Unfortunately I couldn't determine whether y'all prefer one thread per question or threads with multiple questions, so I'll stick with this thread for now. Please tell me if I should do it the other way.
Oh and please guys and gals, don't let the size of this post put you off. Just answer one or two questions if you like and return at a later time. I understand that even for veterans like y'all 20 questions at a time are probably a bit much.
So here they come. I have numbered them for your convenience:
1. A Skink Starpriest can buff units with his his Serpent Staff, so they gain the chance to double damage with their bite or jaws. This seems to not only affect Skinks or Saurus, so it is right to assume that it will
a buff the Troglodon's "Venomous Bite" to a damage of 4 (if he makes the roll of course)?
b affect both the Saurus Knight's "shield and jaws" attack AND his Cold One's "vicious bite" attack?
c NOT affect the Kroxigor's "Jaws like a Steel Trap" because that's a special ability, not a weapon, but will affect his normal "Vice-like Jaws" attack?
d affect the Carnosaur's bite so it has the chance to deal 6 (SIX!) damage??
e affect basically everything that contains the words "jaws" or "bite" in its weapon name?
2. I think I read it in some FAQ but can't find it right now... Is a unit in range of itself? So, can an Oldblood on Carnosaur use its command ability on itself?
If yes: Combined with question 1 that would mean it could get seven attacks if I choose , each with a 1 in 6 chance to do six damage?
3. When I set up my Terradon Riders after having them hide in the clouds, using the Shadowstrike Starhost, do they get their normal movement after using the ability? On some Warscrolls that is clarified but I am not sure here.
4. If it is not stated on a Warscroll that an ability or spell needs line of sight, does that mean it doesn't?
5. Are melee units with a range of 1" really able to hit flying units? The highest "flying" Terradon model is on a 3.1" stick. That would mean when measuring from the model it would be immune to melee. So I just wanted to check if I missed something. To me it breaks immersion a bit. I understand that many units are not flying all the time but only fly in their movement phase, passing terrain, and then land. But Terradons, Griphons and the like, who really have wings and so on? Why should they be in melee range?
People in my store told me otherwise though (we do usually measure from the bases and those are in range of course), and I kinda agree it would probably make flying units imbalanced. But... I have a hard time with that rule.
6. Kinda related to question 5: A Skink Priest with a "Cloak of Feathers" can fly. Does that mean he always has line of sight for his staff in the shooting phase? Or is his flying only in the movement phase so he will check his LoS from the ground?
7. Also related to questions 5 and 6: When a unit can fly, can it charge over another unit (provided there is enough space to fit the base there) in the charge phase?
8. If an ability allows to "re-roll a single dice roll" (like the Skink Chief's "marked for greatness" ability), does that mean I can re-roll just one dice of a 2d6 roll, or do those two dice count as one dice roll?
9. Kinda related to question 8: Can an insight from the Skink Starseer used to re-roll the roll for number of attacks a Bastiladon or Razordon makes?
10. also about re-rolling: Imagine a Skink Chief near an Astrolith Bearer. Will he be able to re-roll the hit roll for his blowpipe twice?
11. also about re-rolling: A Scar Veteran on Cold One's command ability allows to re-roll hit rolls of 1. Does that mean if he is near my Astrolith bearer I would first re-roll all missed attacks and those that THEN show ones will be be re-rolled again? Or is the sequence of re-rolls defined in some way?
12. also about re-rolling: What if my opponent played Lord Kroak or another unit with a similar ability that can alter opponents' dice rolls? Which one would be the last?
13. Do bravery bonuses/maluses stack? Example: I have a Troglodon (-2 to bravery) and a Saurus Knights' unit with a banner (-1 to bravery) both in range of my opponent's Orruks. Will they now have REALLY bad bravery of 3 or so?
14. Musicians and standard bearers: Do they (invisibly) carry their normal weapons? It seems so. But wouldn't that mean the ideal tactic would be to maximize those (which would be kinda silly IMO)? From the kit I could build 10 Saurus Warriors, of which 1 is a drummer and two are standard bearers. If I have enough kits and field a small unit mixed from them everyone would be either a drummer or a standard bearer!?
15. In a unit I can often choose a leader, called "alpha" or so in many cases. When he doesn't carry a special weapon (or even if he does, see question 14) can he also be a standard bearer or drummer?
16. If I have an Astrolith bearer and a Balewind Vortex, do those range bonuses stack, and if yes: In which order? addition before multiplication or vice versa? To me it feels imbalanced to have 52 (or 44 depending on how you do the math) range on an arcane bolt and great line of sight. My wizard becomes melee-immune artillery that way! But then the Balewind Vortex makes the wizard immobile and it is pretty expensive at 100 points...
17. If a Slann is on the Balewind Vortex and uses a Troglodon to cast through, does the extended range bonus apply
- not at all
- measured from the Troglodon
- the range between the Slann and the Troglodon?
18. Same question as 17, but with the range bonus from an Astrolith Bearer instead the multiplier from the Vortex.
19. I understand if one of my units is hit, it is me who determines the killed models. So imagine the following situation:
- I have 30 Skinks on the table, ordered in a rectangle of 10x3 Skinks.
- My opponent wins the initiative, charges my Skink line from the (shorter) side. So he is in range for just three of them.
- He causes three wounds, I allocate the wounds to the models closest to him. They die.
- My turn starts. In the hero phase I use an Oldblood's command ability to move each Skink except one (the one farthest away from the enemy) three inches, thus out of melee range.
- In my movement phase I use my movement of 8 to get away as far as I can.
--> So I can move ~12" away doing this? Or am I missing something?
20. Similar to question 19, trying to understand the "Wary Fighters" ability better:
- My opponent wins the initiative, charges my Skink line and does some damage. I allocate the wounds to a few of the models closest to him. They die. But I still have some in less than 1" from his models.
- Still in my opponents' combat phase, now I can attack with one unit, I choose the Skinks, pile in closing the gaps, and attack. I maybe even do a few wounds.
- Now my turn starts. I choose the Skinks first. I would get another pile in now, right? So I can now choose to not attack but use "Wary fighters" to pull 8" back, thus denying my opponent an attack with that unit.
- If I now win the initiative: I move further back, ending up to 16" away. This does NOT count as retreating so I can shoot him. On his turn he may now try to charge me, but he might not make it.
- If he wins initiative he just charges me and this whole thing begins again.
--> is that approximately right?
Question
Aginor
Hey y'all!
Unfortunately I couldn't determine whether y'all prefer one thread per question or threads with multiple questions, so I'll stick with this thread for now. Please tell me if I should do it the other way.
Oh and please guys and gals, don't let the size of this post put you off. Just answer one or two questions if you like and return at a later time. I understand that even for veterans like y'all 20 questions at a time are probably a bit much.
So here they come. I have numbered them for your convenience:
1. A Skink Starpriest can buff units with his his Serpent Staff, so they gain the chance to double damage with their bite or jaws. This seems to not only affect Skinks or Saurus, so it is right to assume that it will
a buff the Troglodon's "Venomous Bite" to a damage of 4 (if he makes the roll of course)?
b affect both the Saurus Knight's "shield and jaws" attack AND his Cold One's "vicious bite" attack?
c NOT affect the Kroxigor's "Jaws like a Steel Trap" because that's a special ability, not a weapon, but will affect his normal "Vice-like Jaws" attack?
d affect the Carnosaur's bite so it has the chance to deal 6 (SIX!) damage??
e affect basically everything that contains the words "jaws" or "bite" in its weapon name?
2. I think I read it in some FAQ but can't find it right now... Is a unit in range of itself? So, can an Oldblood on Carnosaur use its command ability on itself?
If yes: Combined with question 1 that would mean it could get seven attacks if I choose , each with a 1 in 6 chance to do six damage?
3. When I set up my Terradon Riders after having them hide in the clouds, using the Shadowstrike Starhost, do they get their normal movement after using the ability? On some Warscrolls that is clarified but I am not sure here.
4. If it is not stated on a Warscroll that an ability or spell needs line of sight, does that mean it doesn't?
5. Are melee units with a range of 1" really able to hit flying units? The highest "flying" Terradon model is on a 3.1" stick. That would mean when measuring from the model it would be immune to melee. So I just wanted to check if I missed something. To me it breaks immersion a bit. I understand that many units are not flying all the time but only fly in their movement phase, passing terrain, and then land. But Terradons, Griphons and the like, who really have wings and so on? Why should they be in melee range?
People in my store told me otherwise though (we do usually measure from the bases and those are in range of course), and I kinda agree it would probably make flying units imbalanced. But... I have a hard time with that rule.
6. Kinda related to question 5: A Skink Priest with a "Cloak of Feathers" can fly. Does that mean he always has line of sight for his staff in the shooting phase? Or is his flying only in the movement phase so he will check his LoS from the ground?
7. Also related to questions 5 and 6: When a unit can fly, can it charge over another unit (provided there is enough space to fit the base there) in the charge phase?
8. If an ability allows to "re-roll a single dice roll" (like the Skink Chief's "marked for greatness" ability), does that mean I can re-roll just one dice of a 2d6 roll, or do those two dice count as one dice roll?
9. Kinda related to question 8: Can an insight from the Skink Starseer used to re-roll the roll for number of attacks a Bastiladon or Razordon makes?
10. also about re-rolling: Imagine a Skink Chief near an Astrolith Bearer. Will he be able to re-roll the hit roll for his blowpipe twice?
11. also about re-rolling: A Scar Veteran on Cold One's command ability allows to re-roll hit rolls of 1. Does that mean if he is near my Astrolith bearer I would first re-roll all missed attacks and those that THEN show ones will be be re-rolled again? Or is the sequence of re-rolls defined in some way?
12. also about re-rolling: What if my opponent played Lord Kroak or another unit with a similar ability that can alter opponents' dice rolls? Which one would be the last?
13. Do bravery bonuses/maluses stack? Example: I have a Troglodon (-2 to bravery) and a Saurus Knights' unit with a banner (-1 to bravery) both in range of my opponent's Orruks. Will they now have REALLY bad bravery of 3 or so?
14. Musicians and standard bearers: Do they (invisibly) carry their normal weapons? It seems so. But wouldn't that mean the ideal tactic would be to maximize those (which would be kinda silly IMO)? From the kit I could build 10 Saurus Warriors, of which 1 is a drummer and two are standard bearers. If I have enough kits and field a small unit mixed from them everyone would be either a drummer or a standard bearer!?
15. In a unit I can often choose a leader, called "alpha" or so in many cases. When he doesn't carry a special weapon (or even if he does, see question 14) can he also be a standard bearer or drummer?
16. If I have an Astrolith bearer and a Balewind Vortex, do those range bonuses stack, and if yes: In which order? addition before multiplication or vice versa? To me it feels imbalanced to have 52 (or 44 depending on how you do the math) range on an arcane bolt and great line of sight. My wizard becomes melee-immune artillery that way! But then the Balewind Vortex makes the wizard immobile and it is pretty expensive at 100 points...
17. If a Slann is on the Balewind Vortex and uses a Troglodon to cast through, does the extended range bonus apply
- not at all
- measured from the Troglodon
- the range between the Slann and the Troglodon?
18. Same question as 17, but with the range bonus from an Astrolith Bearer instead the multiplier from the Vortex.
19. I understand if one of my units is hit, it is me who determines the killed models. So imagine the following situation:
- I have 30 Skinks on the table, ordered in a rectangle of 10x3 Skinks.
- My opponent wins the initiative, charges my Skink line from the (shorter) side. So he is in range for just three of them.
- He causes three wounds, I allocate the wounds to the models closest to him. They die.
- My turn starts. In the hero phase I use an Oldblood's command ability to move each Skink except one (the one farthest away from the enemy) three inches, thus out of melee range.
- In my movement phase I use my movement of 8 to get away as far as I can.
--> So I can move ~12" away doing this? Or am I missing something?
20. Similar to question 19, trying to understand the "Wary Fighters" ability better:
- My opponent wins the initiative, charges my Skink line and does some damage. I allocate the wounds to a few of the models closest to him. They die. But I still have some in less than 1" from his models.
- Still in my opponents' combat phase, now I can attack with one unit, I choose the Skinks, pile in closing the gaps, and attack. I maybe even do a few wounds.
- Now my turn starts. I choose the Skinks first. I would get another pile in now, right? So I can now choose to not attack but use "Wary fighters" to pull 8" back, thus denying my opponent an attack with that unit.
- If I now win the initiative: I move further back, ending up to 16" away. This does NOT count as retreating so I can shoot him. On his turn he may now try to charge me, but he might not make it.
- If he wins initiative he just charges me and this whole thing begins again.
--> is that approximately right?
Thanks in advance!
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