Although I ve been coming and going lately, I figured I might as well throw in some ideas I ve been having. I was looking at my Chaos Dwarf fleet and thoughtMessage 1 of 1285 , Mar 1, 2002View SourceAlthough I've been coming and going lately, I
figured I might as well throw in some ideas I've been
having. I was looking at my Chaos Dwarf fleet and thought
it seemed a little too generic, so I came up with an
idea for sort of an air force. Chaos Dawrf
independents that move long distances, but can't turn like
normal ships and have to sort of loop around like real
planes do. They can move far, but can only attack when
they move in a strait line for a distance. They attack
by dropping bombs on enemy ships that are in their
line of movement. But like all Chaos Dwarf ships, they
aren't perfect. I thought of their movement like the Orc
Drillakillas and decided that they have to roll a certain
number of dice to move, but if they get a roll that's
under, say, half the maximum distance the planes can
move, then they crash into the water since they don't
have enough speed. They'd have to get moving for a
distance like when a ship rams, since the bombs have to
sail a distance to hit a target. They could only
really move in a strait line if they're attacking with a
little turning radius as they move, but if they need to
turn around then they have to spend an entire movement
looping around. Another thing is with the bombs, so that
they might hit a target completly different from the
one intended. Just something I came up with. I could
go into further detail, but I don't really feel like
it right now.<br><br>Nicholas
I agree too. There was rumors saying there had been an errata saying there was only one roll, but no. So yes, the official rumors is obsolete. MarellMessage 1285 of 1285 , Feb 9, 2012View SourceI agree too.
There was rumors saying there had been an errata saying there was only one roll, but no.
So yes, the official rumors is obsolete.
De : Holger Daniels <holger.daniels@...>
À : firstname.lastname@example.org
Envoyé le : Vendredi 10 février 2012 6h17
Objet : Re : Re : [The Sea Of Claws] Re: Re: Nurgles Rot
We also always played them like this, one roll for each counter, as we read the rules like Victor.
And draw the analogon for fire, why should you roll for only one fire counter?
And if you decrease it to one roll you pretty much castrate the Nurgle fleet, as the 150pt MoW Plageuship has 1 (and only one) catapult to each side, with a 33% percent chance per catapult to effect Nurgle rot. Firepower would be far too low for a MoW if it is only one roll per ship regardless of number of counters.
--- In email@example.com, Sergi Serrano <sergi.serranoh@...> wrote:
> I'm with Victor. The rules are clear.
> 2012/2/9 Victor Garcia <red_zebra_ve@...>
> > NURGLE'S ROT COUNTERS
> > During the End Phase, . . . , the Chaos player rolls a dice on the
> > following table for EACH Nurgle's Rot counter.
> > So, do net get near a Nurgle's ship!!!
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