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  1. Fodderboy

    Flag of the Blood Keep 8th edition

    The Direwolf FAQ, which was allowed at the last NZ tourney, allows ranged ward saves to be made against hex spells.
  2. Fodderboy

    Black Periapt

    Your pool cannot exceed 12 PD, regardless of circumstances. The periapt adds to the pool, therefore it counts towards the 12.
  3. Fodderboy

    Siverinj's Hex Scroll and mounted unit

    The frog would cause fear if he was in a unit with a flaming banner (not to be confused with profanity, I mean a banner that gives the unit the [Flaming Attacks[/i] special rule).
  4. Fodderboy

    Siverinj's Hex Scroll and mounted unit

    Can't give a mount to an etheral vamp, as per the description of Spectral Form in the army book.
  5. Fodderboy

    Use of the Helm of Commandment

    If you want everyone to have WS 10, use lore of light.
  6. Fodderboy

    The Nightshroud; specifics

    That's awesomely evil, Ducks. Using your ability to nerf the opponent's Initiative so your RnF can get the first digs in. Odds are that whoever is wearing the armour is going to be a target anyways, so might as well reduce the initiative of as many opposing infantry as possible. If you've got...
  7. Fodderboy

    Staff of Damnation

    Quick question: If the SoD influences a Coach, does the model get a single attack, or do each horse and the wraith each get a single attack?
  8. Fodderboy

    Helm Of Commandment

    Throw WS10 S10 onto Ghouls for full-on madness. They get more attacks than most of our units.
  9. Fodderboy

    General warhammer: 3+ or 2+

    For the last two editions, 3+ to hit in CC is the best you could do, without any funky bonuses like Banner of the Barrows or Sword of Striking.
  10. Fodderboy

    Rear chargers and casualties

    Models in contact with the vargulf have two choices: - If they are close enough to the front to offer support attacks, they may attack forwards. - Or they may attack the Vargulf. Models in the rank second from the back can not offer support towards the rear. They may only attack forwards...
  11. Fodderboy

    Dispelled magic.

    Sorry Sparkie, but that is only true for wizards that roll their spells. If there's two FL vamps, both know all vamp lore spells. This is how you can buy multiple Dansing Necromancers, too.
  12. Fodderboy

    Brettonia and how to beat them

    Lore of Metal is pretty much a given vs that much cav. Lore of Shadow hexes will also be a bucket of laughs. Fell Bats will munch the trebuchet. Don't forget to arrange your battle line so that you can overrun into the archers he's likely to have. Summon zombie speedbumps so that he can...
  13. Fodderboy

    bat swarms

    Nope. Skellies and bat swarms broke a treeman, and the swarms ran him down. Those swarms were legendary for months afterwards.
  14. Fodderboy

    bat swarms

    I use them for unit fillers. Not since they broke and ran down a treeman in 5th have they been useful...
  15. Fodderboy

    Lore of Shadows

    Well put together argument, mindninja. I think you have it pegged.
  16. Fodderboy

    Ethereal Great weapon Scout Vampire Lord?

    How are you getting a 2+ AS? Heavy Armour + Shield = 4+, and only 5+ in combat because you're flinging around a great lump of pointy doom. I do like using Lore of Shadows to fling this piece of nastiness behind enemy lines, Forge.
  17. Fodderboy

    Lore of Shadows

    Here's the scenario: Two vampires are in the same unit, both are in combat. Vamp 1 is in a challenge. Vamp 2 with Shadows casts a spell. Can the secondary ability be used to put Vamp 2 into the challenge, even though Vamp 1 is still in combat? I want to believe that the challenge would...
  18. Fodderboy

    Blood Drinker

    How are you managing that? Dread Knight gives you: Heavy Armour 5+ Shield 4+ Mounted 3+ Barded 2+ If you want a 1+, the cheapest way is to add in a Dragon Helm. Be careful about posting prices!
  19. Fodderboy

    Fighting Dwarves

    Wind of Undeath or Comet until his war machines pop.
  20. Fodderboy

    Magic and Fleeing

    The first paragraph simply states "...you can simply nominate any Wizard on the battlefield." The only way to prevent a particular Wizard from dispelling something is to drive it off the board or kill it. I cannot find anywhere in the BRB where it says that fleeing is a disqualifying factor...

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