why are TK's difficult - Page 4 - Warhammer 40K Fantasy
 

Welcome to Librarium Online!

Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!

Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!


Register Now!

User Tag List

+ Reply to Thread
Page 4 of 4 FirstFirst ... 234
Results 31 to 36 of 36
  1. #31
    Member
    Join Date
    Mar 2006
    Location
    Malta (europe)
    Age
    26
    Posts
    45
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    2 (x1)

    Quote Originally Posted by MobiusPrime View Post
    I think you guys are giving way to much credit to the Tomb Scorpion. No doubt, it is a great addition to any list, but in some capacities, it just fails to perform.

    It is great for Warmachine/Lone Mage hunting, sniping characters in units, march blocking and scaring off scouts or fast cavalry flankers. But supporting other units against the enemy RIF, they just fail due to their lack of US to cancel ranks or generate flank/rear bonus.
    It fails to perform only when used wrongly & when you have 1 - 2 if you use 3 -4 the result is different. I usually charge into a unit using 3 skoprions they usually int the combat vs rank & file troops & its not even a bad idea charging with at least 3 skorpions into a dragon, treeman and otehr such beasties they usually eat them in 2 turns

    But i agree totaly with you that their only bad point is that they dont give you that +1 or +2 or break ranks, still they are usefull as hell never have they failed me tll now. Yeah sure 1 or 2 of them somtimes dont do anything but the other 2 make up for it usually.


  2. Remove Advertisements
    Librarium-Online.com
    Advertisements
     

  3. #32
    PokeSavant Esco Thomson's Avatar
    Join Date
    Oct 2005
    Location
    Minneapolis, MN
    Age
    32
    Posts
    539
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputation
    62 (x2)

    Quote Originally Posted by MobiusPrime View Post
    I think you guys are giving way to much credit to the Tomb Scorpion. No doubt, it is a great addition to any list, but in some capacities, it just fails to perform.

    It is great for Warmachine/Lone Mage hunting, sniping characters in units, march blocking and scaring off scouts or fast cavalry flankers. But supporting other units against the enemy RIF, they just fail due to their lack of US to cancel ranks or generate flank/rear bonus.
    Well it just has its own purpose. You shouldn't charge any unit that can't negate ranks into a large block of infantry and expect to come out happy. You use them for war machines, mages, lone characters, or for combined charges. Sometimes combining simply multiple scorpions into one charge.

    Quote Originally Posted by Ereius View Post
    i do belive however that a hlp + 3 other priests might work fantasticly in a devensive army but iv never tried it, but it hnik it would look like 2 unit of 4 ushabtie, 2 units of 30 skelies , 2 skorpions 1 catapult + casket or somthing like that i dont usually play defensive at all so i may be quite wrong. maybe swarms may be worth it in usch a list.
    That is illegal as it stands, as you would need one priest to be a Tomb Prince, unless you are referring to higher points, and have another character.

    As for you taking the casket, what points level are you taking it at? I never field one at anything below 2500. I find that although it can wreak havoc, it ends up being far too much of a point sink, and I would much rather have a second SSC for my rare slot.
    It's Adventure Time!
    2010 'Ardboyz Champion

  4. #33
    Member
    Join Date
    Mar 2006
    Location
    Malta (europe)
    Age
    26
    Posts
    45
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    2 (x1)

    Quote Originally Posted by Mister Molasses View Post
    That is illegal as it stands, as you would need one priest to be a Tomb Prince, unless you are referring to higher points, and have another character.

    As for you taking the casket, what points level are you taking it at? I never field one at anything below 2500. I find that although it can wreak havoc, it ends up being far too much of a point sink, and I would much rather have a second SSC for my rare slot.

    Yeah right you need a general so there has to be tp in there. i walways play a 2k points never below and rarely above thats the game here. I always take the casket and have very rarely played without it. I can make two main points about it:

    1. It does not do much kills per se and rarely gets it points in kills.

    2. However i find that altough the casket is not a one man army like the dwarfen anvil of doom or the hell canon. It is an essential corner stone in my army that i can never play without for its purpose is not that of actually giving me the kills my chariots and heroes usually do that job. Its job is two fold:
    a) To restrict enemy deployment manuvering (most good players who have low leadership armies, skaven, lizardmen, vampire counts, tomb kings etcc... deploy behind hills and forests and usually not facing the casket afraid of what might happen if it ever where actually to work even manuvering becomes restricted for my opponents since they want to have as few units as possible looking at the casket each turn. SO already a player is not playing as freely as he should.

    b) To eat those dispell scrolls. Now this is the most important function of my casket. Every playable army has a winnign condition around which the army was constructed. Some is shooting some hth other magic or a combination. My winning condition is a chariot charge with king & unit or Prince and unit thats the only way my army can win and in order to facilitate that i need that extra movment phase to work by not later than turn 2.
    so what happens is that every turn that casekt is gonna eat at least 1 dispell scroll anotehr will definitly be eaten by one of the incanations. that means that on avrage 2 dispell scrolls are used by my oponent per turn that means by turn two he's gonna be empty of them leaving him to the mercy of my 24 inch charge.

    So although 165 pts doesnt get alot of kills on avrage (there were games i mutilated chosen knights & lords with that 12) but thats just bonus for me i dont count on it. 165 pnts are worth it for its purpose . one has to conclude also that the horrer factor is good not very good but good & that -1 to cast is fantastic skaven no longer manage to cast more than 2 spells per turn (1 player uses 4 enegeneers avrage on 3 dice is 9-10 spell cast on a 9+ usually sinc ethey cnat ever use more than 3 dice im refering to warp lightning 2d6 str 5 hits) that means i just got 2 spells to dispell a turn maybe 3 if hes lucky but chances are that half of the spells wont work with skaven.


    One last thing with reference to the SSC I am really afraid of using it usually i take one and maybe fire 3 times in a game. My luck with that misfire dice is terrible belive me terrible + my army composture was created to reduce significantly the Luck factor in my army. sure i know that SSC is a fantastic wepon but i am personaly incapable of using it effectively my range geussing is top notch but it always misfires or skatter away rarely done anything for my but i know that this is just my luck since i am fully aware of its potential.

    Anyway hope that point was clearly made.
    Daniel

  5. #34
    LO Zealot Spector's Avatar
    Join Date
    Jul 2006
    Location
    Maryland, United States
    Age
    26
    Posts
    1,928
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputation
    131 (x5)

    Quote Originally Posted by Ereius View Post
    So what happens is that every turn that casekt is gonna eat at least 1 dispell scroll anotehr will definitly be eaten by one of the incanations. that means that on avrage 2 dispell scrolls are used by my oponent per turn that means by turn two he's gonna be empty of them leaving him to the mercy of my 24 inch charge.
    How are you getting a 24 inch charge off with your chariots. You get a 8" move and an 8" magic move/charge. Chariots cannot march, ever.

  6. #35
    Son of LO
    Join Date
    Jan 2006
    Location
    UK
    Posts
    4,351
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputationReputation
    523 (x8)

    Quote Originally Posted by Spector View Post
    How are you getting a 24 inch charge off with your chariots. You get a 8" move and an 8" magic move/charge. Chariots cannot march, ever.
    Chariots still charge twice their movement. So you move 8" and then use magic to charge 16"

    Ciao

    Stonehambey

  7. #36
    Dawn Under Heaven Triumph Of Man's Avatar
    Join Date
    Sep 2004
    Location
    MIA
    Age
    23
    Posts
    2,966
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputationReputationReputation
    -178 (x0)

    Has no one mentioned the artillery? Being able to cause panic tests by killing only a single model (with the neg if you took the skulls) is great, being able to do it again in your magic phase is even better.

    Having used a Basilisk in my IG army I know the neg 1 will cause failures eventually, and when you fire four shots (with magic) per turn with a pair of catapults you're almost guaranteeing yourself to see some enemy units flee.


    Karmoon
    ... only triumph could turn pooing his pants into a good thing..

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts