Haven't notice a problem.voyagers_uk wrote:Tom, what is your win ratio?
Just curious, for your tactics isn't wrestle strip ball a bit "strong"?
I'm 8 wins - 3 losses with the team ... but my TV of 112 tells you another part of the story.
Galak
I went pure Bash with my guys. (I had some success in the previous season with Zonz doing the same) I ended 6th place out of 30 and made it to the 1/4 finals (bloody Skaven) where a few bad choices cost me the game... After I was down 3-1 with only a few turns to go I gave up winning and got down to business of making the other guy PAY dearly!Jural wrote: I might just turn them into a pure bash team, just to confuse people (I still maintain leaping guard would be nigh impossible to deal with en masse... but I would need some AG 4 blitzers or doubles rolling catchers!)
Really interesting.GalakStarscraper wrote:I'm 8 wins - 3 losses with the team ... but my TV of 112 tells you another part of the story.
\duttydave wrote: All skills are selected before the tournament and numbered 1-6. One skill is gained before each round with a 'doubles' skill before rounds 2 and 5. One skill per player.
My understanding is that the tourney organiser will roll a dice at the start of each round and thats the skill number that everyone else gets - a reason to make sure that every skill choice is competitive, frenzy and leap might be really cool but could go seriously wrong if you draw that frenzy for game oneSorry to take this off track, but do you get skill one after turn one, or do you roll each time to see which skill you get?
This one is the most safe starting squad. Add apo, then goblin (for TTM either as a goaler or a rock from a lobbering big guy, hitting opponents) then more marauders. Rerolls are expensive later on, so keep one marauders a leader.falconeyed wrote:At this moment, my starting Pact roster looks like
7 x Marauders
1 x Skaven
1 x Dark Elf
1 x Ogre
1 x Troll
4RR
FF0
This is the one I started our league with and it's been a breath of fresh air - a real tacticians team.falconeyed wrote:At this moment, my starting Pact roster looks like
7 x Marauders
1 x Skaven
1 x Dark Elf
1 x Ogre
1 x Troll
4RR
FF0
No, you actually pick skills but do it beforehand. The skills are picked and numbered 1-6 with the number being the round for which the skill comes into effect. The skill for Rounds 2 and 5 can be a skill normally only available on a double.Craigtw wrote: Sorry to take this off track, but do you get skill one after turn one, or do you roll each time to see which skill you get? (That could be an interesting skill variation for tourneys!)