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Feat und Spells sind hart, der Überhammer ist aber sein Stab. Die Regeln könnten einen Freund von mir motivieren, wieder mehr zu spielen, der hat 4 Dire Trolls und nDoomie ist sein liebster Caster.... Mir schwahnt Übles!
pps_kevin hat ihn zu Demozwecken auf der templecon gespielt.
Hier aus den erinnerungen der Spieler:
Stats... pretty much the same.
Feat: eHoarluk and friendly warbeasts in his CTRL get double SPD for the turn.
Abilities:
Calming Effect: Same
Uber-something Regeneration: - Heal D3 during the control phase..
Goad: Whenever a DT kills an enemy model with a melee attack, Doomie may force it to move 2"
Bond: - Bond: One non-character Dire in make power attacks [not slam/trample] when making a normal melee attack, cannot do it on the charge, cannot do it if he cannot make power attacks .
Staff
Will Breaker P+S = 13
Dominion: Whenever Hoarluk damages an enemy warbeast, after resolving the attack, take control of that warbeast. Turn it around, and it charges [for free] at a target of your choice. After that charge is completed, resume Hoarluk's activation.
- Reach
Spells:
Agitate; Put 1 fury on all enemy warbeasts within his CTRL area.
Mahyem: Friendlys Dires in CTRL may charge/slam/trample for non fury and at SPD + 5"
- Same as warpath, but allows one model/unit within his CTRL area to move 2" when a friendly Troll Warbeasts kills something. Unclear if ones per turn or not.
- Pick a friendly trollblood warbeast in his control area. Target an enemy model within 8" of that warbeast. Make a magic attack roll. Hit = POW of that warbeast's BASE St.
- A spell that is sort of a magic missile. If it damages an enemy warbeast, it cannot cast it's animus for one round AND Doomie can cast it as a spell this turn