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I,am gonna play a 8:edition battle against the games workshop chief.
some new 8:ed rules i now is:
you strike in initiative order (we still strike first so)
everybody fights and shoot in two ranks.
in second rank you only get one support attack (if you are monsters infantry you get full attacks).
each cannon cause d6 wounds and each bolt thrower cause d3
if a unit is 10 wide they get the horde rule and can fight in a rank more.
bowmens have the volley fire rule and each other can fire
skirmishers only need to be 12 inches away from the enemy even if the enemy see you (but you are not allowed to charge first turn).
you roll 2d6 to be your power dice and the highest of them is the enemys dispel dice.
you add your magic level to the casting value.
if you got the asf rule and higher initiative you can re-roll to hit.
a army can have max 25% lords (this means you can have a lord on 1000 pts) , max 25% heroes, min 25% core, max 50% special (only three of the same unit dubble on 3000 pts) max 25% rare (only 2 of the same dubble on 3000 pts).
one spell in each lore gonna be exchanged.
i think he gonna use:
20 gores w/shield
10 ungor raiders
6 minotours w/great weapons
1 tuskgor chariot
i was thinking of:
Prince 150 Great weapon 12 Bow of the seafarer 60 shadow armour 25 247
lvl 2 mage 135 the seerstaff 30 power stone 20 185 shadow number 1 and 3 (if they are left)
24 spearmens 216 f/c 25 241
10 archers 110
7 shadow warriors 112
12 sword masters 180 f/c 30 skainsliver 25 war banner 20 255
1 rbt 100
i let the enemy go first and then the mage goes with sword masters and use steed of shadows to fly out of the unit and then using crown of taidon to reduce the ranks.
the prince goes with shadow warriors and they scout on a flank.
the rbt and the prince fully shoot at the minotours
is this a nice list and what do i need to change?
sry forgot some rules:
skirmishers get rank bonuses
and even if you kill everyone who can fight they ones behind the goes to their place and fight
Does he use ambush?
no, i dont think so!
Maybe you should drop the Shadow Warriors and Shadow Armor. There is nothing wrong with having a unit to sneak around the enemies deployment zone, but against Beastmen, there shouldnt be anything back there to hunt. Also an eagle might not be a bad idea, becasue these Chaos spawn cannot hit your line fully intact or else your line will go kaput. I like your list, but with the spare points you might should get some pheonix guard or more bolt throwers to either make sure that the goat heads dont hit your line to hard or that when they do hit, they hit something as hard as a rock. Also, maybe you should up that mage to an archmage and down the prince to a noble with a reaver bow, just a thought.
yeah thats right but i need something who can take out a lot of minotours but i gonna think about it and then i will put up the list tomorrow
this is the upgraded list:
archmage w/lvl 4 upgrade,silver wand, ring of fury, guardian pheonix 335
noble w/great weapon, reaver bow, mask of the merlord, heavy armour 147
24 spearmens w/f/c, lion standard 266
10 archers 110
14 sword masters w/ f/c, banner of sorcery 290
my spearmens will fight against minoutours who hopefully is decreased by my RBT and the mage
my noble shoot at gors i think and sword masters take the gors
There is one thing I would change though, and that is the Mask of the Merlord. Are you going to be playing with alot of water terrain? Because otherwise I find it kind of useless. Maybe you should use Enchanted Shield instead.
i only use the mask because of the extra armour save and i know we gonna play with rivers