Gotta say I'm impressed with your painting discipline, getting all this done for the tourney. I'm a slow painter, but got inspired to "put the hours in" as you said. Two kastellans stomp across the finish line and sylvan archers will soon (hopefully) prepare to bug off at the first sign of danger!
The Saviors of Cinderfell have a lot of attacks, but are pretty low output against anything that isn't a wizard. However, they're extremely durable as long as they're sitting on an objective.
16:42. What do you mean? Shackles are movement 0 so count as being in combat only in combat phase. Only hindrance to counter charge is if you can't move so you aren't over. Otoh can give you shorter distance to charge.
But you cast them on your turn. He isn't moving on your turn except to pile in which at most helps. And you can move over them without needing to move around. Would need to be extremely weird spot to hinder counter charge. If anything it can help when counter charge rolls too low to get within 0.5" but got enough to get to other side of shackles and within 3" so pile in. Done that several times. Never been hindered on counter charge. Biggest benefit on those is slow down but irrelevant on your turn as counter charge doesn't use movement characteristic
I believe that your questor soulsworn should have attacked your opponents stormvault in the first turn, making take their land extremely risky if you put 6 questors all in combat range of the terrain piece 😮
Gotta say I'm impressed with your painting discipline, getting all this done for the tourney.
I'm a slow painter, but got inspired to "put the hours in" as you said. Two kastellans stomp across the finish line and sylvan archers will soon (hopefully) prepare to bug off at the first sign of danger!
I didn't play PC games for a month... except one session of Vermintide 2.
The Saviors of Cinderfell have a lot of attacks, but are pretty low output against anything that isn't a wizard. However, they're extremely durable as long as they're sitting on an objective.
16:42. What do you mean? Shackles are movement 0 so count as being in combat only in combat phase. Only hindrance to counter charge is if you can't move so you aren't over. Otoh can give you shorter distance to charge.
So it would be a longer distance to reach my units with the charge, having to go round the Shackles.
But you cast them on your turn. He isn't moving on your turn except to pile in which at most helps. And you can move over them without needing to move around.
Would need to be extremely weird spot to hinder counter charge. If anything it can help when counter charge rolls too low to get within 0.5" but got enough to get to other side of shackles and within 3" so pile in. Done that several times. Never been hindered on counter charge. Biggest benefit on those is slow down but irrelevant on your turn as counter charge doesn't use movement characteristic
@@bakuchidancer I'm not aware of being able to move through the shackles.
I believe that your questor soulsworn should have attacked your opponents stormvault in the first turn, making take their land extremely risky if you put 6 questors all in combat range of the terrain piece 😮
What do you think about dropping Yandrasta for Neave & Co?
I don't have Neave & pals. I do have a Zephyros, but some of the others would be harder to approximate. I am looking at changing things up, though.