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 Forum: NetEA Chaos   Topic: Death Guard 0.7

 Post subject: Re: Death Guard 0.7
Posted: Wed Aug 07, 2019 12:08 am 

Replies: 3
Views: 299


A partial test game was played this evening, I used the list below, with all Plague Hulks using the experimental mashup version. For assorted reasons we only got two turns in, but it was still useful for evaluating some of the changes. Incompertus, 2990 POINTS Death Guard (NetEA V0.7.0 Taccoms Threa...

 Forum: NetEA Chaos   Topic: Death Guard 0.7

 Post subject: Re: Death Guard 0.7
Posted: Mon Aug 05, 2019 8:45 pm 

Replies: 3
Views: 299


An updated list builder is now on https://ijw.on-rev.com/armyforge_temp/indexNETEA.html

 Forum: Epic Armageddon   Topic: WE terrain and LoS

 Post subject: Re: WE terrain and LoS
Posted: Fri Aug 02, 2019 11:15 am 

Replies: 12
Views: 450


Like I say though, personally I would count it as a single piece of terrain and pop up over the whole lot. Or to use an example, imagine it's one building inside a group of other buildings - you'd just count it as a single group of buildings. I honestly can't see any justification in the rules for ...

 Forum: Epic Armageddon   Topic: WE terrain and LoS

 Post subject: Re: WE terrain and LoS
Posted: Thu Aug 01, 2019 9:26 am 

Replies: 12
Views: 450


Because there are multiple interacting but different terrain rules at work. It is commonly played that > 10cm into woods is just blocked line of fire, regardless of whether there is 'regular' line of fire, so the knight in woods cannot be seen. Although actually if you read the rules it is written ...

 Forum: NetEA Chaos   Topic: [EXPERIMENTAL] Lost and the damned redux v0.2

Posted: Wed Jul 31, 2019 6:13 pm 

Replies: 309
Views: 42763


Note that the Plague Tower still being 20cm in the Death Guard list is a typo, which I've fixed in the update that went up today.

 Forum: NetEA Chaos   Topic: Death Guard v0.5-0.6

 Post subject: Re: Death Guard v0.5-0.6
Posted: Wed Jul 31, 2019 6:08 pm 

Replies: 68
Views: 8413


0.7.0 is up, in a new thread, thanks again for everyone's feedback and ideas!

viewtopic.php?f=82&t=34027

 Forum: NetEA Chaos   Topic: Death Guard 0.7

 Post subject: Re: Death Guard 0.7
Posted: Wed Jul 31, 2019 6:03 pm 

Replies: 3
Views: 299


Obvious things for testing: Plague Marine Chosen - are garrisoning Defiler-alikes too good, or does the high cost (400 points with three Defiler equivalents) keep them balanced? Nurgle's Rot - the current pricing structure effectively makes it 15pt per formation, so the cost of an extra Lesser Daemo...

 Forum: NetEA Chaos   Topic: Death Guard 0.7

 Post subject: Death Guard 0.7
Posted: Wed Jul 31, 2019 5:54 pm 

Replies: 3
Views: 299


Woo update! This is mostly a consolidation and simplification update, building on the work in http://www.tacticalwargames.net/taccmd/viewtopic.php?f=82&t=32848 Changelog for version 0.7.0: (2019/07/31) Blight Drones Reduced from 5 for 250 points to 4 for 200 points. Plague Marine Chosen Gain the...

 Forum: Epic Armageddon   Topic: WE terrain and LoS

 Post subject: Re: WE terrain and LoS
Posted: Mon Jul 29, 2019 9:51 am 

Replies: 12
Views: 450


But the basic question is really: Can popped up skimmers treat LOS-blocking War Engines like they treat LOS-blocking terrain, and see over them when popped up (if the distance stipulations are met) ? I think it is perfectly reasonable to treat everything that can block LoF the same way for pop-ups,...

 Forum: Epic Armageddon   Topic: WE terrain and LoS

 Post subject: Re: WE terrain and LoS
Posted: Mon Jul 29, 2019 9:00 am 

Replies: 12
Views: 450


OK, I’ll rephrase that. We all know that there are differences in how the LoF rules are read and played, for area terrain. But if you’re playing that the woodland is ‘solid’, how is the Knight inside the woodland having any impact whatsoever on other LoF? I don’t understand the point you’re trying t...

 Forum: NetEA Chaos   Topic: [EXPERIMENTAL] Lost and the damned redux v0.2

Posted: Sun Jul 28, 2019 4:20 pm 

Replies: 309
Views: 42763


Interestingly, I recently came across some alternative stats for Plague Towers in a set of Australian lists, but have no idea if those lists are active or not. Anyway, they had: 325pt Speed 20cm Armour 4+ dropped to 5+ Plague Mortar dropped to 3BP but gains Ignore Cover Rot Cannon swapped for a thir...

 Forum: Epic Armageddon   Topic: WE terrain and LoS

 Post subject: Re: WE terrain and LoS
Posted: Sun Jul 28, 2019 4:07 pm 

Replies: 12
Views: 450


At the risk of asking a silly question, why can't the Knight in the woods be seen, and why is that having an impact on the one behind the woods?

 Forum: Epic Armageddon   Topic: New Rules about Buildings

Posted: Mon Jul 08, 2019 11:37 pm 

Replies: 5
Views: 333


jimmyzimms wrote:
that's an UK convention. It's not always so everywhere else (though I prefer it myself)

Not that I'm aware of. That's just the standard terrain rules, as per the rulebook. Not the abstract LoF stuff from EpicUK events.

 Forum: Epic Armageddon   Topic: New Rules about Buildings

Posted: Mon Jul 08, 2019 5:17 pm 

Replies: 5
Views: 333


For what it's worth, the default is that they are area terrain with no mention of vertical height mattering for anything.

 Forum: 6mm (and 8mm)   Topic: GW's new Contrast Paint

 Post subject: Re: GW's new Contrast Paint
Posted: Thu Jul 04, 2019 7:24 pm 

Replies: 29
Views: 1715


I also did a few tests with Contrast paints. Rough summary - very handy, but not a cure-all. I started out with four Rhinos that had been base coated with Bilious Green over white, and Vallejo bronze on the metallics. The Bilious Green had a neat coat of Plaguebearer Flesh, which is one of the 'thin...
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