means they're going to be closer than you want them to be before they start charging.
Edited by Nurglitch IX, 29th September 2014 - 05:04 PM.
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Dazzle
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Clanrat
Alright then that is where I wasn't sure about the rules =).

"stand and shoot must be fired when the unit reaches the maximum range of the shortest ranged weapon."
How does that work? because you can stand and shoot with the WFT.

And the doomrocket idea might not be as good as i thought, however, I still think the warlock could be useful as a rat-shield.

How about the idea of sticking a warlord / assassin in front of a doomflayer? how would that work out (impact hits and stuff).

Or is the rat shield as good as its going to get?

-Dazzle
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snowblizz
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Ph.D.
Impact hits only work in BTB contact...

The Flayer is also listed as Range: Base Contact and it wouldn't be in base contact... so no Whirling Doom.

The range of the WFT is "Artillery die" ie 2-10", so in this case most probably 10".

The problem is you must place the narrow end at the WFT barrel but you are not allowed to place the template over your own units... which kinda is what the character in front would be.
Snowblizz' Sneaky Skaven armyblog
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TrueLancer
Grey Seer
Whirling Doomflayer:

Put the character in the back. Charge into what you want to inflict d3 impact hits on. During the Close Combat phase, "Make Way" your warlord into the front rank. Remember the rule is that the Doomflayer does not use its Attack Profile in close combat, but instead the target inflicts 2, 4, 6, 8, or 10 Automatic Hits distributed as shooting, remembering that on the turn it charges, it does both Impact Hits and its "Whirling Death attack", which is a single special attack.

Tada. It's stupid but it works. If anybody complains about using the most backwards, broken, terrible unit in the army that is super-soft to being targeted and killed at the cost of up to 50-200 extra points, they're a whiner.
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Didimus
Stormvermin
Except that Characters must be placed in the front rank, except when displaced by command groups and other characters.
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King Rat
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Grey Seer
I see some potential here for protecting WFT's. by adding a engineer. Any hits the unit receives are randomised between the engineer and the WFT.

1. Naked Engineer randomises hits between him and the WTF, 7.5 skaven slaves
2. Engineer Obsidian Trinket boosting the Ward Save to 3+ vs. Magic, 15 skaven slaves
3. Engineer Obsidian Amulet boosting the Ward Save to 2+ vs. Magic, 22.5 skaven slaves
4. Engineer Obsidian Trinket + Shield Ptolos making the engineer more survivable so he can move from WFT to WFT. 27.5 skaven slaves
5. Engineer add the Charmed Shield and one of the Magic Resistances effectively giving the unit 4 wounds. 10 skaven slaves
8th Ed Win /Draw/ Loss
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