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  1. #31

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    Quote Originally Posted by malikjack View Post
    I was really feeling the Mek gun option you suggested. Added 2 Kannons and one Lobba with 3 ammo runts and 2 extra crew. The thought behind this selection was options with the kannons and then use the lobba to help soften up a target unit in cover. The list looks more like this now.
    Read the rules on Zhadsnark Da Rippa

    • Biker Boss: An army led by Zhadsnark may include
    Warbikers (if available in the army list) as Troops
    choices, but the army may not include any Deff
    Dreads, Killa Kans or Big Gunz. In addition, if
    Zhadsnark begins the game as part of a Warbikers unit
    then he gains the Scout special rule.

    Mek gunz class as big gunz as I e-mail forgeworld for a rule's on it for a tournament
    All is dust Thousand Sons, Tzeentch marines/Daemons

  2. #32

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    Very good to know nice catch! I will have to relook at what to do with those points. Thanks for the rules update.

  3. #33
    Chaplain
    Join Date
    Jan 2011
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    Antipodean heaven
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    410

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    I just read about updated FAQ which would appear to state that squads can only make 1 grenade attack on a vehicle per assault turn. All this seems to do in my book is further nerf armies like Orks who now don't have a reason to take tank bustas, (again). I doesn't make a difference for Eldar as their bomb squads also have melta guns and a decent BS. So it becomes more economical to take nobs with klaws if you want to assault vehicles. Multiple hits at high strength and ap, what's not to like.

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