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Posted: Thu Apr 19, 2007 10:13 am
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EliotJamesRookwood Valmor von Carstein Of course, you can overwhelm a Greater Daemon just by sheer weight of numbers by joining a Vampire with a large unit. Your troops may not have much combat status, but they'll get the bonus for outnumbering and for additional ranks, plus a standard if you have it. Plus, even a Greater Daemon will be hard-pressed to stop a Hand of Dust. As to dropping enhancing, isn't a Vampire Lord powerful enough as is? Not to mention, he can be equipped with additional weapons, or mounted. The thing about killing blow, however, is that your opponent has to hit the Vampire, and against a Lord, that is not exactly easy to do, especially since killing blows do not cancel Ward Saves. (What bugs me is that the rulebook I that have doesn't say whether the killing blow cancels regeneration or not, or would that be considered a save?) Well, if we follow the rules for regeneration, unless it was a flaming killing blow, you would get to regenerate, except you would come back with only 1 wound, as killing blow gets rid of all your wounds. Essentially your head comes back, but it was lopped off just a minute ago, even if your undead, thats still going to hurt. The rules specify that you can attempt to regenerate one wound once, but, even though the killing blow takes away all wounds, you can attempt to regenerate all of them still, as long as none of them were lost before you suffered a killing blow.
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Posted: Thu Apr 19, 2007 10:14 am
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EliotJamesRookwood Valmor von Carstein I'm curious; does anyone who plays VC armies realize how effective a Wraith with Obsidian Amulet is? What about having the Hell Banner as your Battle Standard, and putting it in a unit of 40 zombies, so that ALL those zombies cause terror? Personally thats quite a lot of responsibility to put into the worst combatative fighters in the game. Get into combat with someone immune to physchology or just fear and terror, and that entire zombie unit isn't going to fare well, they have no armour, always strike last, crappy ws. That being said, to be effective you'd have to magic that unit like crazy, pump it full of more zombies, make them strike first with Hellish vigour. However, the zombies are not alone. Don't forget that a character is in their midst, giving them the killing power they lack.
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Posted: Thu Apr 19, 2007 11:57 pm
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Posted: Fri Apr 20, 2007 5:36 am
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Posted: Mon Apr 23, 2007 1:02 pm
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Posted: Mon Apr 30, 2007 7:20 am
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Posted: Mon Apr 30, 2007 12:52 pm
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Posted: Mon Apr 30, 2007 7:16 pm
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Posted: Tue May 01, 2007 11:16 am
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Posted: Wed May 02, 2007 3:26 pm
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Posted: Fri May 04, 2007 8:18 am
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Posted: Fri May 04, 2007 1:49 pm
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Posted: Fri May 04, 2007 4:36 pm
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Posted: Sat May 05, 2007 5:35 am
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Making new units means more Victory Points for your opponent. As for the point costs, that makes no difference; the more models you can bring into the combat, the better chance you have of still outnumbering the enemy and having a rank bonus when combat resolution is taken (with an VC skeleton or zombie unit, you need all the bonuses you can get!) I like the idea myself of charging flanks and rears with new units (or blocking a powerful unit's charge with the speed-bump formation), but, unless the front is engaged by a large unit that will keep them tied up for an ungodly amount of time, the new unit will get ground to dust in one round of combat, or else by your opponent's own spells, charges, shooting, or some other method of laying waste to small units (don't forget, unless you have a Wizard with Vanhel's Danse Macabre within 18" of that new unit once its created, they will have to endure your opponent's turn before getting to charge the enemy for themselves). By the way, Skeletons are worth 8 points per model without equipment, not 5. Not much of a difference, but I don't think Clanrat Slaves can take Light Armour or Spears. Plus, I don't think the Slaves are Unbreakable and cause fear. (I could be wrong, since I'm just going by a reference sheet without the Skaven army book.)
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Posted: Fri May 11, 2007 1:09 pm
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Valmor von Carstein Making new units means more Victory Points for your opponent. As for the point costs, that makes no difference; the more models you can bring into the combat, the better chance you have of still outnumbering the enemy and having a rank bonus when combat resolution is taken (with an VC skeleton or zombie unit, you need all the bonuses you can get!) I like the idea myself of charging flanks and rears with new units (or blocking a powerful unit's charge with the speed-bump formation), but, unless the front is engaged by a large unit that will keep them tied up for an ungodly amount of time, the new unit will get ground to dust in one round of combat, or else by your opponent's own spells, charges, shooting, or some other method of laying waste to small units (don't forget, unless you have a Wizard with Vanhel's Danse Macabre within 18" of that new unit once its created, they will have to endure your opponent's turn before getting to charge the enemy for themselves). By the way, Skeletons are worth 8 points per model without equipment, not 5. Not much of a difference, but I don't think Clanrat Slaves can take Light Armour or Spears. Plus, I don't think the Slaves are Unbreakable and cause fear. (I could be wrong, since I'm just going by a reference sheet without the Skaven army book.) You are more or less correct about the Clanrat Slaves. Except they can have shields and spears. Plus another reason that makes skeleton warriors superior to slaves is that slaves have absolutely terrible Ld of only 2. Which makes them so much unreliable.
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