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Soulblight Gravelords FAQ question collection


Neil Arthur Hotep

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28 minutes ago, Raptor_Jesues said:

good point, it is very weird. Also if lances are 2" we can strike on two lines if the first line is turned sideways wich looks rather silly but is still good.
Maybe it is because they are both lance and sword combined in one profile

An easy fix would be a rule that on the charge, the lance gains +1 range, rend, & dmg. 

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13 minutes ago, Televiper11 said:

An easy fix would be a rule that on the charge, the lance gains +1 range, rend, & dmg. 

It's the same profile though. 

Just like skellies have merged swords and spears and all 1" reach.

Seems to be a simplification, reduce choice so you can't make the wrong one, and perhaps attempt to make balancing easier?

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1 hour ago, JackStreicher said:

Just as a general question:

Can we expect the Cursed City models to receive individual point costs?

I'll throw it in, even though they won't answer it in the FAQ.

1 hour ago, Televiper11 said:

Is Templar Lance 1” range a typo? 

I suspect this is the design going foreward: Smaller units and lower reach in general. But I will add it to the list.

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1 hour ago, Liquidsteel said:

It's the same profile though. 

Just like skellies have merged swords and spears and all 1" reach.

Seems to be a simplification, reduce choice so you can't make the wrong one, and perhaps attempt to make balancing easier?

It is absurd to say that a sword and a lance or a sword and a spear have the same reach. Unless all weapons are going to be 1” in 3.0, which also seems absurd when you consider Monster & MegaGargants.

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2 minutes ago, Televiper11 said:

It is absurd to say that a sword and a lance or a sword and a spear have the same reach. Unless all weapons are going to be 1” in 3.0, which also seems absurd when you consider Monster & MegaGargants.

It does yes, but I suppose this is how it works in 40k - you get in to engagement range and you can fight, or you can't.

I did like the interaction between ranges to be honest, stuff with 3" reaches piling around units to squash unsuspecting heroes.

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3 minutes ago, Televiper11 said:

It is absurd to say that a sword and a lance or a sword and a spear have the same reach. Unless all weapons are going to be 1” in 3.0, which also seems absurd when you consider Monster & MegaGargants.

I think it's more of a "is the juice worth the squeeze" thing. These weapon choices add complexity, but frequently there was either a clear best choice (like with Morghasts for example) or the choice had basically no impact (skeletons, ultimately). I personally think it's nice to be able to just build the models the way that looks coolest and not have to worry about loadouts, especially since GW enforces WYSIWYG at their own events.

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Just now, Neil Arthur Hotep said:

I think it's more of a "is the juice worth the squeeze" thing. These weapon choices add complexity, but frequently there was either a clear best choice (like with Morghasts for example) or the choice had basically no impact (skeletons, ultimately). I personally think it's nice to be able to just build the models the way that looks coolest and not have to worry about loadouts, especially since GW enforces WYSIWYG at their own events.

That’s a solid argument, thanks

 

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7 minutes ago, Televiper11 said:

It is absurd to say that a sword and a lance or a sword and a spear have the same reach.

But it's not absurd to say a unit with a mix of weaponry has a single stat line representing the overall average effect.

I would have preferred if both units had been given the longer reach instead of the shorter, with the assumption that models with shorter reach weapons would pack in the front ranks and longer reach weapons would pile in behind, but one is not a fundamentally more sensible approach than the other, while splitting up weaponry on an individual model basis throughout the unit would lead to tedious gameplay holdups for relatively little meaningful impact.

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On 5/17/2021 at 11:05 AM, Neil Arthur Hotep said:

How does the Vargheists' "Blood-maddened Feeding Frenzy" ability interact with Belladama Volga's "Under a Killing Moon" spell? Does this combination result in 2, 3 or 4 extra hits?

In that case, their is already an FAQ for such a case

Quote

Q: Sometimes a dice roll will trigger an effect. For example,
a weapon might have a rule that says a hit roll of 6 causes
two hits on the target instead of 1. What happens if another
effect applies to the same roll? For example, the weapon from
the previous example might have a rule that says it inflicts
D6 mortal wounds on a hit roll of 6 and the attack sequence
ends – would I get to inflict two hits that each inflicted D6
mortal wounds?
A: When a dice roll triggers more than one effect, each
effect is triggered once. For this example, this means
that the hit roll would cause two hits, but only one of
the hits would inflict D6 mortal wounds (you would
carry out the rest of the attack procedure for the other
hit normally).

 

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14 minutes ago, EMMachine said:

In that case, their is already an FAQ for such a case

 

It's close, but the question remains. This is because you basically get the effect "each natural 6 results in 2 hits" twice. And it's not clear whether getting that effect a second time changes anything or not, because you already the double tap effect. If it said "an additional hit" instead of "two hits" it would be clear. But as it's worded, it is not. Plus, even if it has already been answered, it won't hurt to have it answered again in a location that Soulblight players are likely to look for the answer.

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13 hours ago, Neil Arthur Hotep said:

It's close, but the question remains. This is because you basically get the effect "each natural 6 results in 2 hits" twice. And it's not clear whether getting that effect a second time changes anything or not, because you already the double tap effect. If it said "an additional hit" instead of "two hits" it would be clear. But as it's worded, it is not. Plus, even if it has already been answered, it won't hurt to have it answered again in a location that Soulblight players are likely to look for the answer.

So you would say, people won't check the Core-Rule FAQ already and need a second answer somewhere? It is on page 3 of the Core Rules FAQ.

Edit:

Also for another question in post 1

On 5/17/2021 at 11:05 AM, Neil Arthur Hotep said:

If Blood Knights are granted the ability to fly, do they still deal mortal wounds with their "Riders of Ruin" ability when they pass over models?

The person who asked this question has never heard of Squig Hoppers, Flamespyre Phoenix or Hexwraiths (it is practice for years, not invented with the Bloodknights).

They all have pass over abilities dealing + pass over abilities are only possible if the model is able to fly because it is the only way a model can make a normal move through the 3" bubble of an enemy unit or have the base overlapped during the movement (because of ignoring the units during the movement. So yes it will make mortal wounds.

The Squig Hoppers example

Quote

Fly: this model can fly

Boing! Boing! Boing!: After this model has made a normal move, pick 1 enemy unit and roll a dice for each model in this unit that passed across a model from that unit. For each 4+ that unit suffers 1 mortal wound.

+ The FAQ for pass Accross and walking through units (also part of the Core-Rule FAQ, this time page 4

Quote

Q: Are you allowed to move a unit across another friendly unit?

A: Models can move through the gaps between the models in another unit (if they can fit), but are not allowed to move across other models unless they can fly.

Quote

Q: Some abilities require a model that can fly to ‘pass across’ a model from an enemy unit. How exactly does this work?

A: In order for a model to pass across another, part of the moving model’s base must have moved across any part of the other model’s base. To determine if this is the case, trace the flying model’s move across the battlefield, checking to see if its base passed across any part of the other model’s base at any point in its move. Note that this means that the flying model can move up to an enemy model so that their bases overlap, and then move back, and will count as having ‘passed across’ the other model.

In case of some questions the given FAQ is basicly not used for reference.

On 5/17/2021 at 11:05 AM, Neil Arthur Hotep said:

The Blood Knights' "Riders of Ruin" ability currently does not allow them to charge after making a normal move out of combat with this ability, as they would have to make a retreat.

Here we most likely have to wait for third edition, so normal moves and retreat moves could be completly seperated than.

On 5/17/2021 at 11:05 AM, Neil Arthur Hotep said:

Since Blood Knights can take Lances, is their reach of 1" correct?

They had the 1" in the old warscroll as well. It is most likely that they use the lances to ram into the unit during the charge triggering the ability and than switch to the blades.

 

Edited by EMMachine
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2 hours ago, EMMachine said:

So you would say, people won't check the Core-Rule FAQ already and need a second answer somewhere? It is on page 3 of the Core Rules FAQ.

Yeah, people absolutely don't check the core rules FAQ. You'll be lucky if they check their faction FAQs.

But it's not totally relevant anyway, because the core rules don't completely answer this particular question. The problem is that both the Vargheist ability and Belladamma's spell grant "6s to hit score two hits instead of 1". If they granted "6s to hit score an additional hit" the case would be clear. It's a question of whether the abilities set the number of hits to 2 or whether they give you +1 hits. If they set hits to 2, then doubling up on this ability does nothing. Setting hits to 2 twice is still 2 hits.

I am inclined to agree with @Beliman that you probably get 3 hits. But it's not really up to any of us to puzzle this out. The FAQ people just need to make a decision.

The same goes for your other points: I am currently including anything into this list of FAQ questions, even if it has an answer elsewhere. Especially if that elsewhere is in a completely different faction's FAQ. The idea is just to bring potential stumbling blocks to the attention of the FAQ team so that they can decide what is worth answering again. That's not a determination that we need to make in this thread.

Edited by Neil Arthur Hotep
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6 minutes ago, Neil Arthur Hotep said:

The same goes for your other points: I am currently including anything into this list of FAQ questions, even if it has an answer elsewhere. Especially if that elsewhere is in a completely different faction's FAQ. The idea is just to bring potential stumbling blocks to the attention of the FAQ team so that they can decide what is worth answering again. That's not a determination that we need to make in this thread.

Just hope 3rd Edition clears up a lot of rules so the FAQ will become thinner.

And yeah, their are some weird cases.

Kritza for example:

On 5/17/2021 at 11:05 AM, Neil Arthur Hotep said:

Kritza the Rat Prince currently seems to attempt to resurrect through his "Scurrying Retreat" ability every round after he has been slain. Even if a Kritza model is still on the field. Furthermore, additional Kritza models obtained through his ability that are later slain seem to provide additional chances to resurrect more models.

E.g.: Round 1 Kritza dies. This triggers one roll to obtain a new Kritza model on a 4+. Round 2 he is resurrected, and the new copy dies. This, combined with the previous trigger, now triggers two rolls to obtain a Kritza model on a 4+.

Skarr Bloodwrath has a similar rule with "The Slaughterborn", but their it is the same model that that heals all wounds not a new one. Maybe a ruling to remove buffs as well (we have to look for 3rd Edition in this case as well)

22 hours ago, Kadeton said:

The Legion of Blood command trait "Sanguine Blur" grants units an additional 3" pile-in distance. Does this also mean that a unit within 6" of an enemy (but not within 3") is eligible to pile in and fight?

In case of this question. At the moment no because the rule doesn't state that the unit can pile in while in 6"

See Icefall Yhetees Ability for example

Quote

Bounding Leaps

This unit is eligible to fight in the combat phase if it is within 6" of an enemy instead of 3", and can move an extra 3" when it piles in.

 

On 5/17/2021 at 11:05 AM, Neil Arthur Hotep said:

Can the Red Banqueters battalion contain Vampire Lords on Zombie Dragon?

@Egalogalis has given the answer to this that it is possible, but the "subtitle" ruling is actually a weird one from beginn with, because it is basicly the same effect as using the Keyword (exept that the keyword allows Named Characters or units with another name but the same Keyword as well).

On 5/17/2021 at 11:05 AM, Neil Arthur Hotep said:

How does the "Vile Transference" spell from Lore of Vampires interact with large units of single models with low wounds characteristics?

Why is this even a question. For the Spell only the Wound Characteristic counts, not the amount of models so it is 1 dice for Wound Characteristic 1 or 2 models even if their are 40 of them.

22 hours ago, Kadeton said:

Does the "Vile Transference" spell inflict damage on the target unit?

After the rule doesn't state that it inflicts mortal wounds it doesn't do any damage, only heals. The rule would have to state the following to do damage

Quote

... For each 6,  the target unit suffers a mortal wound and you can heal 1 wound allocated to the caster

Vile Transference and Sanguine Blur looks like the questions are purely based on assumptions not what the rules state.

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5 minutes ago, EMMachine said:

[...]

[Sanguine Blur/Vile Transference stuff]

Why is this even a question. For the Spell only the Wound Characteristic counts, not the amount of models so it is 1 dice for Wound Characteristic 1 or 2 models even if their are 40 of them.

After the rule doesn't state that it inflicts mortal wounds it doesn't do any damage, only heals. The rule would have to state the following to do damage

Vile Transference and Sanguine Blur looks like the questions are purely based on assumptions not what the rules state.

Again, part of the reasoning for asking these questions is to help GW identify stumbling blocks in the Gravelords rules, especially for new players. The Vile Transference wounds characteristics question is one of those. Even though people who are already really knowledgable about the rules will be able to come to the correct answer on their own, this kind of thing is not obvious to new players. The distinction between the wounds and wounds characteristic of a unit is worth pointing out explicitly in the FAQ.

Some of the questions are clear rules-wise, but they are in the list because it is worth bringing them to GWs attention anyway, in case they made a mistake while writing them. Both Sanguine Blur and Vile Transference are such cases, as well. Sanguine Blur might have been intended to grant extra pile-in distance like all the other pile-in abilities in the book. We don't know. But we can use the opportunity to bring this to the attention of the rules team, so that they can add an erratum if it was supposed to.

Same for Vile Transference; The spell does not deal damage. That much is clear from the rules. But it used to deal damage and the name implies that it does. So we will just point it out to the rules team now, before the FAQ, so that if this was an error they have a chance to fix it. If we don't do this, the rules team will otherwise be unlikely to go through each spell in the book to check whether it works as intended.

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6 hours ago, EMMachine said:

In case of this question. At the moment no because the rule doesn't state that the unit can pile in while in 6"

Why is this even a question. For the Spell only the Wound Characteristic counts, not the amount of models so it is 1 dice for Wound Characteristic 1 or 2 models even if their are 40 of them.

After the rule doesn't state that it inflicts mortal wounds it doesn't do any damage, only heals. The rule would have to state the following to do damage

Vile Transference and Sanguine Blur looks like the questions are purely based on assumptions not what the rules state.

Oh, I think we all know the answers to these questions as they stand. Very few of the rules are even unclear. They're questions specifically because the outcomes don't match player expectations, not because the rules are ambiguous. I was just rewording them into questions about outcomes, because FAQs almost never address intent.

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The "Endless Legions" allegiance ability currently seems to allow for the perpetual resurrection of one unit that was slain. Even if it has been resurrected before. Even if the replacement is still on the field.

There is a direct reference about what "reinforcements" are, so I assume a destroyed unit can only come back (at 50%) one per battle.

Look at Gorslav command abilitie:

https://imgur.com/RsSFXyP

+++ MOD HAT +++ Please refrain from posting leaked pictures as per the forum rules

What do you think about it?

Greetings

Edited by RuneBrush
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12 hours ago, ACBelMutie said:

The "Endless Legions" allegiance ability currently seems to allow for the perpetual resurrection of one unit that was slain. Even if it has been resurrected before. Even if the replacement is still on the field.

There is a direct reference about what "reinforcements" are, so I assume a destroyed unit can only come back (at 50%) one per battle.

Look at Gorslav command abilitie:

https://imgur.com/RsSFXyP

+++ MOD HAT +++ Please refrain from posting leaked pictures as per the forum rules

What do you think about it?

Greetings

If anything, the text being present on Gorslav but absent on Endless Legions points toward an intent that Endless Legions is indeed supposed to work differently. The language from Gorslav is also present in the Gloomspite Gitz resurrection ability, which otherwise seems close to a copy/paste for Endless Legions. Definitely seems like it could be a deliberate omission.

But any way you slice it, it will require a word of god from the FAQ team. But if they say nothing, I will take that as Endless Legions working as intended.

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Strange question, the corpse cart, locus of death ability say to add 1 to save tolls against DEADWALKER ZOMBIES within 12”. However they don’t even have a save characteristic, surely this is a mistake since even the corpse cart doesn’t contain ZOMBIES keyword and dead walkers don’t have a save value.

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18 minutes ago, Deakz28 said:

Strange question, the corpse cart, locus of death ability say to add 1 to save tolls against DEADWALKER ZOMBIES within 12”. However they don’t even have a save characteristic, surely this is a mistake since even the corpse cart doesn’t contain ZOMBIES keyword and dead walkers don’t have a save value.

In the core rules, a save of - is confirmed to be 7+

So +1 save becomes 6, +2 save becomes 5

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One question regarding Endless Legions where I guess we need some answer: "At end of your battleshock phase ..." Does it mean it only works at the end of the battleshock phase from your turn on also in the battleshock phase of the opponent turn?

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6 hours ago, Essilia said:

One question regarding Endless Legions where I guess we need some answer: "At end of your battleshock phase ..." Does it mean it only works at the end of the battleshock phase from your turn on also in the battleshock phase of the opponent turn?

There are two battleshock phases in each turn, one for you and one for your enemie, so you can use that ability once per turn.

Greetings

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3 hours ago, ACBelMutie said:

There are two battleshock phases in each turn, one for you and one for your enemie, so you can use that ability once per turn.

Greetings

Sadly it's not true. There is only 1 battleshock each turn, so you must wait for the one in your turn. Battleshock is exactly like combat phase, each player do a battleshock test and the players who have the turn do it first. Soulrender in IDK have the same issue, he can only bring back model in his battleshock phase.

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