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 Hive Fleet Bahamut [Battle Progress]

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PostSubject: Hive Fleet Bahamut [Battle Progress]   Hive Fleet Bahamut [Battle Progress] EmptyTue Feb 21, 2012 3:34 pm

Yo, everybody, since my army list thread is super cacat at the last thread, I might as well post this here.
As my worst weakness is long-rang high STR weapons from enemies, I'm trying to make a list that will kill of those pesky things immediately when I am in contact.

This list is almost reserved-based but mainly it's shock power comes from the deep-strikers. Without a doubt, those warp-quakes cripples this strategy.

1. Doom in a pod, no need to explain its cheese.
2. A total of 84 STR 4~5 shots the turn they arrive.
3. The Deathleaper. As of now his not very effective with nothing to support it when it arrives. I tend to send him to his doom because I get annoyed his just there to contest objectives and reduce Ld. Will practice patience with it.

Flying Nidzilla Circus (1754pts)
1750pt Tyranids 5th Ed (2010) Roster (Standard)

Selections:

* HQ

* Flyrant - Hive Tyrant
(Psyker, Shadow in the Warp, Synapse Creature)
Bonded Exoskeleton, Hive Commander, Lash Whip and Bonesword, Old Adversary, Paroxysm, Psychic Scream, Twin-linked Devourers with Brainleech Worms, Wings

* Elites

* Deathleaper
("It's after me!", "What was that?", "Where is it?", "Where'd if go?", Fearless, Fleet, Hit and Run, Instinctive Behaviour - Lurk, Killing Strike, Move Through Cover, Pheromone Trail, Stealth)
Chameleonic Skin, Flesh Hooks, Reinforced Chitin, Rending Claws, Scything Talons

* The Doom of Malan'tai
(Absorb Life, Fearless, Instinctive Behaviour - Feed, Psychic Strength, Psyker, Shadow in the Warp, Spirit Leach, Warp Field)
Cataclysm, Claws and Teeth, Reinforced Chitin
* Mycetic Spore
(Deep Strike, Fearless, Immobile Pod, Limited Sentience, Transport Spore)
Cluster Spines, Hardened Carapace, Lash Whip, Ripper Tentacles

* Troops

* Genestealer Brood
* Broodlord
(Brood Telepathy, Fleet, Infiltrate, Move Through Cover, Psyker)
Aura of Despair, Hardened Carapace, Hypnotic Gaze, Implant Attack, Rending Claws, Scything Talons, Toxin Sacs (same as Genestealers)
* 11x Genestealer
(Brood Telepathy, Fleet, Infiltrate, Move Through Cover)
11x Reinforced Chitin, 11x Rending Claws, 11x Scything Talons, 11x Toxin Sacs

* Termagant Brood
* Mycetic Spore
(Deep Strike, Fearless, Immobile Pod, Limited Sentience, Transport Spore)
Cluster Spines, Hardened Carapace, Lash Whip
* 20x Termagant
(The Scuttling Swarm)
20x Chitin, 20x Claws and Teeth, 20x Devourer

* Fast Attack

* Gargoyle Brood
* 20x Gargoyle
(Instinctive Behaviour - Lurk)
20x Adrenal Glands, 20x Blinding Venom, 20x Chitin, 20x Claws and Teeth, 20x Fleshborer, 20x Toxin Sacs, 20x Wings

* Heavy Support

* Trygon - Trygon
(Deep Strike, Fearless, Fleet, Subterranean Assault)
Bio-electric Pulse, Bonded Exoskeleton, Scything Talons (two sets), Upgrade to Trygon Prime (Containment Spines, Shadow in the Warp, Synapse Creature)

* Trygon
(Deep Strike, Fearless, Fleet, Subterranean Assault)
Bio-electric Pulse, Bonded Exoskeleton, Scything Talons (two sets), Upgrade to Trygon Prime (Containment Spines, Shadow in the Warp, Synapse Creature)


Created with BattleScribe
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LordAK
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PostSubject: Re: Hive Fleet Bahamut [Battle Progress]   Hive Fleet Bahamut [Battle Progress] EmptyTue Feb 21, 2012 4:49 pm

Looks good. Those Trygons are gonna be real hard to deal with. DS armies.. real nice
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dif2find
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PostSubject: Re: Hive Fleet Bahamut [Battle Progress]   Hive Fleet Bahamut [Battle Progress] EmptyWed Feb 22, 2012 4:10 am

That looks like a solid list. I dont play nidz, but all i can say is you need a breeder. You need some unit to cover those expensive unit of yours.

I not you going to lose them fast.
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AznJake
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PostSubject: Re: Hive Fleet Bahamut [Battle Progress]   Hive Fleet Bahamut [Battle Progress] EmptyWed Feb 22, 2012 7:36 am

@Syamael, considering that each units costs about 200++ points on average, I wouldn't say any of them are expensive comparatively. They are also deep-striking, they either kill off most of the stuff the turn they arrive or they die trying.

My core units are the flyrant, the deathleaper, the genestealers, the gargoyles and the trygons. Which as you can see are reserved based or flying specialised.

A Tervigon is going to have a hard time keeping up with this units or able to reach this units to do anything worth while. Putting one in will break that synergy of the army that I'm trying to make. Doom and Devilgants in pods seems to compliment the problems I'm facing. There's also the personal preference about that I'm trying to keep monstrous/horde feel to my army but also fast and deadly.

I'm not going for a cheese list but at least a competitive one. If I wanted one, I'd just make a list with 2-3 Tervigons, hive guards and zoanthropes and maybe a trygon or two.

Also I'm budget constraint, buying a single tervigon would mean I have to buy 4 or 5 boxes of termagants. As compared to buying an extra Doom and an extra box of termagants considering my original list had 30 gargoyles instead of the 20 now. The pods would come cheap as I would be scratchbuilding them.


If TL:DR, A tervigon doesn't suit my list and I'm low on cash.
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PostSubject: Re: Hive Fleet Bahamut [Battle Progress]   Hive Fleet Bahamut [Battle Progress] EmptyWed Feb 22, 2012 7:49 am

actually, cutting the deathleaper for more genestealers would be of more synergy..
but then again, there's the cost factor..
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PostSubject: Re: Hive Fleet Bahamut [Battle Progress]   Hive Fleet Bahamut [Battle Progress] EmptyWed Feb 22, 2012 9:05 am

A Deathleaper would be equivalent of about 5 to 10 genestealers depending on the biomorphs I want to take. But you know that I just simply love the model.

PS: I just bought 2 clay decorations shaped like fossil eggs, for 5 bucks. Woot.
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PostSubject: Re: Hive Fleet Bahamut [Battle Progress]   Hive Fleet Bahamut [Battle Progress] EmptyWed Feb 22, 2012 9:41 am

When u take a hive commander u can make a troop choice outflank.
So just take a tervigon and have it outflank. Settled
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PostSubject: Re: Hive Fleet Bahamut [Battle Progress]   Hive Fleet Bahamut [Battle Progress] EmptyWed Feb 22, 2012 9:46 am

How can I put another Tervigon in the list I have now? Like I said, Tervigon = more boxes of termagants.
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PostSubject: Re: Hive Fleet Bahamut [Battle Progress]   Hive Fleet Bahamut [Battle Progress] EmptyWed Feb 22, 2012 9:52 am

well just take your time bro.. build it up slowly. Eventually you will have them.
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PostSubject: Re: Hive Fleet Bahamut [Battle Progress]   Hive Fleet Bahamut [Battle Progress] EmptyWed Feb 22, 2012 9:54 am

Nah, I'm stopping at 1750 and spending no more on it. This army is in all circumstances secondary to me.
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PostSubject: Re: Hive Fleet Bahamut [Battle Progress]   Hive Fleet Bahamut [Battle Progress] EmptySat Mar 03, 2012 1:48 pm

OK, I just went to the Forge today, fought against Marcus's Space Shark and Red's BA, both were KP and Dawn of War. The 1500 points list is just minus the Doom and Devilgants but a bit more genestealers than usual.

I won but somehow I feel like I had good rolls and/or my opponent had bad rolls. Both times one of the two trygon primes could survive against meltas, lascannons, assault cannons and plasma shots even though I have like one or two wound left.

Uncertain whether the list was effective or not but I guess I'll play with it again when I have the time.
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PostSubject: Re: Hive Fleet Bahamut [Battle Progress]   Hive Fleet Bahamut [Battle Progress] EmptySun Mar 04, 2012 9:51 am

Good for ya.. No matter the reason, you win..
You spent so much time painting them nicely. Your models can feel your love and now they pay you back with two wins Smile

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PostSubject: Re: Hive Fleet Bahamut [Battle Progress]   Hive Fleet Bahamut [Battle Progress] EmptyFri Mar 30, 2012 12:42 pm

Will be testing this at 1750, without the devilgants means overpriced genestealers and trygons Razz

+++ Flying Nidzilla Circus (1745pts) +++
+++ 1750pt Tyranids 5th Ed (2010) Roster (Standard) +++

Selections:

+ HQ +

* Flyrant - Hive Tyrant
(Psyker, Shadow in the Warp, Synapse Creature)
Bonded Exoskeleton, Heavy Venom Cannon, Hive Commander, Lash Whip and Bonesword, Old Adversary, Paroxysm, Psychic Scream, Wings


+ Elites +

* Deathleaper
("It's after me!", "What was that?", "Where is it?", "Where'd if go?", Fearless, Fleet, Hit and Run, Instinctive Behaviour - Lurk, Killing Strike, Move Through Cover, Pheromone Trail, Stealth)
Chameleonic Skin, Flesh Hooks, Reinforced Chitin, Rending Claws, Scything Talons


* The Doom of Malan'tai
(Absorb Life, Fearless, Instinctive Behaviour - Feed, Psychic Strength, Psyker, Shadow in the Warp, Spirit Leach, Warp Field)
Cataclysm, Claws and Teeth, Reinforced Chitin
* Mycetic Spore
(Deep Strike, Fearless, Immobile Pod, Limited Sentience, Transport Spore)
Cluster Spines, Hardened Carapace, Lash Whip, Ripper Tentacles


+ Troops +

* Genestealer Brood
* Broodlord
(Brood Telepathy, Fleet, Infiltrate, Move Through Cover, Psyker)
Acid Blood, Adrenal Glands (same as Genestealers), Aura of Despair, Hardened Carapace, Hypnotic Gaze, Implant Attack, Rending Claws, Scything Talons, Toxin Sacs (same as Genestealers)
* 8x Genestealer
(Brood Telepathy, Fleet, Infiltrate, Move Through Cover)
8x Adrenal Glands, 8x Reinforced Chitin, 8x Rending Claws, 8x Scything Talons, 8x Toxin Sacs


* Genestealer Brood
* 8x Genestealer
(Brood Telepathy, Fleet, Infiltrate, Move Through Cover)
8x Adrenal Glands, 8x Reinforced Chitin, 8x Rending Claws, 8x Scything Talons, 8x Toxin Sacs


+ Fast Attack +

* Gargoyle Brood
* 10x Gargoyle
(Instinctive Behaviour - Lurk)
10x Adrenal Glands, 10x Blinding Venom, 10x Chitin, 10x Claws and Teeth, 10x Fleshborer, 10x Toxin Sacs, 10x Wings


* Gargoyle Brood
* 10x Gargoyle
(Instinctive Behaviour - Lurk)
10x Adrenal Glands, 10x Blinding Venom, 10x Chitin, 10x Claws and Teeth, 10x Fleshborer, 10x Toxin Sacs, 10x Wings


+ Heavy Support +

* Prime - Trygon
(Deep Strike, Fearless, Fleet, Subterranean Assault)
Adenal Glands, Bio-electric Pulse, Bonded Exoskeleton, Regeneration, Scything Talons (two sets), Upgrade to Trygon Prime (Containment Spines, Shadow in the Warp, Synapse Creature)


* Prime - Trygon
(Deep Strike, Fearless, Fleet, Subterranean Assault)
Adenal Glands, Bio-electric Pulse, Bonded Exoskeleton, Regeneration, Scything Talons (two sets), Upgrade to Trygon Prime (Containment Spines, Shadow in the Warp, Synapse Creature)
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PostSubject: Re: Hive Fleet Bahamut [Battle Progress]   Hive Fleet Bahamut [Battle Progress] EmptyMon Apr 02, 2012 5:22 am

I dun think you need two Trygon Primes. Preferably not at all, cuz unless you're deepstriking your gargoyles, your Trygons are quite independent even without proper control.

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PostSubject: Re: Hive Fleet Bahamut [Battle Progress]   Hive Fleet Bahamut [Battle Progress] EmptyMon Apr 02, 2012 8:53 am

There other roles for the trygon primes to be doing other than giving synapse you know. Like shooting two times more and SiW? Also, synapse gives fearless to any tyranid units, so genestealers benefit from it too, not relying too much on Ld 10.

The second list was just seeing if it could work without the devilgants, if I had devilgants they will also support the primes too. Sadly I wasn't able to test it last weekend. But yes, trygon primes are expensive but they are for a reason. Also I find that my Hive Tyrant gets killed easily because he's much more practical to kill than the primes since he gives support to the whole army in one way or another.

However, since my exams are nearing, I won't get another chance to test it for maybe a month more. Afterwards, I'm probably testing the KIII Tau list.
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PostSubject: Re: Hive Fleet Bahamut [Battle Progress]   Hive Fleet Bahamut [Battle Progress] EmptyTue May 15, 2012 9:32 am

This fleet hungers for bio-nutri-licious mass once again...


Just assembled my devilgants for WWE and my list is now complete, to think I won't be able to test it first.

+++ Flying Nidzilla Circus (1746pts) +++

Selections:

+ HQ +

Flyrant - Hive Tyrant
Heavy Venom Cannon, Hive Commander, Lash Whip and Bonesword, Old Adversary, Paroxysm, Psychic Scream,


+ Elites +

Deathleaper

The Doom of Malan'tai
Mycetic Spore
Cluster Spines

+ Troops +

Genestealer Brood
Broodlord
Adrenal Glands, Implant Attack, Scything Talons, Toxin Sacs
9x Genestealer
Adrenal Glands, Scything Talons, Toxin Sacs


Termagant Brood
12x Devilgants
Mycetic Spore
Cluster Spines


+ Fast Attack +

Gargoyle Brood
10x Gargoyle
Adrenal Glands, Toxin Sacs

Gargoyle Brood
10x Gargoyle
Adrenal Glands, Toxin Sacs

+ Heavy Support +

Trygon Prime
Adenal Glands, Regeneration

Trygon Prime
Adenal Glands, Regeneration
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PostSubject: Hive Fleet Bahamut reaches for the sky, bursts from the earth.   Hive Fleet Bahamut [Battle Progress] EmptyMon Jul 09, 2012 12:11 pm

Had my first and second game last week, changes to 6th ed. didn't change much to my strategy, all my units still operate the same except for the Flyrant.

First opponent with Marcus's Carcharodon (Bikes + Tyberos unit + Stormtalon) & Eldar Allies (Farseer + Some jetbikes)

Memorable events?
- Bikes, bikes everywhere! Against mass bolters and deploying on the short table edge, it was bloody for my bugs. TL- Bolters on the first round of fire wiped my genestealers of the table. But it was expected since it infiltrated, my mistake since I can't charge when I infiltrate.

-Flyrant survives the whole game, kills of a unit of bikes single-handedly, regenerates using Endurance psychic power whilst fought a lazy battle with Marcus's HQ, at the last turn of fighting, they were gradually missing and couldn't wound each other.

-Devilgants shot 36 hits, kills the Farseer. The Farseer made me Perils of the Warp on my Flyrant and Broodlord. Runes of Warding is truly now something that everyone will want to get.

-Gargoyles were excellent tarpits, even though they are 10 models strong each. But couldn't do much to the bikes.

-Trygon Primes lumbers slowly. Didn't do much since I deployed them first, except killing a few bikes here and there.

-Doom obliterates Tyberos unit with Spirit Leech and Psychic Shriek (Telepathy). When you get lucky, stuff like this happens. But only came on Turn 4, with 2+ reserve rolls...

-Deathleaper is just a sneaky annoying bastard, dies at the end though.

--- Draw Game - No objectives captured, I got 1 VP for being at enemy deployment zone and he got 1 VP for first blood.


Second opponent, Javin(?)'s Necrons (Lots of footsloggers + no named IC)

I fair a bit better with this game, since I got first turn and remembered to roll night fighting for the first turn, and it did happen.

Memorable events?
- Flyrant swoop only once, takes tons of hits, two succesful grounded test. Locked in combat for the rest of the game afterwards. Charged the wraiths with gargoyles too, then spyder charged, then overlord's massive unit charged, then immortals charged, then genestealers charged.

- All his necrons characters with Warscythe refused my Flyrant's challenges and so they couldn't hit. Note it's possible to issue as much challenges as it is possible, when one character refuses, nominate another character to challenge.

- A mistake was made when I challenge his necrons for the last time, I wasn't able to challenge with two characters, only one accepted challenge is possible in a combat. No further challenge can be issued. But it wasn't much of issue then because I won combat with my normal genestealers and sweep advanced them all.

- Doom slowly kills off everyone whilst they were fighting.

- Devilgants kills a unit of scarabs and died.

- Trygons destroyed the Ann. Barge and Walker, smash is awesome.

- Nightscythe flew around.

- Deathleaper died in combat against Warriors.

--- Won by 1 VP - Contested one objective. Killed his Warlord and was in his deployment zone. Javin(?) had first blood.


Thoughts on 6th ed.

1. Old Advesary - is actually awesome. Only in the second game I remembered to use it to it's fullest efficiency. The ability to re-roll ones on hits and wounds for all units that is shooting or fighting within 12" is great. The boost actually comes from the Flyrant able to survive even in the middle of the table on open ground.

2. Glide mode on deployment, the advantage for Flyrant is because they don't need to be in reserve, when you deploy they are considered Jump MCs. Only in the movement phase, can you swoop it. Getting first seems rather important now.

3. Smash is awesome with Trygons, 3+ to hit and re-rollable means you have a high chance of wrecking any vehicle with 2-3 HPs (3 attacks + 1 charge). STR 10 with re-rollable penetration makes it possible to get a pen. result. Not to mention AP2.

4. Poison on MCs, 2+ re-rollable to wound.

5. Psychic Disciplines are more effective powers, when you get the right one and work. However, paroxysm may still be a very powerful power compared to others.

6. Remembering new rules - Warlord Traits, Mysterious Objectives and Mysterious Terrain are something I don't really want to roll for but it's in the rules and I have to remember them. Half the time I just couldn't be bothered whether I should look at those rules seriously.

7. The Scouring, the most troublesome mission, it's a hassle to mark SIX objectives with different VP values. My game with Marcus rolled this mission first but decided it wastes time and rolled again.

8. Pre-measuring, I still don't do it much, maybe because it kinda also slows down the game or I'm just lazy.
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PostSubject: Re: Hive Fleet Bahamut [Battle Progress]   Hive Fleet Bahamut [Battle Progress] EmptyMon Jul 09, 2012 3:17 pm

I guess if you go 2nd and you don't hv anywhere to hide your flyrant, you can always reserve it (that's what I'm gonna do). Makes it more survivable. The only thing I'm not too fond of is the 90 degree pivot thing.

On the other hand, once in enemy lines, I feel like dropping the Tyrant to get into HTH.
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PostSubject: Re: Hive Fleet Bahamut [Battle Progress]   Hive Fleet Bahamut [Battle Progress] EmptyMon Jul 09, 2012 3:24 pm

A hive tyrant ain't really big when you don't count the wings for TLOS. They also benefit from night fighting , ruins and area terrain, cover is also just 25% of model.

Usually you'll just need to swoop once if your enemy also wants to come towards you. Just hope you don't get grounded because you could get shot at full BS and assaulted afterwards.

No need to worry about getting Hammer of Wrath(HoW) too much, since you get one attack AP- but re-rollable charge is always nice.
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PostSubject: Re: Hive Fleet Bahamut [Battle Progress]   Hive Fleet Bahamut [Battle Progress] EmptyWed Jul 11, 2012 3:17 am

AznJake wrote:

- All his necrons characters with Warscythe refused my Flyrant's challenges and so they couldn't hit. Note it's possible to issue as much challenges as it is possible, when one character refuses, nominate another character to challenge.


Errmmm.... just to rectify, only 1 challenge can be issued per close combat. note the word "issued" not "accepted".
And if the challenge is refused, the challenger fights as normal.
So you can only call for a challenge once. Then whether opponent accepts or refused. That's it.
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PostSubject: Re: Hive Fleet Bahamut [Battle Progress]   Hive Fleet Bahamut [Battle Progress] EmptyWed Jul 11, 2012 5:19 am

A very decisive mistake then. Challenge is one of the rules I just glance over..
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