Arbite, that is not correct: there is no contradiction. Previous editions addressed this issue directly, but the relevant wording has been...
Would be better as, Regarding the handlers for Salamanders and Razordons, the rules state: "In close combat, the handlers can direct their...
According to the rules, characters can't join units of flyers. It's just what it says. It's stupid, it's clearly not intended, and you might as...
Monstrous Arcanum is not SoM, nor is it "official" rules. It lives in the wonderful grey area of being "officially unofficial" - that is, GW...
I thought it might be an interesting exercise to try ranking all of our combat units. Warning: your mileage may vary! I created a gauntlet of...
Just FYI, your second scar-vet isn't getting the bonus armor save from his charmed shield, so he's only a 2+ re-rollable. That turns out to be a...
The Storm of Magic expansion has a ton of "Scrolls of Binding" in it. Each one is a rules page that allows a different monster to be fielded by...
There's very little point to putting more than 50 models in a unit, and there's diminishing returns after 40.
Rippers cannot flee, they are frenzied.
Also, you probably already know this, but I figure it should be stated explicitly just in case: don't forget you can face your rippers away from...
I think either 3 or 4 is defensible. The numbers in my list have been bouncing around a bit...I'm currently at 4, but I keep wondering if I...
If you're going to keep trying them, you might want to try my strategy out and see how it works for you. As I mentioned earlier, I run both one...
What worked well in previous editions doesn't necessarily hold true in this one. Between the changes to the Slann's magic defenses, the advent of...
There is an easy solution to that problem: don't put the Slann in a unit of temple guard. Temple guard are better without the Slann anyways, and...
Something like Screamer's list is a good idea. It will be competitive against most things.
This is actually a really great tactica. Thanks for the write-up!
Ironguts come with great weapons, and they are a pretty bad matchup for our cavalry. Skinks are your best weapons against ogres. Except for...
Oh gods yes. /Don't get my hopes up like that!
Just send the lord himself. Great weapons are not a good matchup for cavalry. 3 rounds of combat is plenty with the rippers in the flank.
How did the rippers flee without getting into combat? They are frenzied, so they're immune to psychology and don't take panic tests. Also, if...