The WOC book isn't out yet. I actually wouldn't be surprised if the Crimson Armour of Dargan stayed in similar to it's current form.
The WOC book isn't out yet. I actually wouldn't be surprised if the Crimson Armour of Dargan stayed in similar to it's current form.
Currently working on - The Blood Herd of Vorgoth (Beastmen)
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Consider it done!
http://www.forgeworld.co.uk/Warhamme...OGUE_IDOL.html
On topic, I like the removal of auto defence. Amazing the amount of threads that say 'HE should be tougher, and not need magic as much', or 'dwarfs really need better movement. Maybe fast cav?'. List could go on (and I'm not saying some things shouldn't be fixed), but it seems like some people want to play chess not warhammer. . .
Ok no worries i'll glady have back immunity to KB and poison on my VC blender lord, i will also like for people i play against to sign a document that they cant complain when my lord trashes units and there is nothing that can be done to kill kim.
At the end of the day, no one really wants unkillable CC lords, its just plain boring. WFB is about tactics and weighing up the chances of the dice rolls being favourable. My VC lord doesnt need immunity to KB or poison, as he wont be fighting unless he has too any unit that can hurt him.
A simple rule; Know thy enemy or if the unit looks mean it generaly means... it is.
Im happy for there to be items that prevent KB/poison but aslong as it is costed appropriatly and in such away that the lord is unkillable but not an engine of death at the same time.
I hate immunities and think they're bad for the game. I'm really glad that "immune to flaming attacks" became a 2+ ward save against them for example. I'd be a big fan if ethereal things had a 2+ ward save against mundane weapons instead of just being immune. Immunity isn't fun. With that said, I have never really liked killing blow, as I feel it is too powerful. I also use a unit of grave-guard is just about every vampire counts list I run.
I would MUCH prefer if on a rolled 6 to wound with kill blow, you ignored armor and did d3 wounds, and heroic kill blow ignored armor and did d6 wounds. How that would interact with things that are currently immune to killing blow is up for debate, but I don't like the whole concept of auto-kills any more than I like the concept of auto-defenses like immunities to things.
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I would be happy if they made immunity items be a 2+ ward versus killing blow/ poison.. I also think KB is too powerful as it dosent feel right that a tomb guard/ grave guard/ blood letter can KB a hero.
It doesn't feel right that a hero can continue to fight without a head. I don't really see the issue, the significant units that have the ability aren't particularly hard to avoid and careful placement of characters should ensure they won't be facing more than a small hadful of such models. Even then, the odds aren't exactly stacked in the KB-er's favour and ward saves (which any character worth it's salt will likely have) are still allowed.
I have zero problem with killing blow and zero problem with the immunities of it being removed. The point of killing blow is to erase heroes and threaten them with the possibility of being erased, so you have to be careful with how you engage.
I also play a variety of armies, to include armies that rely on heroes where killing blow is a big deal. It still doesn't bother me. My tomb kings are going to be up against witch hunters with ranged killing blow aiming at the heirophant and tomb king to make the army crumble. That's part of the game.
NOTE: my use of the word "powergamer" is not meant as a derrogatory or inflammatory word used in a negative context. It is used to describe a type of player that uses power builds
The game is better off without blanket immunities, so you might have to use the movement phase to avoid opponents with killing blow. Unstoppable lords are only fun for one side.
Thousand Sons/Daemons of Tzeentch/Vampire Counts
There is a way through the coming darkness. But to find it we must change.
We must change and change until Change is our master, for nothing neither god nor mortal can hold that which has no form. Change is the constant that cannot be changed.
Immunities just seem so dwarfy that I'd argue against that line of thought.
That really depends on the hero, doesn't it? I'm not sure certain chaotic or undead entities actually require a head to continue functioning. Though decapitation does make giving orders a bit difficult, and it's usually a bad thing for vampires...
As much as the setting is fantastical (the clue is in the name), I've not heard of any accounts bar one (Hi, Vlad!) of humanoids continuing to fight at full effectiveness without their most important organ collection. Even if such a monster was indeed powerful enough to survive, it'd be unlikely to play any further role in the battle as it fumbles around on the floor for it's noggin.That really depends on the hero, doesn't it? I'm not sure certain chaotic or undead entities actually require a head to continue functioning. Though decapitation does make giving orders a bit difficult, and it's usually a bad thing for vampires...
Excuse an old troll but...
Out of the folks here giving praise to the removal of the 'immunity to Killing Blow', how many of you guys (at the same time) complain about those 'stat-test or die' spells?![]()
Markedly different thing Daemon. The amount of control you have over the magic phase, compared to the amount of control you have over the placement and movement of your units and characters is vastly different.
They haven't taken away all immunities. My butchers are still immune to poison.
You might be dead, a daemon of filth, an armoured tank, made of animated stone or just a collection of bones but my fat pie-eaters are immune!
However, Darnok has it right. Something's not special if everyone is immune to it.
... and then I won.
Why not? Dwarf characters aren't very good at damage output, unlike chaos and vampire characters. So long as Dwarfs keep their defensive bias then I think it's fair to keep the Rune of Preservation, at least if they can't take it in addition to the really nasty weapon runes.
The only issue with Dwarves keeping that rune is that they generally are sitting in a gigantic horde that then becomes stubborn forever. However, they are a slow moving one attack block in an army with no magic, so I can accept that. Death Blender VC lords that heal themselves and are almost as powerful (and more survivable) than Greater Daemons for less cost should not have the immunity, however. Nor should Chaos BSBs in a chosenstar, quite honestly, but I think everyone knows that the stubborn combo is going to get yanked when WoC get a new book, anyhow.
2+ ward against killing blow/poison would probably work out to be much more powerful than the current rule (if it was a 2+ ward against the wound itself) or too convoluted (if it was a 2+ ward against only the effects of poison or killing blow).
Ethereal should have been made into a 2+ ward against mundane attacks. Lets them price the units a bit lower, but still remain powerful. Avoids units being absolutely hopeless in some situations.
"Hi dwarf lord meet purple sun, oh your imuune to KB and attacks in general, too bad you didn't put on sunscreen. Oh and take that gigantic horde to hell with you k?
Ethereal units have hard counters against armies like daemons, heroes with cheap magic weapons, and spells that do or give magic attacks.
Last edited by Sexiest_hero; 07-05-2012 at 19:37.