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rogue_michael

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  1. The queue was in effect around 10am local time in the UK this morning. Think it's either a trial run of the system ahead of Dominion, or it's cos of the limited editions of the 40K books. I reckon they're gating the overall traffic on the site much, much lower than normal, so it's not necessarily that there's more people on the site than on a normal Saturday, just more than they want to let on right now for one of the above reasons.
  2. The Wardens of the Stormkeep extra CP is only on your first turn, I'm afraid.
  3. It has an unbind and a dispel (no spell casts, but who cares for this), specifically with a +2 to both
  4. That's an unbind. The dispel bonus is for bringing the comet back.
  5. They work quite differently. Gryph-hounds have the special ability to retreat during the combat phase, after they've attacked. Ideally, this could be before the thing they're in combat with activates, so they don't get hurt at all. Aetherwings, on the other hand, can only retreat the same as any regular unit: in the movement phase, if they're within 3" of an enemy unit. However, what their ability lets them do is then charge later that turn, where most units can't charge (or shoot) in a turn where they retreated. So gryph-hounds: special get-out-of-combat. Aetherwings: special get-back-into-combat. It's worth noting that Watchful Guardians can also be used to get Aetherwings into combat without charging, where there's Raptors nearby and the distance rolled is enough.
  6. From the core rules: So they're definitely part of the army. I think them not getting artefacts etc is from them not being able to "use or benefit from" the allegiance abilities. But I would say that for being taken into account during Scions they're not using or benefiting. They just exist. I think for them not to be counted it would need to be something more like "are ignored for the purposes of allegiance abilities". Further, I think the Scions rule specifying STORMCAST ETERNALS for the units that can use it but not for the units on the board is pretty telling.
  7. @Turragor Is it possible you're thinking of this, from the Malign Sorcery Designer's Commentary? Which is to do with, say, artefacts that grant an unbind to a non-wizard, but not a spell cast. If so, Evokitties are fine as their warscroll specifies they get a spell cast (and an unbind) when they're a wizard. What spells they can then cast with it means they can't cast endless spells, but I can't see any reason they not be able to dispel instead of casting.
  8. I don't remember ever seeing that, to be honest. I thought it just took the opportunity to cast a spell, which you then use for a dispel instead. It wasn't what I was getting the ruling on specifically, but I got a ruling from the TO of the tournament I went to involving the extra spell cast evokitties get when they slow down time with the cogs, and part of that was that they still got their dispel (my question was with regard to them taking Blades stopping them casting any other spells) (Obviously that's not a GW ruling, but an experienced opinion)
  9. Adding another 50% capacity was an amazing effort, don't think anyone can ask for more than that! Fingers firmly crossed for a couple of people realising they've got a holiday booked that it clashes with... 😁
  10. Excellent, thanks. This gives me a lot of good stuff to think on. I'd also made what I think was the mistake of putting Staunch on my LAoCD, which made me even more want to try to keep her in position for that, which really broke things. Won't be doing that again, regardless of what build I run. I'll see if I can make room for the 6 in the drake list, then. If I can't, do you think I go for something else entirely (I don't really have any other options built tbh and I'm not really in a position to add anything beyond the drake and the Castellant) or is the 3 playable in a pinch? I would probably be keeping Staunch for the drake castle (whereas I'd consider CV for my drakeless list).
  11. Cool, ta. I went into my tournament planning to do that (also had a Heraldor), but ended up convincing myself to put them in the sky the first few games, which at least some of the time was a mistake. Then tried a board deploy and absolutely messed up the deployment, got them killed. Then was up against an old-rules KO clown car on Starstrike, so the sky really did seem like the best option there. I'll mull over going back up to 6, then, and committing to trying to do board deploys wherever possible. One thing with the run and charge was that I was conscious about leaving the LAoCD behind. Is that just par for the course, and if she catches up she catches up, but not something to prioritise?
  12. Ah ok, I was definitely committing to trying to get buffs up over getting everything in, which probably messed things up a bit. Maybe if I switch that focus around I'll be better off. Do you tend to run them in the sky or on the board?
  13. Yep I found 6 so very unwieldy. I struggle to imagine a situation where I could bring more than 3, maybe 4, to bear on the charge with Pride Leader up. I've had all of them in combat, but that was after being counter-charged 😅 I actually think I might be able to get more done with 3 than 6, or at least closer to the same amount than half the amount!
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