Warhammer The Old World Tournament Report - Affair Of The Miscasting Wizard

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  • Опубликовано: 8 окт 2024

Комментарии • 27

  • @franciscoaguilera3619
    @franciscoaguilera3619 7 часов назад

    Every game of your reports with dwarves is an interesting one. I believe the reason is the army lists you create, which are tactical with wide variety in units and so flexible in the table as the dwarf army can be

  • @DonaldFrost-mt3js
    @DonaldFrost-mt3js День назад +2

    Cheers for the game Andy I didn't recognise you from your vids but I played you last game

  • @jackcrop
    @jackcrop День назад

    Thanks for the vote on favourite army Andy! Glad you like my old school (ish) chaos army.

    • @Andy2D6
      @Andy2D6  День назад +1

      I must have ye olde 90s Dragon Ogres.

    • @jackcrop
      @jackcrop День назад +1

      @@Andy2D6 so much nicer than the new ones!!!

  • @franciscoaguilera3619
    @franciscoaguilera3619 7 часов назад

    Regarding the cover when inside woods... I believe there is no rule in the game about it. People in my area play it as they give hard cover but I have not seen anything related in the rulebook

  • @Swindondruid2
    @Swindondruid2 День назад +1

    Fantastic tournament report. I really enjoy your videos. Having read the rules on shooting and terrain, a unit fully in a wood is -2 to hit. The text that Sarus Blood mentions, on page 270, has exactly the same text as the cover rules on page 139. So a unit partially in a wood is -1 to hit, fully in a wood it is -2 to hit. There is no hard cover or soft cover any more (shame). Also, I was puzzled at your comments on skirmishers "dying without being attacked". I couldn't find this in the rule book. Did I miss something?

    • @Andy2D6
      @Andy2D6  День назад +1

      @Swindondruid2 Yes. The cover in woods thing was on my list of things to triple check this week.
      Skirmishers that can't reach their position with their move characteristic are removed. I'll check if it's in the rules or the FAQ.

    • @Andy2D6
      @Andy2D6  День назад +1

      "Sometimes, when a unit of Skirmishers charges or is charged, some of the models cannot move far enough to form up with the rest of the unit. What happens to those models?
      The unit loses coherency, as described on page 184. This means models belonging to the unit must be removed from play as casualties until the unit becomes coherent.
      Source: Official Warhammer: The Old World FAQ & Errata - Version 1.2"

    • @Swindondruid2
      @Swindondruid2 День назад

      @@Andy2D6and Wow, that is very harsh indeed. The book just says they form up in rear ranks. Thanks for pointing me to the FAQ, this makes a huge difference to how skirmishers must be arranged on the table.

    • @Andy2D6
      @Andy2D6  День назад +1

      @Swindondruid2 A lot of weird deaths by technicality, which will trap a lot of beginners. I can see they're trying to make this part of the game clean and smooth, but it's extremely harsh. The enemy can definitely line up charges to manipulate skirmish units into dying from this, which isn't something that should be in the game.

    • @jaydub1112
      @jaydub1112 День назад

      I think the restriction on skirmishers moving to form coherency is limited by the rule that states “no model may move more than twice its move in one turn” and then has exceptions for marching column and magic. So that’s double move to get to coherency, not single move, since the FAQ doesn’t specify.
      Honestly, skirmishes need to be entirely re-written. I would suggest they cannot choose to Hold against a charge. It makes no sense.

  • @ValhallanFieldMarshalRobert
    @ValhallanFieldMarshalRobert День назад +1

    What about taking the monster slayer on a hero or two to deal with dragons and all those models with so many wounds?

    • @Andy2D6
      @Andy2D6  День назад +1

      I feel like it's too easy to avoid any heroes that would be a genuine threat.

    • @ValhallanFieldMarshalRobert
      @ValhallanFieldMarshalRobert День назад

      @@Andy2D6 I can see that. Especially with Dwarves. But especially if the enemy doesn't know that you have the monstrous killing blow, I think something could be set up. A trap could be set. Or that character could be used as a deterrent to protect an important unit, or area of the battlefield... I dunno. Just the thought that came to mind after watching the video... Great stuff as always!

    • @ClydeMillerWynant
      @ClydeMillerWynant День назад

      @@ValhallanFieldMarshalRobert I might be missing something, but I don't think Dwarfs have access to it? I know there's a D6 wounds rune and Slayer heroes get D3 wounds, there are runes for always wounding on a 2+ etc, but you're still looking at having to get more than one (and probably several) successful wounds through the saves unless the Dragon or whatever has decided to charge your most powerful hero despite already having been taken down to only a few wounds. Andy's King seems to keep getting killed in one turn so that's not much of a chance to do that.

    • @ValhallanFieldMarshalRobert
      @ValhallanFieldMarshalRobert День назад

      @@ClydeMillerWynant Can they not use the common magic items in the main book? I'm not a Dwarf player so I'm unfamiliar with their runes and how their magic items work exactly...

    • @ValhallanFieldMarshalRobert
      @ValhallanFieldMarshalRobert День назад

      @@ClydeMillerWynant I don't have the Dwarves arcane journal, but looking at the main rules, and if they cannot take the common magic items, I'd give my lord the shieldbearers upgrade, master rune of smiting, rune of banishment, and rune of might onto a great weapon... then for armour I'd give him 2 runes of fortitude (so the dragon is wounding on 5s), and the master rune of gromril... for talisman there are a bunch of options, but I'd maybe try 2 runes of luck, and a rune of warding... Then I'd make sure he is in a unit that has the banner with the master rune of Grungni, for that 5+ ward save... That could certainly pose a threat to any dragon! 6 wounds at toughness 7, with a 2+ armour save, and 2 possible rerolls, a one-use 2+ ward, and a 5+ ward normally... along with strength 7, AP-2, D6 wounds, and no ward saves against his attacks... Of course, the trick is to get him into combat. But with a condensed formation, and enough shooting to force the issue, this is doable, I think... Anyway, it's just an idea. I don't play Dwarves, but I like to always strategize. And one of the members of my small group is about to start playing them also...

  • @GilthosDrakoniss
    @GilthosDrakoniss День назад +1

    👍👍