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7th Ed. 0+ armour save.

Skink

Bubba gar

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My first Question is can you get 0+ armour save, I thought the best was a 1+ armour save.I was playing Dwarfs at the time.I know it would only be against strengh attack, the modifier to the armour save.

The second Question is , What is the best way to win against a Dwarf Player.I got a marginal loss.He just kept taking down my ranks .I used skinks as screens.
 
Answer to the first question is yes. Actually you can get even lower saves too (like -2 +).

I am going to try my planned list (using proxies) against my friend's dwarfs tomorrow. It is based on fast, hard-hitting troops (carnosaur and steggies) with skinks for screening. My friend usually runs a pretty standard dwarf list. I'll tell you how it goes ;)
 
Just make sure to get the skinks out of your way by the 3rd turn so you can charge.
 
yes, but a roll of 1 is always a fail

going to 0 and below armor saves help when going up against players give you minuses to your armor save

so an armor save of 0 against a weapon that gives you a -2 to the armor save would mean you pass on a 2+
 
That is correct, but very low armour saves means that you'll probably get a good save no matter what.
 
Bubba gar said:
His Dwarf lord had it pissed me of right.

While it is possible for some armies to get a 0+ or better armor save, there is no legal way for a dwarf player to get better than 1+. Everyone on Bugman's Brewery will tell you the same! If I knew the combo he took for his Lord I could more definitively tell you why it is not 0+.
 
Very true the lowest you can get a dwarf hero is 1+ I've tried LOL
 
its handy when you know your gonna face heavy hitting opponents, like heavy cavalry or bloodthirsters and such.

best way to beat a dwarf player, take out his guns withs chameleon skinks and terradons (lock them in cc for 2 or 3 turns so they can shoot), and then roll in on his flank. most dwarfs are defensive players, so when he has to meet you to beat you, you can easily flank him with skinks (poison) and heavy cavalry, use the salamander/razordons to keep other units occupied.

and the skinkchief on ancient stegadon with the warspear (2D6+1 impacthits at S6) is great for killing dwarf warriors (HA +S is only a 4+sv).
 
Here is what the lord has,

Great weapon,Shieldbearers,Rune of snorri spanglehem,Master rune of kragg the grim and resistance.
 
Bubba gar said:
Here is what the lord has,

Great weapon,Shieldbearers,Rune of snorri spanglehem,Master rune of kragg the grim and resistance.

Lord starts with 4+, shieldbearers add 2, so 2+, not 0+. Resistance makes the armor save re-rollable. Adding a rune of stone could get him to 1+ rerollable, the best possible for dwarves. I think it is the shieldbearers that say "to a max of 1+".
 
canegham is completely 100% correct in regards to the armor save and the runes spoken
 
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