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9th Age Discussion of OpenHammer (ETC) and Ninth Age (Swedish Comp)

.... curious, What is the maximum number of attacks with gor-rok ?

Wouldn't it still just be double. I suppose his Re-rolls follow the same rules as his other rolls when it comes to PF, such that even though he is much more likely to get a lot of extra attacks he can't actually gain more than his main A*2.
 
That's what I thought, just making sure I wasn't crazy. :P
(Think I screwed it up the other day)
 
Wouldn't it still just be double. I suppose his Re-rolls follow the same rules as his other rolls when it comes to PF, such that even though he is much more likely to get a lot of extra attacks he can't actually gain more than his main A*2.

Agreed.... 4 attacks + 4 predatory fighter attacks

With some magic buffing, he can get pretty beefy.
 
.... what if for some reason he need 6's to hit but rolls all 5's,
5's generate extra dice, but get rerolled because they miss ?
and possibly all roll 6's... Ugh I duno now my head hurts. :eek:
 
Well that would still be another attack although the first one didn't hit. :D
 
.... what if for some reason he need 6's to hit but rolls all 5's,
5's generate extra dice, but get rerolled because they miss ?
and possibly all roll 6's... Ugh I duno now my head hurts. :eek:

I think you have stumbled onto a loophole.
 
... or what happens if you keep rolling 5's but need 6's to hit...
but 5's make more dice...
 
... or what happens if you keep rolling 5's but need 6's to hit...
but 5's make more dice...
Please stop... you're hurting my brain. ;)

Your Slann-like contemplations are too much for this lowly Scar-Veteran (Skar-Veteran) to comprehend. :D
 
... or what happens if you keep rolling 5's but need 6's to hit...
but 5's make more dice...

But you can only do that once, resulting in the given numbers of attack.

You attack with 4 dice (1), then you roll all fives, but need six to hit. Such that you roll with 4 dice again (2). Now you've got to roll for the re-roll and the PF at the same time , the PF could generate a re roll, but that would still result In the same numbers of hits.

I suppose you would have more attack, since;

from (1) we spent a PF and (2) are PF and can thus only be rereolled, if a loop whole allows the new reroll from of (1) to generate an additional PF, that would result in total of six attack though, but that is maximum, and still those has to be sixes, since we spent rerolls.

So if an attack that al ready has given a PF can generate multiple, yes we can actually get 6 attack total from Gor-rok ;)
 
Anyone tried to playtest the rules presented, so far? I would really like to know, how the general feel, of the army has changed. Lances instead of spears for cold one cav, the Spears and new parry rules and also the new rules of magic. All these and more would be interesting to get a know how about. ;)

I unfortunately don't have any to play test these rules with, not until mid September.
 
I played against my dark elf friend (2.5k) and also did 2 1k games against OnG and WoC.
Wandering deliberations felt worse with the lose of spirit leech, with the high magic change i probably wont even use that anymore. Next time i play im going to try out essence of the free mind. Becalming cognation is better now since failed dispel attempts actually does something. Channel combo is as usual a great choice. Skirmishers and scar-vets are still great choices with the price increase. Terradon skink chiefs with spear/light armor/shield get +2 str on the charge, making them better. For 81 points it is a redirector/warmachine hunter/egg of quango delivery system/support in the flank. The boost to cold one riders is great, you pretty much want spears on them now if you use them. Mark of nurgle was still a major pain in the ass, i guess i got unlucky because of all the 6's i rolled. The 5+ parry is great on saurus, still if something very strong goes into them they still melt, my dark elves game mabye isnt the best example. My friend got his witchevles horde with couldron/hellebron into them and did 20 wounds. The 4+ to dispel pretty much scared me off actually casting magic on the unit, quite scary.

I like the new magic system, but overall not that much has actually changed.
 
Loss of spirit leech isn't THAT bad. You can still relatively safely remove 2 wounds if within 12". Besides the sig spells is a hex so I'm going to assume you can cast it into combat? I could be wrong though.

Loremaster of High Magic isn't actually that bad for us. Slann is likely going to be with TGs so if you're getting off spells early you ramp up counters to when you actually engage in CC. Obviously still inferior to previously and much less flexible.

Skink Chief is counted as a light troop on a terradon so he actually only get +1S.

Unfortunately we haven't really seen many changes to our army so it's currently kinda lackluster outside the BRB changes :p
 
Sure, but so are all the other lore attributes. It doesn't grant the flexibility of the previous attribute and to that it's quite inferior, but it's still quite powerful the way I see it. At least for us.
 
Sure, but so are all the other lore attributes. It doesn't grant the flexibility of the previous attribute and to that it's quite inferior, but it's still quite powerful the way I see it. At least for us.

My gripe with it isn't based on its usefulness or power level, but rather that it is less interesting/fun than the lore attribute I can enjoy with 8th edition.
 
I do not claim to grasp it all, but generally I am not liking these 9th edition changes. Going over the Lizardmen forum section it feels like there is only interest in nerfs, which I am not sure are necessary. By contrast most of the other forums seem to be focused around buffing X or Y.
 
The problem is that every time you start insinuating a slight buff, other lizard players start explaining how it's possible to use it with the current rules; applied with the fact that we don't completely know how the game works, right now.

It is however a little frustrating, to see every other part of the forum talking about insane buffs and having the LM part being so mundane.
Who knows maybe it comes around to our advantage, some how... :)
 
I do not claim to grasp it all, but generally I am not liking these 9th edition changes. Going over the Lizardmen forum section it feels like there is only interest in nerfs, which I am not sure are necessary. By contrast most of the other forums seem to be focused around buffing X or Y.

I actually disagree with you on this. We've been conservative, yes, but not only about nerfs. From the top of my head we've suggested buffs/positive changes for the following:

Blowpipe skinks
Skink Chief
Troglodon
Saurus Warriors
Cold One Riders
Ripperdactyls
Baby Stegadon
Razordons

and lately there was some comments on kroxigors.

It's true though that we don't swing around with crazy buffs though, but I don't think that's the right direction otherwise the game will become even more messy.
 
Yes you are right there have been suggestions but generally those seem to have led to a belief that they are fine as they are. I actually meant that post primarily as a support of you, since you seem keenest to actually develop the under used parts of the Lizardmen army and most others seem to keen to shut it down. Even Razordons have been stoutly defended. I do not know why you mention crazy buffs since no one suggested that is what you should do, but well done for not doing it. Also I think it is important to note that the only upshot as far as I am aware is an increase in cost for Skinks with javelins and Saurus Heroes...
 
You have to admit Pink, that beside you and I, very few has come up with actual buffs. They have been very minor suggestion and they tend to be talked down, as soon as they being mentioned.
Take your debate with Mazdamundi, as an example ;) no one seems to think we should give LM anything, beside us :P
 
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