Charlo Posted February 13, 2019 Share Posted February 13, 2019 While that makes sense from a logic point of view, it's still disappointing Quote Link to comment Share on other sites More sharing options...
Peegee Posted February 13, 2019 Share Posted February 13, 2019 Do you guys find the mount traits strong enough to pay a Battalion for an extra one ? I'm going GKoTG - GKoTG - GKoZD and I'd like at least 2 of them to have traits... Quote Link to comment Share on other sites More sharing options...
JackStreicher Posted February 13, 2019 Share Posted February 13, 2019 (edited) if anyone is interested: I might upload some bits to shapeways. these bits should provide a bit of armour /weaponry for your "knights". The first few uploads will be testruns since getting the scale right is pretty hard 😃 Any wishes for amor bitz you'd liketo see? Edited February 13, 2019 by JackStreicher 4 1 Quote Link to comment Share on other sites More sharing options...
Vlagorescu Posted February 13, 2019 Share Posted February 13, 2019 8 hours ago, Gdead909 said: Yes you're correct with most of that, but once it is the rest of the combat phase your general would not be able to attack again. Cute thing though you charge your models in, your general goes first, you feeding frenzy he goes again. Now you chose one of your models to go since he was picked before models can go. that is correct, I ofc understand that he cannot fight a 3rd time. That would be completely broken hehe Quote Link to comment Share on other sites More sharing options...
Vlagorescu Posted February 13, 2019 Share Posted February 13, 2019 1 hour ago, JackStreicher said: if anyone is interested: I might upload some bits to shapeways. these bits should provide a bit of armour /weaponry for your "knights". The first few uploads will be testruns since getting the scale right is pretty hard 😃 Any wishes for amor bitz you'd liketo see? Sweet! Is it going to be 3d printed or? I'd love to see what you come up with Reveal hidden contents Quote Link to comment Share on other sites More sharing options...
JackStreicher Posted February 13, 2019 Share Posted February 13, 2019 2 minutes ago, Vlagorescu said: you can 3d print it via shapeways at their prices ^^ Quote Link to comment Share on other sites More sharing options...
Vlagorescu Posted February 13, 2019 Share Posted February 13, 2019 1 hour ago, Peegee said: Do you guys find the mount traits strong enough to pay a Battalion for an extra one ? I'm going GKoTG - GKoTG - GKoZD and I'd like at least 2 of them to have traits... Def worth it for me, rerolling those maw attacks just make the difference in the list. You increase your chances of both getting an additional hit and 6MW Quote Link to comment Share on other sites More sharing options...
Deadkitten Posted February 13, 2019 Share Posted February 13, 2019 12 hours ago, soots said: which combo? Thats all your eggs in one basket general. Like i said before, one unit is going to hurt every turn. I feel like you need to give the mounted guy ethereal amulet as they can get easily focus fired down, that or some type of defense. Every army has some type of nasty 15-20w alphastrike. They are close to one turning Nagash whos 16w with a 4+ ward. A 14w 6+ ward save ghoul king can easily be removed by a lot of armies. Can confirm. I was at a large regional 2 day event recently. I won my first 3 games. The last 3 games were against alpha strike armies. The only one of those I survived was vs Dragon Princes who don't really have a proper tome. You absolutely have got to have a plan for surviving your opponent placing half + of their units into your DZ T1. Quote Link to comment Share on other sites More sharing options...
Fluttershy Posted February 13, 2019 Share Posted February 13, 2019 4 hours ago, Kairos Tejedestinos said: The trigger is after you have attacked, so yeah, you have to use it inmediatly. I guess it's mentioned using it immediately after a unit has fought too, but wouldn't that mean you can't use the ability "at the start" of your combat phase start of the combat phase != combat phase != end of the combat phase "You can use this command ability after a friendly FLESH-EATER COURTS unit has fought in the combat phase for the first time and is wholly within 12" of a friendly FLESH-EATER COURTS HERO, or wholly within 18" of a friendly FLESH-EATER COURTS HERO that is a gerneral. [..]" requirements: - the unit has fought in the combat phase for the first time - the unit is within n" of FEC HERO both requirements still apply after other units attacked, too!? Quote Link to comment Share on other sites More sharing options...
Gdead909 Posted February 13, 2019 Share Posted February 13, 2019 As long as its in the combat phase whether its the start or end you can use it. Quote Link to comment Share on other sites More sharing options...
Deadkitten Posted February 13, 2019 Share Posted February 13, 2019 (edited) This fight again command ability looks much better on paper IMHO. In practice it seems to simply fall in line with where AoS is at the moment in that if a unit hits another unit it is generally going to simply wipe enough of it out so as to make it combat ineffective. Sure there are some grindy matchups where this will do some work but on the whole it just seems to be par for the course. The new character's ability to fight at the beginning of combat seems much better. EDIT: TLDR - Welcome to the Cool Kidz Club, FEC. Edited February 13, 2019 by Deadkitten 1 Quote Link to comment Share on other sites More sharing options...
Vlagorescu Posted February 13, 2019 Share Posted February 13, 2019 1 minute ago, Deadkitten said: This fight again command ability looks much better on paper IMHO. In practice it seems to simply fall in line with where AoS is at the moment in that if a unit hits another unit it is generally going to simply wipe enough of it out so as to make it combat ineffective. Sure there are some grindy matchups where this will do some work but on the whole it just seems to be par for the course. The new character's ability to fight at the beginning of combat seems much better. That being said, if you wipe a unit or render them ineffective, you can still make that additional 3" pile which is huge Quote Link to comment Share on other sites More sharing options...
Deadkitten Posted February 13, 2019 Share Posted February 13, 2019 (edited) 4 minutes ago, Vlagorescu said: That being said, if you wipe a unit or render them ineffective, you can still make that additional 3" pile which is huge Meh. Of course it's good. Just not sure it's any better than what all the other factions with an AoS 2 book can do. Again, the diff between having a book and not is pretty significant. Edited February 13, 2019 by Deadkitten Quote Link to comment Share on other sites More sharing options...
Gdead909 Posted February 13, 2019 Share Posted February 13, 2019 I tested on a GKTG on Monday. It's amazing but not game breaking. It feels good to be on par with other armies. 1 Quote Link to comment Share on other sites More sharing options...
Deadkitten Posted February 13, 2019 Share Posted February 13, 2019 1 minute ago, Deadkitten said: Meh. Of course it's good. Just not sure it's any better than what all the other factions with an AoS 2 book can do. Again, the diff between having a book and not is pretty significant. We'll teach you the secret handshake when the Book releases. 1 Quote Link to comment Share on other sites More sharing options...
Charlo Posted February 13, 2019 Share Posted February 13, 2019 Re-looking at the Throne and the Summoning abilities, there is a lot of talk of "Multiple Arch Regents" but i'm not seeing how it's beneficial? The wording on the summon Royal Guard ability is: "You can use this command ability at the end of your movement phase. If you do so, pick 1 friendly model that has this command ability and has not used it before in the battle. " Does that mean you get to use it ONCE per Archregent, or once PER ARMY? I think it's the former but the wording is a bit silly. Quote Link to comment Share on other sites More sharing options...
Gecktron Posted February 13, 2019 Share Posted February 13, 2019 4 minutes ago, Charlo said: Re-looking at the Throne and the Summoning abilities, there is a lot of talk of "Multiple Arch Regents" but i'm not seeing how it's beneficial? The wording on the summon Royal Guard ability is: "You can use this command ability at the end of your movement phase. If you do so, pick 1 friendly model that has this command ability and has not used it before in the battle. " Does that mean you get to use it ONCE per Archregent, or once PER ARMY? I think it's the former but the wording is a bit silly. Since there is no rule of one for command abilities you can use multiple in one turn but only once per Archregent. 2 Quote Link to comment Share on other sites More sharing options...
Furious Robert Posted February 13, 2019 Share Posted February 13, 2019 9 hours ago, PUFNSTUF said: What are people generally going to aim for summoning first turn? In thr old battletome I always tried to get my summoning out as quick as possibly. Our Heroes are very vulnerable and we didn't have any other command abilities to use CP's on. I am still aiming for 1st turn summon all. It can give board control and the more the merrier. Quote Link to comment Share on other sites More sharing options...
Gdead909 Posted February 13, 2019 Share Posted February 13, 2019 The simple fact that we could take double arch regents and pop 40 ghouls on to the table turn 1 seems so good. "Hey hope you didnt come in from the sides buddy, all full over here" as I stretch them out across both sides of the battlefield lol. 1 Quote Link to comment Share on other sites More sharing options...
Honk Posted February 13, 2019 Share Posted February 13, 2019 9 minutes ago, Furious Robert said: It can give board control and the more the merrier. And you snowball better... playing against fe nurgle/tzeentch/beastmen/Khorne , they rack up points and get fancy stuff in the late game. Best to crush them hard first or second turn, before they can catch up on summoning, or against LoN kill the buffing regenerating heroes ASAP. falling stars or shifting objectives might be tempting to hold a unit in reserve for late game trickery, but if those units can kill stuff most of our army is fast enough to reposition (terms&conditions apply) Quote Link to comment Share on other sites More sharing options...
Charlo Posted February 13, 2019 Share Posted February 13, 2019 You can literally summon KNIGHTS into your opponents flank to charge them. This is most excellent. FOR THE KING! 2 Quote Link to comment Share on other sites More sharing options...
Kairos Tejedestinos Posted February 13, 2019 Share Posted February 13, 2019 3 hours ago, Fluttershy said: I guess it's mentioned using it immediately after a unit has fought too, but wouldn't that mean you can't use the ability "at the start" of your combat phase start of the combat phase != combat phase != end of the combat phase "You can use this command ability after a friendly FLESH-EATER COURTS unit has fought in the combat phase for the first time and is wholly within 12" of a friendly FLESH-EATER COURTS HERO, or wholly within 18" of a friendly FLESH-EATER COURTS HERO that is a gerneral. [..]" requirements: - the unit has fought in the combat phase for the first time - the unit is within n" of FEC HERO both requirements still apply after other units attacked, too!? The beginning of the combat phase... is the combat phase. I don't know how you draw those paralels which don't even make sense semantically or syntactically. 1 Quote Link to comment Share on other sites More sharing options...
AverageBoss Posted February 13, 2019 Share Posted February 13, 2019 Don't know if this has been brought up yet, but would this: Combined with the Terrorghiests maw rule mean that a 6 to hit would inflict 12 Mortal Wounds, or would it be 6 Mortals and a separate to wound roll for D6 damage? Quote Link to comment Share on other sites More sharing options...
Katz Posted February 13, 2019 Share Posted February 13, 2019 (edited) 14 minutes ago, AverageBoss said: Don't know if this has been brought up yet, but would this: Combined with the Terrorghiests maw rule mean that a 6 to hit would inflict 12 Mortal Wounds, or would it be 6 Mortals and a separate to wound roll for D6 damage? as I read it, you get 2 hits of unmodified 6 meaning 12MW. Edit: to make sure nobody accidentaly reads something, FAQ is clear and it would be 6MW and separate wound roll for D6 damage Edited February 13, 2019 by Katz Quote Link to comment Share on other sites More sharing options...
Kairos Tejedestinos Posted February 13, 2019 Share Posted February 13, 2019 (edited) If i am not mistaken a similar ability was FAQed so it was a regular hit + MWs, since the second one isn't really a 6, just a hit. Edited February 13, 2019 by Kairos Tejedestinos Quote Link to comment Share on other sites More sharing options...
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