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thefatorc Profile
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Registered: 09-2007
Posts: 2
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Flamers of Tzeentch


We encountered Flamers of Tzeentch for the first time a month or so back. 7 of them in the Objective Room!
 
Fortunately (or unfortunately) being our first experience of Flamers we did not read about the Flamer Attack until we had hacked through the Chaos Warriors which were in front of them, by which time 4 Flamers were left alive. We then realized that if we had played it correctly that our level 3 characters would have been toast on the first attack the Flamers made.

Reading the rules it appears to say that all 7 Flamers would get a 7D6 attack, which is certain death to all.

Hence for the moment we are not playing Flamers until we find a sensible fix.

I just wondered how other people play Flamers, and if there is a fixed version?

I did wonder if the initial intent was that they make only 1 attack between all of them. i.e. 1 7D6 attack in the
above case. Which would still be likely death, however, with Confuse spell or similar blocking the attack they would not be a problem - probably too easy then.

Thanks
 
8/Sep/2007, 12:22 am Link to this post Send Email to thefatorc   Send PM to thefatorc
 
OldWarrior Profile
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God

Registered: 04-2006
Location: USA, Western hemisphere, earth
Posts: 1283
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Re: Flamers of Tzeentch


The way I understand it and play it is that the flamers attack all at once -- sort of like when 7 snotlings all gang-up on one warrior, except that the attack affects every model on the same board section -- both warrior and monster alike. Only the Flamers themselves are immune to their flaming attacks.

In the above example, I understand that 7d6 are to be rolled for each target. I roll individually (once for each target) -- for this seems to be the emphasis of the wording in the RolePlay Book.

Also, in the above example, the Chaos Warriors wouldn't have lasted very long suffering 7D6 wounds each turn. In fact, I think it very likely that the Chaos Warriors would have been annihilated in the first or second turn.

That Ambush special rule is a very scarey thing in the light of the Flaming attacks coming.

If possible, I strongly recommend that a healer (hopefully one that can heal at a distance) in the party move into an adjacent board section to avoid the deadly flames.

---
Old Warrior

Check out Bible Notes
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God bless you, everyone!
10/Sep/2007, 9:47 am Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
thefatorc Profile
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Registered: 09-2007
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Re: Flamers of Tzeentch


Thanks for the reply Oldwarrior. We will play them as you suggest as it makes sense.

When the WQ Roleplay says "Each Flamer can make this attack once per turn" we took that to mean each one would get the 7D6 attack. But I guess that could be interpreted as each are making their attack by contributing to the total damage dice. Either way I think the way you play them makes them playable and means we can bring Flamers back into our games.

PS. Thanks for all the effort you put into your website. It really is appreciated. We've been playing WQ for 8 months or so now and are getting to the point we have done most of the adventures that came with the main game, so things like your new adventures are going to be very useful for us. We started playing just after the GW purge killed off the WQ museum website which I never got to see. Yours, spikeinthepit and wqchronicles are full of great stuff.
11/Sep/2007, 6:50 pm Link to this post Send Email to thefatorc   Send PM to thefatorc
 
OldWarrior Profile
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Registered: 04-2006
Location: USA, Western hemisphere, earth
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Re: Flamers of Tzeentch


Thanks for the thanks. It is encouraging to hear that my Stronghold is helpful to you. emoticon

---
Old Warrior

Check out Bible Notes
It is one of my favorite places on the Internet.
God bless you, everyone!
13/Sep/2007, 7:38 am Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
Matja Profile
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Registered: 10-2004
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Re: Flamers of Tzeentch


Yes, its like Old Warrior said. The Rulebook states "if 5 flamers,... roll 5D6 (damage) for each model" (means the warriors or other monsters); stating this, the attack of every flamer every turn is included in these 5d6.
But you are right, they are real nasty ones, until they are reduced in number.
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kymmyk Profile
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Registered: 05-2009
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Re: Flamers of Tzeentch


hey folks.

i played this the same way and got toasted good n proper, but looking at the stats line theres a BS skill and weapon skill but nothing actually stating " automatic hit".
so perhaps a to hit die is still needed ?

i played a daemon army with flamers in WHB years ago,they still had to roll a to hit on the battle field...

yes they hit a board section but perhaps the odd square gets missed ???

just a thought on trying to make em livable.



mike

Last edited by kymmyk, 29/May/2009, 10:07 pm
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Jerv Profile
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Registered: 05-2009
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Re: Flamers of Tzeentch


Yea the Flamers of Tzeentch are very nasty monsters. We have encoutered them only oce - and we've died - from taht point we skip lvl 3 - from some odd reason falmers can be encountered only on lvl 3 - gaining the battle-levels in the way taht will allow to play on lvl 2 and then on lvl 4.

And sorry for my poor language skills emoticon
29/May/2009, 11:27 pm Link to this post Send Email to Jerv   Send PM to Jerv
 
Mark Gunton Profile
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Registered: 05-2009
Location: In the shadows...with my Grue
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Re: Flamers of Tzeentch


Odd, when we've encountered Flamers we've always had them roll to hit first. Yeah, it hurts plenty if you get hit, but at least you have the chance of them missing/getting healed. And yeah, after our first encounter with them, we started having the Wizard hang back in the last room until the monsters were revealed.

---
Mark
Evil Quester
31/May/2009, 12:38 am Link to this post Send Email to Mark Gunton   Send PM to Mark Gunton
 
OldWarrior Profile
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God

Registered: 04-2006
Location: USA, Western hemisphere, earth
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Re: Flamers of Tzeentch


quote:

Mark Gunton wrote:

Odd, when we've encountered Flamers we've always had them roll to hit first. Yeah, it hurts plenty if you get hit, but at least you have the chance of them missing/getting healed. And yeah, after our first encounter with them, we started having the Wizard hang back in the last room until the monsters were revealed.



Hmmm... this rolling to hit idea -- though not stated in the description of the special rule -- seems a good way to help balance this issue.

I will probably continue to let the Warriors be engulfed in the flames (without a to hit roll), because in my experience, if they make it to Battle-Level 3, then they can usually even the odds by spells, extra armour, magical treasures, special skills and etc...

---
Old Warrior

Check out Bible Notes
It is one of my favorite places on the Internet.
God bless you, everyone!
31/May/2009, 12:45 am Link to this post Send Email to OldWarrior   Send PM to OldWarrior Blog
 
Jerv Profile
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Lord

Registered: 05-2009
Posts: 101
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Re: Flamers of Tzeentch


I dont like the rolling to hit idea. And one more thing, leaving wizard in back room is good but in that case you should draw a warrior counter to determine which room will be set on fire - just like events when warriors are not on the same board section. Dont you thik that?


31/May/2009, 5:22 am Link to this post Send Email to Jerv   Send PM to Jerv
 


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