Nothing about regen makes you top of trays before moving to the next one does it?
If a block of Reanimates with Lingering Dead loses two trays in the same round and there are two green runes then one Reanimate can be placed in each tray, right?
Nothing about regen makes you top of trays before moving to the next one does it?
If a block of Reanimates with Lingering Dead loses two trays in the same round and there are two green runes then one Reanimate can be placed in each tray, right?
52 minutes ago, WWHSD said:Nothing about regen makes you top of trays before moving to the next one does it?
If a block of Reanimates with Lingering Dead loses two trays in the same round and there are two green runes then one Reanimate can be placed in each tray, right?
Sounds legit
Lingering Dead should have really been in the core set too. Waiqar players pretty much need one of these expansions, if not more.
Who needs damage?
6 hours ago, Dancken said:I love how Lingering Dead also makes the Necromancer a fairly viable choice for any unit that can take both.
I don't think the necromancer will survive past the first accuracy result. But then again, he's only 3 points.
5 hours ago, Bhelliom said:Red dice have only a single surge result, so the Front Line Lancer is of very little use beyond being a tougher tray than the 4 reanimates it replaces.
So much this. Where are you guys getting all these amazing surges on your reanimates from?
I can't see paying the pts for the front line over the support.
4 hours ago, WWHSD said:Nothing about regen makes you top of trays before moving to the next one does it?
If a block of Reanimates with Lingering Dead loses two trays in the same round and there are two green runes then one Reanimate can be placed in each tray, right?
From the RRG:
Regenerate X: At the end of the Activation Phase, if a unit with this keyword has any empty slots in its trays, slot X new figures corresponding with that unit’s card in the empty slots.
• The number of figures slotted cannot exceed the number of empty slots.
• Figures are slotted one at a time into the front-most tray with empty slots. Each figure must be slotted in a tray that contains one or more other figures if possible.
So it looks like you have to fill a tray before moving on to the next.
28 minutes ago, Tvayumat said:So much this. Where are you guys getting all these amazing surges on your reanimates from?
I can't see paying the pts for the front line over the support.
Just on its own, it doesn't seem that great. But maybe throw Ardus into the unit as well and now you'll get more surges? Maybe there's another character or upgrade on the way that could give the reanimates auto-surge?
And try not laugh while you're reading this idea, but if you can get your reanimates into a flank, they could add a blue die.
I guess it's also a cheaper way to provide Ardus with the mortal strike surge ability than a full carrion lancer is. But then you have to figure on your blight coming from somewhere else.
I don't know, I'm just trying for ideas here, but I can think of a lot better ways of spending 5 points.
Edited by Elliphino11 hours ago, Kubernes said:Lingering Dead should have really been in the core set too. Waiqar players pretty much need one of these expansions, if not more.
...and that's exactly why it's in the expansion pack
On 5/12/2017 at 8:20 PM, Tvayumat said:So much this. Where are you guys getting all these amazing surges on your reanimates from?
I can't see paying the pts for the front line over the support.
2 dice, 1:8 chance of rolling the facing that has a hit and a surge.
Chance of not rolling a surge on either die would be 7/8 * 7/8; or about 75%. Thus, the chance of rolling 1 or more surges would be about 25%
With a rank worth of re-rolls, that chance bumps up to 45%. With 2 sets of re-rolls, chance of mortal wound(s) bumps to 55%.
A 15 point worm running solo, also has a 55% chance of getting at least 1 surge.
The only reason to take the Front Line Worm is that it looks cool in the unit.
I'm hoping that we get a 3rd option for the Carrion (looks like they come with 3 unit champion cards).
A lot of this though, could be contingent on what options we get for skills and musicians.
If Reanimates get more mobility when a flank charge is more likely, adding a blue die to the mix greatly ups the value of that front liner.
Or, if we get a champion option that brings blue dice, this could work.
As it is now, I'd rather have Death Caller and Blighted Vexillum Banner. Cheap, and much easier to do 1 or 2 wounds with.
9 hours ago, Darth Matthew said:I'm hoping that we get a 3rd option for the Carrion (looks like they come with 3 unit champion cards).
I think that this and the Golem expansion will come with 4 heavy upgrade cards, 2 of each of the Support and Front-Line cards. That would allow you to use both of the models in the expansion as either of the upgrades. The Spanish spread for the Golem had two of the same card face-up, 1 copy of the second card face-up, and a face-down Heavy upgrade card. This also makes me fairly confident that FFG is going to require a card for each time that you include the corresponding upgrade in your Army.
Just thought of another use for this guy.
Put him in one corner of your unit, and spend 2 points to put the tactical drummer in the other corner.
Since you cannot kill trays in the middle, you're opponent will have to either kill the def 3 wound 3 worm, or the defense 4, wound 1 drummer to be able to get to the last few trays.
If you're going to run the huge 12 tray unit, it's not a bad plan to make it harder to finish it off. Hard to kill model upgrades placed in the corners of the front will hamper that process.
On 5/12/2017 at 4:41 PM, jonboyjon1990 said:Lingering Dead only on 9+ trays though, or 6+ if Ardus is in the list
Exactly, which is why you're not really screwed for getting 2 cores.
Even if you wanted two lingering dead blocks with the minimum trays, you get 2 cores and 2 expansions and you're set with the 12 trays and two cards you need.
On 13/05/2017 at 4:20 AM, Tvayumat said:So much this. Where are you guys getting all these amazing surges on your reanimates from?
I can't see paying the pts for the front line over the support.
It's a good Surge ability to have for Ardus to copy.
Ardus with Arduna's Dice and Ardus's Fury is a guaranteed 3 Surges with a max possible of 5 (7 if he gets in the Flank).
The undead are getting all these cool synergies!
Those poor humans must be jealous
1 hour ago, pancakeonions said:The undead are getting all these cool synergies!
Those poor humans must be jealous
They should be. Because...reasons. I mean, they have been in the Terrinoth limelight for a LONG time.
Ankaur Maro has me super excited! Originally, I thought I was going to eschew heroes and stick to generic units. No longer! The abilities of the two Waiqar heroes are just too much fun!
Also, call me crazy, but I really like Ankaur without Violent Forces. Yes, it's totally random, but he could get some pretty hot attacks! I like random abilities, probably because I've learned that I'm not as good at these kinds of games as I thought. My only reservation is that Violent Forces gives Ankaur Brutal 1. With that ability, I can see how Violent Forces is bordering on auto-include. However, I think adding a number of trays equal to Stable Runes is going to be safer than adding unstable, which could easily kill Ankaur.
26 minutes ago, Parakitor said:They should be. Because...reasons. I mean, they have been in the Terrinoth limelight for a LONG time.
Ankaur Maro has me super excited! Originally, I thought I was going to eschew heroes and stick to generic units. No longer! The abilities of the two Waiqar heroes are just too much fun!
Also, call me crazy, but I really like Ankaur without Violent Forces. Yes, it's totally random, but he could get some pretty hot attacks! I like random abilities, probably because I've learned that I'm not as good at these kinds of games as I thought. My only reservation is that Violent Forces gives Ankaur Brutal 1. With that ability, I can see how Violent Forces is bordering on auto-include. However, I think adding a number of trays equal to Stable Runes is going to be safer than adding unstable, which could easily kill Ankaur.
With Violent Forces, Maru's ability to add trays will be too bursty and his healing will be too erratic to count on. You're bringing him for consistent ranged damage and maybe for one round of getting to add 4 trays to a unit that will turn the tide of the game.
With Regenerative Magic, Maru can alternate between attacking and adding trays and keep himself topped off (unless he's taking the brunt of the attack). Rounds that he doesn't have attack dice to roll, he adds a tray or two. Rounds that he does, he tries to heal up, dialing in a surge if he needs to.
Ankaur w/Regenerative Magic
3x3 Reanimates w/Necromancer, Lingering Dead, and Profane Banner Bearer
That's 106 points. If you keep Ankaur close to the the Reanimates he's more or less immune to range attacks. Spend the rest of your points on some units to screen Ankaur from charges and to deal some damage. That block of Reanimates will take forever to mow through.
5 hours ago, pancakeonions said:The undead are getting all these cool synergies!
Those poor humans must be jealous
That's what waiqar seem to be about from the very beginning. Not so tough one by one but powerful when they combine their forces.
3 hours ago, WWHSD said:With Violent Forces, Maru's ability to add trays will be too bursty and his healing will be too erratic to count on. You're bringing him for consistent ranged damage and maybe for one round of getting to add 4 trays to a unit that will turn the tide of the game.
With Regenerative Magic, Maru can alternate between attacking and adding trays and keep himself topped off (unless he's taking the brunt of the attack). Rounds that he doesn't have attack dice to roll, he adds a tray or two. Rounds that he does, he tries to heal up, dialing in a surge if he needs to.
Ankaur w/Regenerative Magic
3x3 Reanimates w/Necromancer, Lingering Dead, and Profane Banner BearerThat's 106 points. If you keep Ankaur close to the the Reanimates he's more or less immune to range attacks. Spend the rest of your points on some units to screen Ankaur from charges and to deal some damage. That block of Reanimates will take forever to mow through.
I personally feel that core Ankaur is very funny but too random. He might not shoot when you need. A daqan might want to recast tokens to prevent you from doing much damage.
I wouldn't trust him to do serious damage (the mortal strike face helps but he might not shoot on 25% times).
However with violent forces he is more dangerous. He has a 50% chance to get 2 unstable to let him safely increase infantry trays. Elsewhere you can do it any other moment. And if desperate you can suicide him! But to me the key is that he'll be quite a powerful ranged damage dealer, likely to kill champions sometimes, capable of killing 2-3 oathsworns and if lucky a whole golem.
Despite archers can be damage dealers, they're not optimal on that task. They're a support unit meant to be played in average sized units, not in enormous ones.
And don't forget those golems! Daqan will have a hard time against them, as they have few mortal strike skills.
4 minutes ago, druchii7 said:That's what waiqar seem to be about from the very beginning. Not so tough one by one but powerful when they combine their forces.
I personally feel that core Ankaur is very funny but too random. He might not shoot when you need. A daqan might want to recast tokens to prevent you from doing much damage.
I wouldn't trust him to do serious damage (the mortal strike face helps but he might not shoot on 25% times).
However with violent forces he is more dangerous. He has a 50% chance to get 2 unstable to let him safely increase infantry trays. Elsewhere you can do it any other moment. And if desperate you can suicide him! But to me the key is that he'll be quite a powerful ranged damage dealer, likely to kill champions sometimes, capable of killing 2-3 oathsworns and if lucky a whole golem.
Despite archers can be damage dealers, they're not optimal on that task. They're a support unit meant to be played in average sized units, not in enormous ones.
And don't forget those golems! Daqan will have a hard time against them, as they have few mortal strike skills.
Having a guaranteed 4 damage before you bother to roll the dice is kind of awesome.
1 hour ago, WWHSD said:Having a guaranteed 4 damage before you bother to roll the dice is kind of awesome.
transforming a 2x2 archer unit into a 3x2 is also awesome... and transforming a 3x2 archer on a 5x2 archer also is!!! who minds risking ankaur maro's life?
With tempered steel that could be 10-15 damage, 20 if lucky!
(I wish there were evil looking emoticons)
7 hours ago, WWHSD said:Ankaur w/Regenerative Magic
3x3 Reanimates w/Necromancer, Lingering Dead, and Profane Banner BearerThat's 106 points. If you keep Ankaur close to the the Reanimates he's more or less immune to range attacks. Spend the rest of your points on some units to screen Ankaur from charges and to deal some damage. That block of Reanimates will take forever to mow through.
Holy **** that's a great combo!
I feel fairly confident that the rules for adding trays will be that you can only add trays so that it forms a legal formation (with the proviso that the back rank can be incomplete) and that you won't be able to add more trays than the maximum unit formation.