the rising of the skinks
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Dakai
chef xenos
6 posters
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the rising of the skinks
LORDS
gorloq'huan=478
~carnosuar,halbred,blade of realities,armour of destiny
HEROES
tetto'eko=255
skink priest=105
~disspell scroll,enchanted sheild
skink priest=105
~disspell scroll,enchanted sheild
CORE
saurus=510
~x40,champ,music,bearer
skinks=152
~champ,music,bearer
skink skirmsher=111
~brave
skink skirmsher=111
~brave
RARE
ancient steg=275
ancient steg=275
gorloq'huan=478
~carnosuar,halbred,blade of realities,armour of destiny
HEROES
tetto'eko=255
skink priest=105
~disspell scroll,enchanted sheild
skink priest=105
~disspell scroll,enchanted sheild
CORE
saurus=510
~x40,champ,music,bearer
skinks=152
~champ,music,bearer
skink skirmsher=111
~brave
skink skirmsher=111
~brave
RARE
ancient steg=275
ancient steg=275
Re: the rising of the skinks
um you can't take a halberd and magic item.
Dakai- Dark Apostle
- Number of posts : 392
Registration date : 2008-04-17
Re: the rising of the skinks
also you cant have two dispel scrolls. But your getting the hang of WFB army list working. If you do not have the book on wensday i will pack it and bring it to you
Dakai- Dark Apostle
- Number of posts : 392
Registration date : 2008-04-17
Re: the rising of the skinks
y not
oldblood can choose one weapon(spear,great wepaon,halbred,extra hand weapon) and 100 points of magic stuff
oldblood can choose one weapon(spear,great wepaon,halbred,extra hand weapon) and 100 points of magic stuff
Re: the rising of the skinks
pg. 501, "I'm Using This One"
A character that has a magic close combat weapon cannot use any other close combat weapons.
Also your skink priests can't use those shields. Wizards aren't allowed to use magic armor. If you want to give them protection, you have to use talismans.
A character that has a magic close combat weapon cannot use any other close combat weapons.
Also your skink priests can't use those shields. Wizards aren't allowed to use magic armor. If you want to give them protection, you have to use talismans.
Garm- Traitor Marine
-
Number of posts : 137
Age : 40
Armies : 40k: Orks, Dark Eldar - Fantasy: Beastmen
Registration date : 2009-06-25
Re: the rising of the skinks
UPDATED
LORDS
gorloq'huan=476
~carnosuar,sheild,blade of realities,armour of destiny
HEROES
tetto'eko=255
skink priest=130
~glaph necklace,lvl 2
skink priest=130
~glaph necklace,lvl 2
CORE
saurus=510
~x40,champ,music,bearer
skinks=202
~x36,champ,music,bearer
skink skirmsher=111
~brave
skink skirmsher=111
~brave
RARE
ancient steg=275
ancient steg=275
LORDS
gorloq'huan=476
~carnosuar,sheild,blade of realities,armour of destiny
HEROES
tetto'eko=255
skink priest=130
~glaph necklace,lvl 2
skink priest=130
~glaph necklace,lvl 2
CORE
saurus=510
~x40,champ,music,bearer
skinks=202
~x36,champ,music,bearer
skink skirmsher=111
~brave
skink skirmsher=111
~brave
RARE
ancient steg=275
ancient steg=275
Re: the rising of the skinks
I'd drop one of the extra skink priests for some camo skink scouts.
ShadowMaster- Chaos God
-
Number of posts : 2812
Age : 55
Location : Pembroke Pines
Armies : [WHFB] DoC, Lizardmen, O&G [LoTR] Moria [40k] Daemons [WM/H] RoS, Cryx, Cygnar, Mercs, Gators, Skorne
Registration date : 2008-03-26
Re: the rising of the skinks
Nitpicking: you can't have copies of magic items unless your armybook specifically allows it, and your priests are using the same talisman. Fortunately, the common magic items in the rulebook has the Talisman of Endurance, which does the same thing for the same price.
Garm- Traitor Marine
-
Number of posts : 137
Age : 40
Armies : 40k: Orks, Dark Eldar - Fantasy: Beastmen
Registration date : 2009-06-25
Re: the rising of the skinks
No, it's just not like 40k.
The idea is that each magic item is unique, and only one of them around. Where-as in 40k everything is generic.
The 'common' magic items are basically just those that would exist in every army, though they probably would have more 'army specific' names.
It actually makes the game more interesting, as each character is unique, rather then just carbon copies of each other.
The idea is that each magic item is unique, and only one of them around. Where-as in 40k everything is generic.
The 'common' magic items are basically just those that would exist in every army, though they probably would have more 'army specific' names.
It actually makes the game more interesting, as each character is unique, rather then just carbon copies of each other.
scurrdi- Chaos God
- Number of posts : 2520
Registration date : 2008-03-04
Re: the rising of the skinks
i understand and it makes since dan
just getting a lil upset cus this is my 8th time rebuilding the list,although by time i have the list done ill have a full painted asrmy
just getting a lil upset cus this is my 8th time rebuilding the list,although by time i have the list done ill have a full painted asrmy
Re: the rising of the skinks
Bleaarghh! I am almost over it. Fantasy is more complicated, though it seems like a game of nukes. Going first and having a solid magic or shooting phase can pretty much decide the game at the end of turn one. Personally rethinking fantasy, especially with very kool Dark Eldar coming. Though new Orcs and Gobbos book at start of next year could change that.
jspyd3rx- Chaos God
- Number of posts : 1190
Registration date : 2009-10-10
Re: the rising of the skinks
jspyd3rx wrote:Bleaarghh! I am almost over it. Fantasy is more complicated, though it seems like a game of nukes. Going first and having a solid magic or shooting phase can pretty much decide the game at the end of turn one. Personally rethinking fantasy, especially with very kool Dark Eldar coming. Though new Orcs and Gobbos book at start of next year could change that.
dude if a tau army gets turn one your fucked. it is same shit........just casue your marines get a save.
WFB is a better game due to the fact that it is complex. in fact the reason why i have thought about quiting and selling off all of my armies is cause it is getting easier and easier
Dakai- Dark Apostle
- Number of posts : 392
Registration date : 2008-04-17
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