D&D, Blood Bowl and other games, with a bit of maths.
I finally painted some Tyranids
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I finally got some time to do some painting (first time this year) and was able to get about half my Tyranid army covered in read and black. I was also able to finish off my Hive Tyrant and Zoanthropes.
Blood Bowl Inducement Review As most of the inducement options from Death Zone are allowed in LBBL games I thought it was worthwhile providing a summary of what is available. I have also added a quick colour code to say if I think the options are Good , Bad or Situationally useful. Remember as per the League handbook you must bring along an official copy of the relevant rulebook for any Inducement you are using. This guide is intended to be used to help you decided if you want to buy a copy of Death Zone not as a replacement for it. Remember folks we get an extra 5% off at Geek Retreat on League night! Death Zone offers (In)Famous Coaching Staff, new Wizards, Named Referees and a small number of other cheap options for using up petty cash. 0-2 (In)famous Coaching Staff Galandril Silverwater 40,000 gp Elven Kingdoms Extra Cheerleaders and a minimal chance of extra Team Re-rolls if that kick off event happens. I will pass thank you.
Once again we have a beautifully produced full colour book that is slightly marred by the lack of proof reading. Almost everything in the book is a reprint of the 2016 content updated to use the new team special rules. There are little things such as Ranulf the Ref still having to "roll higher than the AV of the player" even though the main rule book changes AV 7 to be AV 8+ being everyone else is having to roll equal to AV. Then we have the new Mercenary rules where the Elf starts with AG 2+ but can increase this by 2 to AG 0+ when AG 1+ is the max allowed!!? New Inducements This section takes all the inducements printed in the old Death Zone and Spike journals and updates them to use the new team special rules. Instead of being taken by an Orc or Dwarf team they are now Badlands Brawl or Worlds Edge. This expands which teams can take them. Some of the inducements have had minor alterations and there are a couple I have not seen before. (In)Famous Coaching Staff Ka
The Arcane Trickster is my favourite sub-class in Fifth Edition D&D. It is not the most powerful but is a lot of fun. Trickster does not need to multi-class but a single level of Wizard gives a big boost with access to all first level spells, ritual casting and we can trade out our known spells for more Second Level options. Best spot for multi-class is level six but if we have a game where we expect to spend a long time in Tier 1 we can also dip at level 2. Rogues get lots of choice for using a Bonus action and Reaction as we go up levels. Actions: Attack; (3) cast a spell Bonus: Off-hand Attack; (2) Dash; Disengage; Hide; Mage Hand; (13) Versatile Trickster Reaction: (4) Shield ; (5) Uncanny Dodge; (6) Feather Fall ; (17) Spell Thief A trickster wants good Dex and Int as well as Dark Vision, after all it is hard to sneak around carrying a torch. If we are using point buy that gives us three choices in the PHB - High Elf, Half-Elf and Forest Gnome. Feats/ASI: We are g
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