Jump to content

Beliman

Members
  • Posts

    3,612
  • Joined

  • Last visited

  • Days Won

    16

Everything posted by Beliman

  1. Nobody knows at this moment. They talked that it's the begining, and we will see the final result before the new edition (2024? maybe more?) Before going full gloom&doom, I suggest to wait until we know a bit more of this project. Eddie said that they are going to reveal the army like they did some years ago with Sisters of battle. Expect some renders and a bit of story for about a year (or two). It sucks because that's a lot of time, but at least, you know that you can legally play tournament with your 400€ of miniatures.
  2. Ships with cannons as arms? That will be my perdition!!
  3. Maybe I'm the only one but I don't have a problem with characters that are not alive. I can still play with them (maybe not in some narrative games, but that's not the point) even if they died some time ago.
  4. I think that's because the miniatures summoned are not on the table until they are being set-up. To set-up this unit, there is a condition (need to be set-up wholly within 6" of an Awakening Wyldwood), you need to met that requirement or your unit can't be set-up. The Crown ability only affects units that are wholly within 6" of The Lady of Vines. In other words, this ability only affects units that are already on the table.
  5. Fixe'd! This ability seems to help synergies that need to be near an Awakening Wood.
  6. Lady of Vines is inmune to all my shooting appart from my Skyvessels XD WRONG The Crown Ability treats all units wholly within 6" as if they were near 6" any Awakening Wyldwood!! I can shoot her!!!
  7. Lady of Vines: Throwing a spear: 1 attack at 18" with 2+/2+/-1/1D6 (ouch!!!) Melee Spear: 3 attacks at 3" with 3+/3+/-1/1D3 Dr. Octopus arms: 4 attacks at 3" with 3+/3+/-1/2 Warmaster and Wizzard with 2 spells/unbinds Crown: Friednly Sylvaneth units wholly within 6" = treated as being wholly within 6" of an Awaken Wyldwood Offensive/Defensive Modes: At the start of the combat phase, choose if -1 to being hit or +1 to hit. Summons: Once per battle, at the end of the movement phase, on a 2+ summon a unit 10 Dryads on an Overgrown Terrain (hint?) or in an Awakening Wyldwood. Magic: CV 7. Friendly Sylvaneth units wholly within 12" have Ward 5+
  8. Don't expect Command Abilities on Warscrolls. GW is removing them.
  9. But that can be fix'd with more beers. At some point, I'm pretty sure that Kruleboyz banners will look exactly like Kragnos.
  10. Sorry!! Deathmaster: Throwing star: 5 attacks at 12" with 4+/4+/-/1D3 Daggers: 5 attacks at 1" with 3+/3+/-1/1D3 Hidden Killer: Same description as Secret Weapon Teams but is reavealed in the Combat Phase. Can be set-up engaged and if the unit is destroyed, the Deatmaster is still set-up on the table and only suffers 1mw. Venom: 6s to hit (melee and ranged attacks) = 1D3 mortal wounds Run&Shoot
  11. It seems that Hidden Killer has the same wording of Hidden Weapon Teams. At least he doesn't count as a drop when you set-up the army.
  12. Not sure if it's a leak or rumor: Hag nar +1 blood rites Khelt Nar retreat charge Khalibron command ability to teleport one unit at end of movement Draci +1 rend WE and SoS Cobra Kai snakes attack when they die Krath is 4+ SoS can fight again
  13. @cofaxest A lot of really interesting points!! If we lose Fly High (btw, I'm totally fine with that), Frigate and Ironclad already have enough space with 15 models and 25 models. Just don't reduce their movement characteristic and we are fine. If it needs to be reduced for any reason, I hope that the Frigate become 11 models transport and the Ironclad 16 or 21 models transport without losing anything. I'm not a fan of diferent profiles for more than a 1 or 2 models in a unit. It's teddious and a waste of time. I prefer that all [Special Weapons] would become one profile that it's buffed by how many of them are carried by your unit. I don't know, something like this (ignore the numbers, it's just an example): I can't talk about numbers. I think that both units need to have diferent roles. Both could have Run&shoot (and FLY) and then, skywardens could have a bonus to charge (-1 rend and +1 hit or something like that). And riggers could ignore any negative stats to their weapon profiles (hit/wound). Weapons could give the last rules to make it more specialized: Grapnel: If hit by this weapons, the unit that shoot can still charge even if it run in the same round. Drill launcher (high rend!): This weapon has -1 to hit if the unit moved in the same round. Movility and rend is our strength! Aether-khemist: I still think that should buff rend. It's a burst of Aether-gold directly to our weapons!! Navigator: I'm not a fan of casting spells, maybe something to chose at the bengining of each turn that affects the weather for everyone. Endrinmasters: Give Monstruous Rampage Aethermatic Ammunition to our Warmachines. At the end of the charge phase, you load a special shell that you will use on the next shooting phase (Admiral Aether-powered munition but exclusive for warmachines). Admiral: White Dwarf gave us the most powerful KO character but I think He should give orders instead of ammunition but... whatever.
  14. I don't expect rerolls, it seems that they are going the way of the dodo in 3.0. Even if I'm not a Lumineth player, I always loved the concept behind their rules. Imo, Lumineth have the best rules structure in the entire game, they just need more polished rules.
  15. At least the warscroll layout has the 3.0 design instead of the 2.0: Note: The spanish Admiral Warscroll is not oficial, I just translated the new one released in a White Dwarf for our KO group and edited a bit.
  16. And 3.0 has a new warscroll's design with a pic of the miniature on the left
  17. That's the problem, they are not deadly: They don't have a reliable source of mortal wounds (a few charges and some To Wound rolls...). They don't have a reliable source of high quality attack (-1 rend) Their average buff is completely RNG: You roll a lot of 6s, or you don't. Appart from that, I still think that Slaanesh needs a completely diferent design: Pain Tokens and Cavalcades/ Hosts are a bit boring. Locus seems fine for Daemons, but Euphoric Killers doesn't fit the god of perfection. It probably is just me that I view them as completely diferent from what they are.
  18. +1 save cahracteristic, better profile and the usual 3.0 features are going to stay at least until the next battletome/edition. GHB2022 helping basic troops is just a bonus. But believe me that it's a bit boring when you play an army without powerful Heroes, 0 monsters and rely on profiles with rend to do damge in a season that specifically buffs Heroes, Monsters and save-stacking units.
  19. I only played 2 times agaisnt Sylvaneth, so, I don't know exactly all their interactions. If you put this unit in a sylvaneth forest (with unleash hell ready for any charge), that means that this unit can only be damaged in that turn by units with mortal wounds on charge or big monsters that have ranged profiles?
  20. Remember that a lot of 2" weapons (Bloodknights lance, Nurgle Scythes, etc...) are turned to 1" weapons. Another thing to take in mind is that save characteristic of 4+ (or 5+) is a lot better than a plain +1 save. AoD, Magic Shield, Garrisons, Cover,... can do wonder with a unit than can ignore -1 or -2 rend and still have a 4+ (or 3+) save. If we look at previous 3.0 books, appart from a few warscroll (mainly drakeguard and a few other SCE) everything seems to rely on their battletraits (Nurgle, Nighthaunts, double-taps SCE, etc...). Appart from that, rememer that the new GHB will give "something" to Battleline basic troops. imho, everything seems to go in line fro a powerful book.
  21. Whatsapp groups. But I'm 100% sure that someone will post it in reddit in a few minuts.
  22. Stoemvermin: 4+ save an +1bravery. 1" halberd, 2 attacks at 3+/3+/-1/1. 2+ bodyguard for Verminous Heroes. 4+ bodyguard for non-verminous heroes Clanrats: 5+ save Return 1D3 models at the ens of battleshock phase.
×
×
  • Create New...