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| Marauder Deathstar; not so funny for opponents | |
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| Tweet Topic Started: Jan 8 2013, 06:49 AM (554 Views) | |
| Kurrilino | Jan 8 2013, 06:49 AM Post #1 |
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Exalted Guardian
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Last game i tried something weird but worth trying. i had tzeench disk exhalted, lvl 4 heaven mage 2 warshrines plus core stuff 57 marauders GW Tzeench I Tzeenched my 57 marauders and thanks for my 2 warshrines i got +4 ward and Stubbron + toughness +1 on them in turn 1. at the beginning i was able to kill the opponent wizzard lvl4 and dominated the magic phase. My mage didn't do anything else than giving the +1 to hit, armor and wardsave to the marauders. they already had +3 wardsave and i could reroll all my 1 diced at wardsaves. So basically me dicing a 2 was the only way to kill a marauder :rock: I played HE and just mowed down a group of Lionguards and the Steamtank with just losing 5 Marauders. :D My question..... Is there any way to equip Marauders with terror from beginning of the game ? Would a Hero who carrys terror work to put that to the whole unit ??? I think about a jumping hero who terrors units to give all of them the +4 ward save |
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| Deleted User | Jan 8 2013, 07:39 AM Post #2 |
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Deleted User
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BSB with Terror Banner would be the only way to get it from the start I believe. |
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| Calamity | Jan 8 2013, 02:58 PM Post #3 |
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Clanlord
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either wailin banner or mask or eeee. or u could give it 2them with magic |
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| adicto | Jan 8 2013, 03:44 PM Post #4 |
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The Chosen
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All you need is an exalted hero with the Shrieking Blade and the Favour of the Gods. After all only 11 needs terror, since fear also works for 10. If you get an 11, just add +1 and enjoy your supreme blessing. |
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| AnomalyOfAwesome | Jan 8 2013, 11:34 PM Post #5 |
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The Chosen
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That unit is just asking to get blasted with Purple Sun or Dwellers, though... |
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| Kurrilino | Jan 9 2013, 02:25 AM Post #6 |
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Exalted Guardian
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i have 3 blocks of 60 marauders of Tzeench plus a lvl4 wizzard with main duty to dispel. Of course 2 tzeench disk scroll caddys with killing ability doesn't make it easier for the opponent wizzard |
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| Khornefed | Jan 9 2013, 03:13 AM Post #7 |
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Exalted Guardian
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Which 2 scrolls do you think? Edited by Khornefed, Jan 9 2013, 03:14 AM.
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| Kurrilino | Jan 9 2013, 04:09 AM Post #8 |
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Exalted Guardian
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well not scrolls exactly. One scroll of course is dispell scroll. The other one gets whatever i think is right at this moment. Mostly the power familar to get another power dice Edited by Kurrilino, Jan 9 2013, 04:10 AM.
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| Khornefed | Jan 9 2013, 06:31 AM Post #9 |
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Exalted Guardian
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Sorry, I should have tossed this in. I was thinking that a dispel and a feedback would pretty much do the trick. In one phase you kill the opponents premier spell, and then use the other when he rolls a 10+ on the power dice. Makes 'em reluctant to do the premier spell that round. Augment that with some enchanted/talisman/gifts that add MR, you might just make the Magic-happy not so. |
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| Kurrilino | Jan 9 2013, 06:40 AM Post #10 |
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Exalted Guardian
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the feedback scroll sounds amazing :-) Just a question, what do i need MR for when i have wardsaves. There are not too many spells ignoring WS. But in general an amazing idea. Like i said, the opponent HE player wasn't too amused to face 57 GW Marauders with +3 wardsave and reroll the 1's. after his wizzards were pimpslapt bytzeenchdisk attackers. of course i had a lot of luck to get the ++4 at the beginning. Can't wait to equip my BSB with steed plus terrorstuff to jump around and make my Tzeench units ++3 |
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| Tchar'zhul | Jan 9 2013, 07:52 AM Post #11 |
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Harbinger of Change
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MR just makes your wards all the better during those moments when you DON'T have your 3+ lined up on them. I've recently found MR superb against anything that will target our precious hammers. Even simple MR1 does great if you can throw Tzeentch on the unit, giving it a 5+ against nasty spells. |
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| Mungojerrie | Jan 9 2013, 03:27 PM Post #12 |
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The Chosen
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Actually harmonic convergence do not allow you to reroll 1 or wardsave. Only to hit, to wound and armour save. So no reroll 1 on wardsave from that. |
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| Khornefed | Jan 10 2013, 03:36 AM Post #13 |
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Exalted Guardian
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Its mostly useful on characters. A character with a +1 MR ADDS +1 ward against spells for the whole unit he joins. And each characters MR is additive for that unit. So Tzeentch warriors with their normal 6+ Ward against a spell, that has a character with say, the Blood God Gift (+2 MR) would have a 4+ ward save against spells. Add in another character to that unit with a +1 MR, and it would have a 3+ Ward against spells. Note, that an individual character can only utilize 1 of its models MR stat items. That +2 on a character that joins a unit of Skullcrushers than gives the unit 4+ Ward against spells. Thats how I run my Jugger BSB with my SCs. |
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| Tchar'zhul | Jan 10 2013, 03:46 AM Post #14 |
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Harbinger of Change
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I think you can only utilize the highest MR in the unit I don't believe it stacks. |
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| Rorak Fangtaker | Jan 10 2013, 07:24 AM Post #15 |
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Taker of Trophies
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Magic Resistance doesn't stack...if it did I'd give my skullcrushers the MR 1 banner (Lichebone Pennant I believe) so that they could survive a death cast more easily. |
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4:46 PM Jul 11