Hey guys not played that much Warhammer under the new rules, but I'm competent gamer. any addvice from the network of other VC games would be welcomed. First off there are rule for the torni to take into consideration;
General Restrictions
*Apart from Winds of Magic dice and Challenging an army may only add 2 Power Dice or Dispel Dice to its magic dice pool in each magic phase. Any dice added to the pool, regardless of source (generated, stolen, stored from previous magic phases, generated by magic items/abilities to boost spellcasting before or after the casting attempt, produced by spells, lore abilities, and so on) count. Excess dice are simply discarded and cannot be used in any way (i.e. - they can’t be stored).
If a dice is stolen from the opponent’s pool, but your army has already generated two extra dice, the dice is removed from the opponent’s pool and then discarded. Any additional dice are lost and cannot be used. The controlling player chooses which dice are discarded if there is a need to distinguish.
Night Goblin Mushroom D6 do not count as "power dice" as per their Army book. Dark Elves may only use a max of 6 dice to cast a spell the same as everyone else. This overrides the rule in their book.
* Non warmachine shooting is limited to 90 shots per turn - count the number of shots, not models. So for example Dark Elf Warriors with repeater crossbows count as 2 shots. Ranked (non-skirmisher) infantry with missile weapons with a range of 12" or less are excluded from this restriction. (See note (i) for additional clarification)
* An army may not include more than 2 warmachines of the same type.
* No single non character unit in the army may be over 450 points
* Maximum of three units per army with the “fly” rule.
* The magic item “Fozzrik’s Folding Fortress” may not be taken.
* Special and Named characters may be taken.
* Characters affected by the following spells that would instantly remove it from the table only take one wound if it would normally benefit from a look out sir roll from being part of a unit. The Dwellers Below and Final Transmutation. This does not apply if you are a lone character outside of a unit.
Notes:
(i) Any model with a fixed maximum amount of shots (read: shooting attacks) counts that maximum towards the shot cap (i.e. blowpipes = 2, RXB = 2, lifetaker = 3) but those with a random/variable number (treeman, razordon, Hail of doom arrow, Flamers etc) take the average rounding down, for example Leadbelcher D6 shots, so average is 3 or 4 rounding down to take the 3, if it was D3 shots average would be 2 and so on.
(ii) Excluding any ranked (non-skirmisher) infantry with missile weapons with a range of 12” or less from this as per this rules pack.
(iii) Do not count the possibility of Tomb Kings being able to fire twice against this shot limit. For example a Skeleton bowmen counts as 1 shot, despite the possibly that with magic he could fire twice.
Race Specific Restrictions:
Lizardmen
* Salamanders 0 – 3 models per army.
* Higher State of Consciousness and the Crown of Command may not be taken on the same model.
* Scar Veterans are 0 – 2 models per army.
Vampire Counts
*
Skaven
*Hell Pit Abominations and Warp Lighting Cannons are 0-1 unit selection per army.
* Warlock Engineers are 0 – 3 models per army.
Dark Elves
*The Pendant of Kaleth and the Crown of Command may not be taken on the same model.
* Hydras 0 – 1 unit selections per army.
Empire
*Steam Tanks are 0 – 1 models per army
Warriors of Chaos
* Hell Cannons are 0 – 1 unit selections per army
Daemons of Chaos
* Flamers of Tzeentch 0 – 6 models per army.
Tomb Kings
*No further restrictions
High Elves
*High Elf armies make ignore the “same type” warmachine restriction
Ogres
*No further restrictions
Bretonnians
*No further restrictions
Wood Elves
*No further restrictions
Orcs & Goblins
*No further restrictions
Beastmen
*No further restrictions
Dwarves
*No further restrictions
Chaos Dwarfs (Throne of Tamurkhan book)
* Hell Cannons are 0 – 1 unit selections per army
so know you know the rules here my list;
LORDS
Heinrich Kemmler 350
Heroes
Necromancer
L2, tricksters shard 125
vampire
HA,Ench shield, tails of preserv, fly 189
CORE
40 skellys full command
40 skellys full com
5 dire wolfs
5 dire wolfs
20 zombies 600
Special
30 Grave Guard; full Com, burning banner, 370
30 Grave guard; full com, great weapons 390
2 Spirit host 90
2 Spirit host 90
Corpse cart with bale-fire 105
corpse cart with spear 91
its a very simple plan and I'm not trying getting fancy or tricky with it, solid battle line of two skelly units, two GG units with the carts between them for the ASF bubble and a caster bunker of zombies behind for all buffs, magic will be consistent for both sides with the restrictions to adding dice so there will be less domination from slans etc so a solid line was what i went for. The hosts anchor the flanks/ hold up units/warmachine hunt depending on situation and the 5 dogs units chase down all war machines that are not hell-cannons! The vampire has fly so if needs must he can charge over units to get to the war machines
any advice welcome


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