plavski Posted January 7, 2020 Share Posted January 7, 2020 3 minutes ago, stratigo said: You can, in fact, shoot regardless of what kind of enemy unit is near you We've very specifically talking about the Fly High/Disengage rule here. Disengage: This model and any models in its garrison can still shoot if this model retreats in the same turn, as long as there are no enemy units that can fly within 3” of this model at the start of the retreat move and there are less than 10 wounds allocated to this model at the start of the retreat move. Note that Fly High requires less than 7 wounds, while Disengage requires 10 wounds. So If you have 6 or fewer wounds, you can Fly High and still shoot. If you have between 7 and 9 wounds, you can disengage and still shoot, but you cannot shoot if you were next to a flyer. 1 Quote Link to comment Share on other sites More sharing options...
Kramer Posted January 7, 2020 Share Posted January 7, 2020 15 minutes ago, Soolong said: Someone needs to do a ' 100 questions you have about the new Kharadron Overlords but were to afraid to ask' article. The FAQ is going to be bigger than the battletome at this rate. Or wait until the battletome and most of them will be answered 🙈 43 minutes ago, cofaxest said: Yes we can. Unless there is flying enemy unit within 3 inches from the ship. I don’t get this remark. Explain? You can shoot within 3” of an enemy. You just have to target that enemy. And furthermore since you were replying to this: 49 minutes ago, 5kaven5lave said: Surely we can still shoot after Flying High? Haven’t seen anything concrete saying we can’t. Or am I missing something? It’s a pretty clutch ability to be gimped in that way. you can’t set up within 9” of an enemy anyway after fly high. So what am I missing 😅 Quote Link to comment Share on other sites More sharing options...
Phasteon Posted January 7, 2020 Share Posted January 7, 2020 5 hours ago, Fisdantilus said: Quick Question on Barak Mhornar- What is the point of the Command Trait? First must be garrisoned so can't use with the new hero. 2nd, and more importantly, would you not be able to fly high to get to the same spot anyway? I understand that it is before the the first turn but with no movement and no disembarking wouldn't it just be moving you into harms way for no real benefit? I may be missing something because I am just coming back to the game but Barak Mhornar just seems really poor compared to the other options and I am glad I never made much progress painting the army with their color scheme previously. From my understanding you can then disembark turn 1 to get some units into the enemy territory right away. It‘s questionable though, but at least you can use buffs that require being out of your garrison (Thunderers / Khemist) a round earlier. 1 Quote Link to comment Share on other sites More sharing options...
cofaxest Posted January 7, 2020 Share Posted January 7, 2020 5 minutes ago, Kramer said: I don’t get this remark. Explain? You can shoot within 3” of an enemy. You just have to target that enemy. And furthermore since you were replying to this: This model and any models in its garrison can still shoot if this model retreats in the same turn, as long as there are no enemy units that can fly within 3" of this model at the start of the retreat move and there are less than 10 wounds allocated to this model at the start of the retreat move. 1 Quote Link to comment Share on other sites More sharing options...
Phasteon Posted January 7, 2020 Share Posted January 7, 2020 (edited) 13 minutes ago, Kramer said: 1) Or wait until the battletome and most of them will be answered 🙈 2) I don’t get this remark. Explain? You can shoot within 3” of an enemy. You just have to target that enemy. And furthermore since you were replying to this: 3) you can’t set up within 9” of an enemy anyway after fly high. So what am I missing 😅 1) We know all the rules by now, some of them are really a bit strangely worded and kind of abstract as this kind of teleportation is quite new to the game. A FAQ will be important here for most rules. 2) Yes you can shoot but maybe you want to shoot unit A, thats 8“ away and not unit B thats in your face and sadly got fly. NH will be scary in this regard, best bet will probably be to just disembark to get most benefit out of our ground troops. 3) You have guns that can shoot 12“–18“ so they can fire after fly high. Clearly the main design idea was to give the ships another edge by making units able to fire out of their transport (like Dark Eldar in 40k for example) but (unlike Dark Eldar) reward your troops by getting actually on the ground to become deadlier, which is good game design. I‘m really looking forward to my first game with the new tome, will see if the damage/defense/mobility now is enough to win games without depending on pure dice luck. Edited January 7, 2020 by Phasteon 1 Quote Link to comment Share on other sites More sharing options...
stratigo Posted January 7, 2020 Share Posted January 7, 2020 36 minutes ago, plavski said: We've very specifically talking about the Fly High/Disengage rule here. Disengage: This model and any models in its garrison can still shoot if this model retreats in the same turn, as long as there are no enemy units that can fly within 3” of this model at the start of the retreat move and there are less than 10 wounds allocated to this model at the start of the retreat move. Note that Fly High requires less than 7 wounds, while Disengage requires 10 wounds. So If you have 6 or fewer wounds, you can Fly High and still shoot. If you have between 7 and 9 wounds, you can disengage and still shoot, but you cannot shoot if you were next to a flyer. I am entirely certain you can. GW has never not once ever held a teleport to count as a normal move in AoS or 40k. An FAQ confirms that a teleport move does not count as a normal move when you do it. Thus fly high is not a retreat or disengage move Quote Link to comment Share on other sites More sharing options...
plavski Posted January 7, 2020 Share Posted January 7, 2020 3 minutes ago, stratigo said: I am entirely certain you can. GW has never not once ever held a teleport to count as a normal move in AoS or 40k. An FAQ confirms that a teleport move does not count as a normal move when you do it. Thus fly high is not a retreat or disengage move You cannot Fly High if you have taken more than 6 wounds. At that point the Disengage rule comes into affect whereby you encounter the 3" flyer restriction. Quote Link to comment Share on other sites More sharing options...
Borsuk Posted January 7, 2020 Share Posted January 7, 2020 2 minutes ago, stratigo said: I am entirely certain you can. GW has never not once ever held a teleport to count as a normal move in AoS or 40k. An FAQ confirms that a teleport move does not count as a normal move when you do it. Thus fly high is not a retreat or disengage move. But warscroll say it actually is: Instead of making a normal move with this model, if there are less than 7 wounds currently allocated to this model, you can say that it will fly high (it can retreat and disengage). Though I also think that would be dumb. Quote Link to comment Share on other sites More sharing options...
GeneralZero Posted January 7, 2020 Share Posted January 7, 2020 Is the Thundrik's Profiteers pack worth buying? It gives a hero and a little band. I don't know the points. And rule wise/ efficiency, I have no idea... Quote Link to comment Share on other sites More sharing options...
plavski Posted January 7, 2020 Share Posted January 7, 2020 Just now, GeneralZero said: Is the Thundrik's Profiteers pack worth buying? It gives a hero and a little band. I don't know the points. And rule wise/ efficiency, I have no idea... At the very worst, you have a cheap alternate build Aether-Khemist. But Thundrik's actually got some decent rules and point this time around (re-roll hits of 1 for a skyfarers unit within 12 for free, 140 points) and it's probably the best rules/points combo of any Underworlds warband. Though I really like Rippa's on the board. Quote Link to comment Share on other sites More sharing options...
GeneralZero Posted January 7, 2020 Share Posted January 7, 2020 but Thundrik seems not able to teleport (like other with the "hitchers" ability) ? Quote Link to comment Share on other sites More sharing options...
zilberfrid Posted January 7, 2020 Share Posted January 7, 2020 12 minutes ago, GeneralZero said: Is the Thundrik's Profiteers pack worth buying? It gives a hero and a little band. I don't know the points. And rule wise/ efficiency, I have no idea... Absolutely. It's cheaper than an Aether Khemist, and has one, and the rest are alternate models for a Thunderer, Skywarden and two Arkanauts. Plus, almost unique among Underworld warbands, they are quite good to use as-is. Quote Link to comment Share on other sites More sharing options...
GeneralZero Posted January 7, 2020 Share Posted January 7, 2020 They are all BARAK-NAR, can be used in other port? Quote Link to comment Share on other sites More sharing options...
zilberfrid Posted January 7, 2020 Share Posted January 7, 2020 (edited) 5 minutes ago, GeneralZero said: They are all BARAK-NAR, can be used in other port? As alternate models, sure, but as the unit they portray, their port will not be overwritten (as I remember it, that is). Edited January 7, 2020 by zilberfrid Quote Link to comment Share on other sites More sharing options...
eciu Posted January 7, 2020 Share Posted January 7, 2020 You guys are aware you cannot teleport on top of objectives with Fly High ? (there's restriction you have to be 1" away from objectives when using Fly High and/or Disembark) Quote Link to comment Share on other sites More sharing options...
overtninja Posted January 7, 2020 Share Posted January 7, 2020 13 minutes ago, eciu said: You guys are aware you cannot teleport on top of objectives with Fly High ? (there's restriction you have to be 1" away from objectives when using Fly High and/or Disembark) I believe this is to prevent landing a huge boat on top of an objective directly, preventing other models from getting within contesting proximity because of the boat's hugeness. You could still land 1" away from an objective and take it because you'd be within scoring distance. It seems like it's the same sort of rule that prevents the Idoneth boat terrain, Sylvaneth forest pieces and other faction terrain from being plopped on top of objectives - they prevent other units from even moving close to tag objectives otherwise. 1 Quote Link to comment Share on other sites More sharing options...
eciu Posted January 7, 2020 Share Posted January 7, 2020 2 minutes ago, overtninja said: I believe this is to prevent landing a huge boat on top of an objective directly, preventing other models from getting within contesting proximity because of the boat's hugeness. You could still land 1" away from an objective and take it because you'd be within scoring distance. It seems like it's the same sort of rule that prevents the Idoneth boat terrain, Sylvaneth forest pieces and other faction terrain from being plopped on top of objectives - they prevent other units from even moving close to tag objectives otherwise. Oh, then I misunderstood it. Thanks for clarification. Quote Link to comment Share on other sites More sharing options...
plavski Posted January 7, 2020 Share Posted January 7, 2020 While garrisoned units inside a boat won't count for scoring, hitched models will, so if you want to grab an objective in a turn it's worth throwing some balloon boys along for the ride. Quote Link to comment Share on other sites More sharing options...
Borsuk Posted January 7, 2020 Share Posted January 7, 2020 I've found most of the new rules, but I can't find new traits, artifacts and endrinworks. Could you share it with me by any chance? Thanks. Quote Link to comment Share on other sites More sharing options...
Marvinmega Posted January 7, 2020 Share Posted January 7, 2020 So do units garrisoned inside the boats now counts as having fly for target purposes? Like shooting into woods and such. Or is that only the boat? Quote Link to comment Share on other sites More sharing options...
Iron Fist Posted January 7, 2020 Share Posted January 7, 2020 Hi! I need help to understand the thunderers weapon rule.. In a unit of 20 guys i can equip -4 canons -4 mortars -4 sweepers -4 fumigator -4 riffles Correct or not? Quote Link to comment Share on other sites More sharing options...
crkhobbit Posted January 7, 2020 Share Posted January 7, 2020 16 minutes ago, Iron Fist said: Hi! I need help to understand the thunderers weapon rule.. In a unit of 20 guys i can equip -4 canons -4 mortars -4 sweepers -4 fumigator -4 riffles Correct or not? You can. For every 5 guys in the unit, you can take one each of the special weapons. 20 divided by 5 is 4. You have 4 sets of 5 guys in a unit of 20. So you can have up to 4 fumigators, up to 4 decksweepers, up to 4 aethercannons, and up to 4 mortars in a unit of 20. The rest will have rifles. Quote Link to comment Share on other sites More sharing options...
Beliman Posted January 7, 2020 Share Posted January 7, 2020 One of this rifles could be a double-barrel riffle (same profile but with 4 attacks) if you give to the leader of the unite. Quote Link to comment Share on other sites More sharing options...
GeneralZero Posted January 7, 2020 Share Posted January 7, 2020 Thundrik seems not able to teleport (like other with the "hitchers" ability) . So, for those who have read the book, can you confirm that Thundrik has no "hitcher" ability? Quote Link to comment Share on other sites More sharing options...
Boar Posted January 7, 2020 Share Posted January 7, 2020 1 minute ago, GeneralZero said: Thundrik seems not able to teleport (like other with the "hitchers" ability) . So, for those who have read the book, can you confirm that Thundrik has no "hitcher" ability? he cannot Quote Link to comment Share on other sites More sharing options...
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