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Vsurma
25-07-2011, 23:19
It says under "bound monsters and your army" that bound monster characters can never join units.

Can the normal non monster characters still join units, like the truthsayer or does the monster title refer to anything in the stom book?

gabehowlett
25-07-2011, 23:23
I can't remember where specifically but yes there is a paragraph in the book about even though they are not actually monsters(like the truthsayer or dark emissary), they still follow the not joining units bit.

decker_cky
25-07-2011, 23:24
Monster refers to any of the units bought with scrolls of binding (see last paragraph of page 84).

Falkman
26-07-2011, 01:27
As decker says, "bound monster" refers to all the Scrolls of Binding (that is, every single unit in the SoM book).

Vsurma
26-07-2011, 02:10
This certainly makes the heroes much less useful, seeing as the other option is to take units and heroes from the undead/demon armies.

The vampire with forbidden lore or tzeenztch herald with full lore seem somewhat more appealling. Though estetically less appealling to me as I just don't see vampires in my lizardmen army.

Falkman
26-07-2011, 02:20
In fairness the characters are all wizards, so just stick them on Fulcrums and you're set.

Vsurma
26-07-2011, 05:49
Yea sure, but being on a fullcrum doesn't make you invulnerable.

Falkman
26-07-2011, 06:11
No, but it protects you pretty well, and personally I wouldn't spend tons of points on protection for one wizard when I could just buy more wizards with those points instead.

Oberon
26-07-2011, 06:13
Putting an ethereal vampire lord on a fulcrum almost does.

Falkman
26-07-2011, 06:14
Putting an ethereal vampire lord on a fulcrum almost does.
Seeing as how the main source of damage in SoM is magic I don't think that idea holds much water...

Oberon
26-07-2011, 06:32
Only a few of the monsters flying around in SoM have magical attacks, and fulcrum still gives that 3+ ward save. Cutting the amount of threats on the field by half (magic+monsters->magic) is IMO quite water proof.

Falkman
26-07-2011, 14:51
In my experience monsters have a decently hard time getting wizards off of fulcrums thanks to the lack of stomps and the addition of the 3+ ward save. The easiest and most reliable way in my games have been to either just cast Magical duel to toss them off, or chuck a Fireball barrage their way, and Ethereal offers no protection against that.

BEEGfrog
26-07-2011, 16:26
An ethereal slann with a plaque of protection is hard to shift even with duel...

Falkman
26-07-2011, 16:38
I don't see how that in any way makes him any more resilient to Magical duel.
The hit once he drops off, sure, but that's not really the main reason you're casting Duel.

BEEGfrog
26-07-2011, 17:17
Level 4 magic user so no bonus for being higher level and Ld 9 so you need L10 to gain an advantage.

Falkman
26-07-2011, 21:06
That +1 is decent, but sooner or later he's falling down when being bombarded by Magical duels.

popisdead
27-07-2011, 21:18
Putting an ethereal vampire lord on a fulcrum almost does.

Not to magic missiles (say Viletide)