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#1 (permalink) |
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Shas'Saal
![]() Join Date: Apr 2005
Posts: 140
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Now that the winds of magic are even more fickle, I am considering abandoning my previous magic heavy lists, two+ necromancers.
I was wondering if there where any other generals out there considering the same, and possible alternatives to relying so heavily on my necromancers.
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Never be afraid to share your dreams with the world, because there's nothing the world loves more than the taste of really sweet dreams. Even a broken clock is right twice a day. It is true that a ship is safest in harbor, but that is not why ships are built. |
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#2 (permalink) |
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Shas'Vre
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I have failed to see anything good come from the new rule book.
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-Disney: He's the puppet master, both our damnation and salvation. He rewards our successes and punishes us for our hubris (often in subtle but horrible ways). I suggest we do our best not to anger him, he is the greatest asset to our campaign and potentially the most fearsome foe we'll ever face. |
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#3 (permalink) | |
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Ethereal
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So far, same here alas.
Have you heard the latest? BOSP (Battle of skull Pass, forever more known as BOSP!) rule book, changes the core rules for the (apparently) simpleton new players, so learning from it means they don't actually know the proper rules. Oh, and in a VC army, ethereal creatures have toughness 7 according to BOSP.
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#4 (permalink) |
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Shas'Saal
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Magic has been made far more balanced. In 6th ed, every army had a lvl 4 mage and lvl 2 mages, because of how useful magic was. It made hero-hammer mage-hammer.
Most of the stuff is better, like the 6" for everything panic related, the revised magic lores are better, with none being the 'OMG THIS LORE ROCKS!' lore. Also, war machines were made mroe reliable. |
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#5 (permalink) | |
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Shas'El
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I wasn't intending to have loads of magic in my VC army...and this reinforces that view. I'll have a reliable amount, a Necromancer and a Vampire Lady, that's it. A L3 and L2 mage is good enough to me for a 3000pt game.
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~Codex: Not Marines gamer~ Currently playing: Imperial Guard in 40k, Chaos in Fantasy |
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#6 (permalink) | |
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Shas'La
![]() ![]() Join Date: Apr 2006
Posts: 287
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#7 (permalink) |
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Shas'El
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Those damn weapon teams annoyed me to death...likewise small units of skirmishers that would interrupt an entire marching column. I understand that moving around is important, but simply sending 50pts of meatshields to disrupt 1500pts of enemy army is just plain unfair.
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~Codex: Not Marines gamer~ Currently playing: Imperial Guard in 40k, Chaos in Fantasy |
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#8 (permalink) | |
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Shas'Saal
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They already cost a lot They very often blow up without doing anything (in my past 20ish games it's worked 3 times... I use 2 per 2k list. It blew up first volley, without be being greedy. Or it simpley jammed and got shot). |
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#9 (permalink) | ||
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Shas'O
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also, the new rulebook says that banshees and spirit hosts are t7 as well, if they aren't maybe it's a hint to what is going to happen in the next VC army book
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#10 (permalink) | ||||
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Shas'O
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Feb 2005
Location: Brampton Ont. Canada
Posts: 6,441
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