Mind Razor Ghoul King 2500

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Yes, IP works with mindrazor and it's just sickening.

I can only guess that it was done to combat sphinxes and that 40k monster that belongs in 40k. If that's the case, then my question to GW is what are those armies who don't have access to that particular lore supposed to do?
 
Johnny-Crass said:
Wont matter when I table him. Consider it a handicap ;)

Confidence is all well and good, but why spot the enemy 500 vp's right off the bat when you don't have to? Chuck one more standard in there somewhere and make the opponent earn those extra 500vps as you're sweeping him off the board.
 
At least toughness 8 still can be wounded on 6s. As those tomb king sphinx's awful vulnerable to poison.
 
Johnny-Crass said:
Ok so when Mind Razor had it printed that you use the Stat for your leadership that meant it could care less about what the highest in the unit was as that did not replace your stat. Now with the change from the word Stat" to the word Leadership it means all leadership modifiers apply and may be used.

Correct. They removed the word 'profile' from the last FAQ. This now means your mounts get the insane strength too. My cold one knights were murder with this new ruling. All my list will play shadow until and if they change this.
 
Really STR 10 witch elves ... not that its to much an upgrade from STR 7 but still omg..

Well at least we can get some use out of it now.
 
Yorga said:
Johnny-Crass said:
Ok so when Mind Razor had it printed that you use the Stat for your leadership that meant it could care less about what the highest in the unit was as that did not replace your stat. Now with the change from the word Stat" to the word Leadership it means all leadership modifiers apply and may be used.

Correct. They removed the word 'profile' from the last FAQ. This now means your mounts get the insane strength too. My cold one knights were murder with this new ruling. All my list will play shadow until and if they change this.

But the most recent FAQ only has 1 reference to Mind Razor now.

So what is the exact of the wording of the spell, as it stands now? The whole paragraph from beginning to end. Please no more paraphrasing... it's driving me crazy.
 
"Okkam’s Mindrazor is an augment spell with a range of 18’’ and lasts until the start of the caster’s next magic phase. Models in the target unit use their Leadership instead of Strength for all close combat attacks whilst the spell remains in effect (any Strength bonuses from weapons are ignored). The Wizard can choose to extend the range of this spell to 36’’. If he does so, the casting value of Okkam’s Mindrazor is increased to 21+."
 
 
I hope I have got this right:
In the original description you used your current Leadership (not the printed one) only for the roll to wound, not for the subsequent armour save modification. Then they removed "when rolling to wound" so that the spell had an effect on the armour save as well but added "your Leadership as printed" so that no modifications (IP, doom and darkness, strength in numbers, etc.) would apply. In the current errata they removed this restriction so it reduces your enemy's armour save and each bonus (or malus) applies.

(Sorry for double post, but for some reason I cannot update posts anymore.)
 
Sorry if this is threadnomancy, but I wanted to ask a few things.

Firstly, why no periapt? Because this list lives and dies by the magic phase it seems that you'd want every little boost you could get. I appreciate that it's hard to fit with the SGK. You'd have to find 5 points in the lord section, which might be difficult/impossible. Oh, and trade out one of the baby vampire's defensive kit for seed of rebirth and dispel scroll (freeing up 25 on the SGK, meaning you have 50 free in lords).

Secondly, I'm not sure how well this will work against anyone that doesn't run at you. Woodelves, lizards, dwarfs, empire and skaven all leap to mind, but DE, HE and ogres can be proper blasty too. I'm mainly talking about your mortis engines and lack of fast stuff.

I guess your response is to 6 dice sun and/or pit and hope for failed I tests? This may not be the style in your meta, but it certainly can be in mine.

Thirdly, props on taking skeletons. I feel like more ghouls would be better, but I can't spot points for 'em. Also, make people feel good while you take off their toys. :D

New for next years ETC comp pack: Units with the "unstable" special rule are limited to 10-25 models.

P.S. Why is no one freaking out about s9 mortis engines? Impact hits, then 2d6+4. Yikes dude.
 
Nagashizzar said:
Here what I wanted to post...

Ether Dude said:
New for next years ETC comp pack: Units with the "unstable" special rule are limited to 10-25 models.

LoL that is stupid..

10 Varghiests min?

You basically cannot build a Vampire Counts OR TK army under those restrictions. 10 Warsphinxes? I think not.
 
FYI is a bit of a joke. Point being that yall have found a way to make VC core pretty good. Therefore, because VC are stupid broken (/sarcasm) you need to comp skeletons.
 
pft. I think ETC sucks anyway. So, Johnny how about the questions he asked. Does this list live/die by the magic phase and how well does it hold up to castle armies?
 
This list lives or dies by the magic phase, no doubt. One false move or debunked magic phase and half your troops will die from crumble in the CC due to crap unbuffed troops. The 5+ regen helps though, and will help whether the storm for maybe 1 round of CC unbuffed.

Using a variation of this list (see legacies of blood thread) tomorrow against 10+ mournfang, gut star with immune to magic banner and a hell heart (against 5 casters it'll get interesting).

My opponent isn't the best player, but given a Ferreri anybody can win a race :)
 

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