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well, 1 formation takes an action, then passes, then either pushes or passes twice, and then... ect.
You need to split it up. The Jarl is ok on its own, but its a little slow, the steamer is good on its own. The medic, boomer and shieild maden are not needed. You'd be better off with some more support (shades, imps, ect)
The jarl and the steamer are both pretty expensive peices and them both together takes up more than half your army. Try one or the other or maybe 300 pts.
Ok..I'm done. Screw this forum. I'll post my pics somewhere that wants them. 46 views, you cant tell me one person didnt have ANYTHING to comment? I can sit my terrain on my front porch to get blank stares. Oh well..guess I expect too much from this place. :(
Yes, thats right, another newbie has arrived!
I learned the game from my brother, a while ago, and then discovered this website.
I'm a girl, younger probably than a lot of people here, but that hasn't mattered so far.
Just wanted to post a short intro, so people will know I'll be around.
You won't be seeing the last of me, thats for sure...
m'wahahahah
Remember that he has Charge and that means that he can move double his movement rate or move and then attack. The only thing is that he is not a menber of the Black Powder Rebels and cant be a part of any BPR formation. Maybe you could work up an Elimental League formation with the Lt and a couple of Crystal Blades. Jarly gets alot of bad press around here but I really like the little guy and the golum is an awsome piece so you have some good stuff to work with but I don't think you are quite there yet. Have fun.
I remember some kid tried to con me into playing an ante-game over the internet... i knew what would come next, so my ante was... a counterspell card. He chewed me out 'cuse he was puttign a creat big Thallid somethingorother up for ante, and i was here wth a lousy counterspell, and i said, hey, if you were playing legit, you wouldn't mind a counterspell card. the ante is supposed to be whatever card you pull off the top of your deck, after all.
and here are the rules for IRON MAN MK:
make a 200 point army.
whenever a player kills a figure, he gets one swing at that figure with a hammer. in the course of this swing, the hamer must pass over the swinger's shoulder. if this swing misses, too bad.
at the end of the game, all captured figures are kept by the capturing player: no time limit.
I know. it's evil, but consider... What kind of masochist would dare bring his prized *** gunner/magus army to the field? we might suddenly see figures on the field that we haven't seen in ages!
ANd the rulesfor Ante MK.
Prior to the match, the players talk,and decide on a rarity number 1-6. whatever rarity is selected, each player chooses one figure from that rarity bracket, and puts it up as ante. Winner gets the looser' ante.
Again, this is unfair, especially since a *** gunner and a ** imp are in the same bracket.
Geez! Look at the gun on the Boomer! That's what I'm talkin about! It may not be fantasy enough for some, but man that thing looks like it would pack a mean whollop.