I'm confused about the raptadon hunters. You said they can't shoot twice and charge. why? Deadly Cohesion isn't a core ability and you can use abilities in any order you want.
@@piffling2238 shoot! You are right! Hunters can shoot (shoot phase) and then in the charge phase (after a unit of Chargers have charged but BEFORE the Hunters charge) the Hunters can shoot again! I knew there was a reason I ran the shoot twice AND melee numbers for them... It just seemed too good and I doubted myself! Lol So... That does move them up the chart a few spots (assuming you pair them with Chargers of course)
Deadly cohesion letts you use the Shoot ability in the charge phase. The shoot ability is a core ability, so surely you can't use another core ability in that phase (ie charge)...
Who says it's "the shoot ability" it says you can use "a shoot ability" and there is no "core" keyword mentioned. There was a similar discussion with beasts of nurgle using "a charge" ability and not "the charge" ability. And they can run and charge....
Doesn't it go the same with the Shadowstrike movement? It's a D6" move in the shooting phase. That would mean you can't shoot if you move, or vice versa. And as mentioned, it's "A shooting ability", not "THE shooting ability", and no core keyword is added.
"Don't put these in a list" for the hunters of huan chi with bolas is an absolutely SPICY take. I mean, I know you said "unless it's for the utility," but...those are *auto-include* for the utility.
@@frankfurterberus Haha, yeah you don't take them for the damage... You MUST take them in every list for their utility! Never leave home without some Hunters!
things I (a random person with no game design xp) would do: - make old blood on foot do the +1w to saurus everytime and not 1/G - make AB extend spell range 1/T (not summon) - OB on carno rampage works on 3+ without needing a monster (also loose 50 pts) and remove having charged condition on buff - SV on aggradon buff works on your turn, not 1/G - SV on carno, give anti hero/ anti monster to SV weapon. Change rampage to 1/G fight twice. - starpriest, serpant staff buff works on shooting - skinks, base unit size is 20 - Troglodon, 5 talon attaks, rampage 9" instead of combat range, give him a spell. buff or debuff, w/e - steg chief, can take multiple monsters, buff works on monsters or change it to if it uses AoA, it uses it on a 2nd unit, save 3+ - saurus warriors, save buf is if contesting obj you control. - spawn, glob to 2 attacks, stream of fire to 10 attaks - solar engine, 4 atks - steggs, control 10, save 3+ - EotG, treat the thing like a prayer so you can bank the points rolled - thunderquake, -1 to wound on incoming attaks instead of +2 health - BR pendant, 2 attacks, +1 dmg in addition if under half health (lets make this fun)
I'm confused about the raptadon hunters. You said they can't shoot twice and charge. why? Deadly Cohesion isn't a core ability and you can use abilities in any order you want.
@@piffling2238 shoot! You are right! Hunters can shoot (shoot phase) and then in the charge phase (after a unit of Chargers have charged but BEFORE the Hunters charge) the Hunters can shoot again!
I knew there was a reason I ran the shoot twice AND melee numbers for them... It just seemed too good and I doubted myself! Lol
So... That does move them up the chart a few spots (assuming you pair them with Chargers of course)
Deadly cohesion letts you use the Shoot ability in the charge phase. The shoot ability is a core ability, so surely you can't use another core ability in that phase (ie charge)...
@@jiminkpen9750 your right that might actually do it.
Who says it's "the shoot ability" it says you can use "a shoot ability" and there is no "core" keyword mentioned.
There was a similar discussion with beasts of nurgle using "a charge" ability and not "the charge" ability. And they can run and charge....
Doesn't it go the same with the Shadowstrike movement? It's a D6" move in the shooting phase. That would mean you can't shoot if you move, or vice versa.
And as mentioned, it's "A shooting ability", not "THE shooting ability", and no core keyword is added.
"Don't put these in a list" for the hunters of huan chi with bolas is an absolutely SPICY take. I mean, I know you said "unless it's for the utility," but...those are *auto-include* for the utility.
@@frankfurterberus Haha, yeah you don't take them for the damage... You MUST take them in every list for their utility! Never leave home without some Hunters!
Lol, welp, there they are in your list!
Just in time for my route. Bless you, Caleb.
things I (a random person with no game design xp) would do:
- make old blood on foot do the +1w to saurus everytime and not 1/G
- make AB extend spell range 1/T (not summon)
- OB on carno rampage works on 3+ without needing a monster (also loose 50 pts) and remove having charged condition on buff
- SV on aggradon buff works on your turn, not 1/G
- SV on carno, give anti hero/ anti monster to SV weapon. Change rampage to 1/G fight twice.
- starpriest, serpant staff buff works on shooting
- skinks, base unit size is 20
- Troglodon, 5 talon attaks, rampage 9" instead of combat range, give him a spell. buff or debuff, w/e
- steg chief, can take multiple monsters, buff works on monsters or change it to if it uses AoA, it uses it on a 2nd unit, save 3+
- saurus warriors, save buf is if contesting obj you control.
- spawn, glob to 2 attacks, stream of fire to 10 attaks
- solar engine, 4 atks
- steggs, control 10, save 3+
- EotG, treat the thing like a prayer so you can bank the points rolled
- thunderquake, -1 to wound on incoming attaks instead of +2 health
- BR pendant, 2 attacks, +1 dmg in addition if under half health (lets make this fun)
Hey Caleb, thanks as always for the analysis. Would you do Pts/tankiness video? Would be nice to have a tierlist of best anvils for the points. Cheers
Yep! Good idea!
thanks for the vid ;: )
sounds like if i want to play monsters, 1 bastiladon with ark of sotek and 1 stegadon chief is the least worst
Yep, both of those are solid picks
Or go all out and run 5 carnasaurs. No one will expect that.