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Post by hightide on Jul 25, 2010 11:36:13 GMT -6
We are starting to get more arguments here that regular post.
Not fun!
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Post by CapAmr05 on Jul 25, 2010 13:19:11 GMT -6
Andy, I disagree! ;D
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Post by jessegarrett on Jul 25, 2010 14:51:11 GMT -6
Shut up Mark, your a noob!(joking)
Also, A&M sucks!(not joking)
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Post by RandyTheRenegade on Jul 25, 2010 14:54:56 GMT -6
Also, A&M sucks!(not joking) Agreed. ;D
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Post by zao77s on Jul 25, 2010 17:14:11 GMT -6
It looks like we all rolled a "1" for animosity. WAAGH!
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Post by tagloro on Jul 25, 2010 20:09:09 GMT -6
I just do it for the lulz
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Post by CapAmr05 on Jul 25, 2010 21:32:43 GMT -6
LOL. The Worm has turned damnit! We're an 8-10 win team again (finally).
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Post by hightide on Jul 26, 2010 7:01:19 GMT -6
The worm has turned? I drank it, it's brother, mother,sister and father years a go. But keep your dreams.
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Post by CapAmr05 on Jul 26, 2010 7:20:11 GMT -6
Just because it's drank doesn't hinder it's turning capabilities Andy!
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Post by rangerdave on Jul 26, 2010 8:55:15 GMT -6
I challenge all who disagree with me to destroy my army of Chaos wither under the destructive might of my army of Chaos. I will lose most embarrassingly to your army of superior might and skill drive your battered forces before me and hear the sound of my own defeat the wailing of your women.
Rargh! Or something like that.
Well, all in all, it was an important issue to hash out since seeking LOS! rolls from neighboring units will matter a lot for my flyers. Thanks Scott, Matt, and David. Hopefully I ruffled no feathers. You're all welcome to dash my army do battle with my army, hopefully soon!
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Post by hightide on Jul 26, 2010 9:03:57 GMT -6
Just because it's drank doesn't hinder it's turning capabilities Andy! Your right there. They do turn. I stand corrected. March forward my friend.
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Post by sdhakala on Jul 26, 2010 9:57:56 GMT -6
I'd love to play WoC both because I want to play it and test against it. I think one of the keys is that a hero or sorc on a disk is flying cavalry, which likely means that a look out sir exists for being near Marauder horsemen and Chaos Knights. The issue not completely resolved, which I noted earlier. Flying cav gives the ability to rally and move and shoot and has certain advantages. On page 70 of the BRB. The rules says, "flying cavalry are treated as fast cavalry with the Fly special rule." The one drawback of the Disc of Tzeentch is that is has an M of 1, so a storm banner will really nerf it.
BTW, I think some took a line in one of my posts a bit too personal. It wasn't meant to be; it was just meant to emphasize that the issue as to troop type is spelled out in the book in a few places. I've been creating cross-referenced notes (with page references) pulling rules from different parts of the rules book into sections where they may also apply within the turn sequence.
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Post by CapAmr05 on Jul 26, 2010 10:32:48 GMT -6
I know, I loves it. ;D
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Post by rangerdave on Jul 26, 2010 16:09:24 GMT -6
I'm curious about your cross-reference rules, Scott. I've been thinking about pulling together guides with strategically important information. Something that would have a category like "Opportunities for Reform." With so many reform chances, it's critically important to know when you do and don't have those chances.
Mark, Storm Banner = Suckage. Ty grounded both my disc riders one game for three turns.
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Post by sdhakala on Jul 27, 2010 8:19:33 GMT -6
Reform Table (pp. 14, 23, 24, 53, 56, 58, 95, and 509) Type of Reform When to Reform Ld Test Required Normal (p. 14) Before moving in Remaining Move subphase No
I've got a table listing all of the reform types, when they can occur, and whether a LD check is required. It is improved from the one in the reference pages at the back of the book. Unfortunately, I could not paste the table above and will e-mail the phases study guide with the cross-references.
I sent the phases of turn file with page numbers to the BRB and FAQ 1.0 references and the Magic Lores and Rules summary via e-mail. These have some probability tables for charge and flee distances, winds of magic rolls and casting probabilities.
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