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 Post subject: Re: Nazgul armies in SBG - viability? and at what points?
PostPosted: Sat Jan 05, 2013 11:26 am 
Elven Elder
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tends to be around the 12" range as with most other magical spells.

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 Post subject: Re: Nazgul armies in SBG - viability? and at what points?
PostPosted: Sun Jan 06, 2013 12:42 am 
Elven Elder
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All he has to do is stay right around whatever warriors he's leading, then cast the spell when you get in close. You either lose some Will or your fell beast.

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 Post subject: Re: Nazgul armies in SBG - viability? and at what points?
PostPosted: Sun Jan 06, 2013 8:21 pm 
Elven Warrior
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Does the flying Nazgul that you can buy now from games workshop come with 2 different rider bodies? Or is it just different heads? Random question I know, but thank you x
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 Post subject: Re: Nazgul armies in SBG - viability? and at what points?
PostPosted: Mon Jan 07, 2013 8:16 am 
Kinsman
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NotLegolasJustTipsy wrote:
Does the flying Nazgul that you can buy now from games workshop come with 2 different rider bodies? Or is it just different heads? Random question I know, but thank you x


Two different bodies, about 3 different heads, and 3 different swords if my memory serves me right.

with 1 set you can make the witch king, with no real variation of pose.

with another set you can make a generic wraith albeit with a choice of head and sword.
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 Post subject: Re: Nazgul armies in SBG - viability? and at what points?
PostPosted: Mon Jan 07, 2013 8:22 am 
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As it happens actually guys can I get your opinion on a new list a friend of mine was thinking of using against my fell beast army? :)

Basically it goes as follows:-

. King Aragorn with Anduril and whatnot.

. Eomer Knight of the Pelennor

. Prince Imrahil of Dol Amroth

. And Beregond I think it is...

- Anyway, where possible I think the characters are mounted, so that might well be all of them.

What do you think of it? My personal feelings is that its going to be 1 of 2 extremes - either utterly destroy them with comparative ease, or find them incredibly tough to defeat... but not impossible.

Tactics wise fighting that would be simple - choose hero, transifx, use other wraiths to transfix/compel other heroes away, charge + kill original transfixed hero with one charge... though obviously you've got to watch out for the big will, might and fate reserves of the big nasty heroes. Luring might be something to look into too, to draw individuals away to isolate them from the rest of the group. If my friend's clever about it he wont take the bait though.
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 Post subject: Re: Nazgul armies in SBG - viability? and at what points?
PostPosted: Mon Jan 07, 2013 5:59 pm 
Elven Warrior
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He has enough will to stop your transfixes really being as effective.
He can heroic strike and even transfixed Imrahil will be (on average) higher might than your ring wraith forcing you to heroic strike too.

Toughy
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 Post subject: Re: Nazgul armies in SBG - viability? and at what points?
PostPosted: Mon Jan 07, 2013 6:45 pm 
Kinsman
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cereal_theif wrote:
He has enough will to stop your transfixes really being as effective.
He can heroic strike and even transfixed Imrahil will be (on average) higher might than your ring wraith forcing you to heroic strike too.

Toughy


Apart from your point on will + transfix I've no idea what you're talking about since I haven't got the new rules yet haha, but thanks for your advice ;).
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 Post subject: Re: Nazgul armies in SBG - viability? and at what points?
PostPosted: Thu Jan 10, 2013 3:44 pm 
Elven Warrior
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Does a Sorcerous blast against a Fell beast, if not resisted result in the Fell beast knocked to the ground and throwing the rider? Therefore killing the Fell beast as it flees the battlefield?
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 Post subject: Re: Nazgul armies in SBG - viability? and at what points?
PostPosted: Thu Jan 10, 2013 5:37 pm 
Elven Elder
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The new rules don't seem to require a rider to be thrown if it's knocked over. I'm not sure, but that's how I interpret it, so no.

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 Post subject: Re: Nazgul armies in SBG - viability? and at what points?
PostPosted: Thu Jan 10, 2013 5:47 pm 
Elven Warrior
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New rules are not clear on that any more... old rules yes
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 Post subject: Re: Nazgul armies in SBG - viability? and at what points?
PostPosted: Thu Jan 10, 2013 5:51 pm 
Elven Warrior
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How are you guys playing the new rules on this then? My brother will not give me anything easy so I need good reason to not carry on with the old rules x
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 Post subject: Re: Nazgul armies in SBG - viability? and at what points?
PostPosted: Thu Jan 10, 2013 6:52 pm 
Elven Warrior
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My group play "if knocked prone then auto thrown" because it rhymes.
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 Post subject: Re: Nazgul armies in SBG - viability? and at what points?
PostPosted: Thu Jan 10, 2013 7:29 pm 
Elven Elder
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im hoping all will be clearer when Simon pulls his finger out and releases the next round of FAQ's

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 Post subject: Re: Nazgul armies in SBG - viability? and at what points?
PostPosted: Thu Jan 10, 2013 7:41 pm 
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As a matter of interest how could a sorcerous blast even phase a Fell beast anyway? I mean, the thing is enormous... there must be some sort of rule which talks about its effects on various different troop types. Infantry, for example, would likely be much more strongly effected than a massive monster, say the balrog, which probably at most would be pushed back like an inch...
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 Post subject: Re: Nazgul armies in SBG - viability? and at what points?
PostPosted: Thu Jan 10, 2013 8:18 pm 
Elven Elder
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The only bit in the rules about varying strengths is if the blasted model gets knocked into a monster with str 6 or higher.

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 Post subject: Re: Nazgul armies in SBG - viability? and at what points?
PostPosted: Thu Jan 10, 2013 8:19 pm 
Elven Elder
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Ya, so even the Balrog can get knocked over, the only model who can't be knocked over is a Mumak.

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 Post subject: Re: Nazgul armies in SBG - viability? and at what points?
PostPosted: Fri Jan 11, 2013 12:11 am 
Elven Warrior
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Just seems too powerful really. That means that a successful blast would make your Fell beast flee the battlefield. Can't believe they win a GW tournament with them.
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 Post subject: Re: Nazgul armies in SBG - viability? and at what points?
PostPosted: Fri Jan 11, 2013 10:10 am 
Elven Elder
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That is where the wraiths sap will comes in handy. And they win down to the player. You have to know exactly how to use them otherwise you get destroyed.

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 Post subject: Re: Nazgul armies in SBG - viability? and at what points?
PostPosted: Fri Jan 11, 2013 5:18 pm 
Elven Warrior
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If you we're going to play just one Ring Wraith on Fell beast, which one would you play?and what tactics would you use against a kingdoms of men army?
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 Post subject: Re: Nazgul armies in SBG - viability? and at what points?
PostPosted: Fri Jan 11, 2013 8:21 pm 
Elven Elder
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One of the fighty ones, Knight of Umbar, Khamul, witchking maybe. Have you seen the RotK? Adopt the tactics used by the 9 in that :lol:

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