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GM_Monkey

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Everything posted by GM_Monkey

  1. You had to choose one at the other end of the alphabet didn't you ?. Yeah the Brayherd one displays the same message about "Book" that the wanderers one does. Might be a version mismatch. I'm on version 4.0.4 and I've just noticed the latest is 4.0.5. I'll try and update and see how it goes. Edit: (Still broken in 4.0.5. Also the battalion is still listed under Wanderers while all the units are just Wanderer)
  2. You need to purchase the in-app ebook Grand Alliance Order to be able to access the Waystone Pathfinder battalion in app. But the "Grand Alliance: Order" is missing from the store in app which looks like a bug. You can report this to them if you want. However it's easy enough to find the Battalion rules online. (I've just e-mailed them about it cause it's a bit bad). Most Terrain rules seem to be missing as well from the app. The Wyldwood pdf is available from the games workshop website.
  3. No because the phase goes "gain the Invisible Hunter ability", and as once you've gained it you can't gain it again it doesn't stack, and it also doesn't get applied twice to other waywatchers as they already have the ability. Or at least this is my interpretation.
  4. That's not actually true, I had this issue when I used them last time I played. Turn 1 from the 12" deployment I cast it 18" into his lines and hit him for 3 MW. Next turn he won but elected to go 2nd, sent it back 8" my way which was well within the 6" as I had moved up 6" to shoot at him. (18 - 8 - 6 = 4"). Next turn I won but had to take first turn to try and reduce the amount of units in my face and retreat a bit, he moved it 8" deep into my territory. It's great fun to play, but just be aware despite being one of the longer casting spells it's still quite easy to get it turned around and thrown back into your face. I hate to think what would happen with the 6" casting range of some of the spells.
  5. Can I just ask why you take so little shooting with the Waystone pathfinders. In my mind the main reason to take it is to get the hero phase shot off, or do you find that with the 3 waywatchers and 10 SotW it's enough shots to kill anything that you target and there is no reason to take more?
  6. All my heroes are on 32mm bases, no body objects at my local gaming group, as it's to my disadvantage (more models can pile into the hero in combat). However I'm not sure what official touraments would say. I do have to rebase my dragonlord as his base is way smaller then the official size which is too my advantage.
  7. No you're right, in fact you're double right in that you now need to be really careful with the teleport as there are units that can reach you. But yeah your standard infantry unit can't reach you. I'm just still bitter from loosing my sisters 2 games in a row to cavalry as I did a stupid placement. Something for me to work on...
  8. In my experience this isnt true. The problem is not all of your models are 18" away. The whole unit can't be 18" away if you want to have everyone shoot (which you do) so the range is usually 14"-16" away. Easy to each with most cavalry (12" move less then 6" charge) and from what I found playing last week a unit of 10 sisters will melt agains 5 cav. The overwatch is okay you can usually take 2-3 wounds of them but it sill leaves 8 attacks from the riders and 8 attacks from the horses and what have you got left.
  9. No, that's pretty much the point of the FAQ. Realm wander into range, all the buffs are still active for the Waywatcher and the Sisters of the Watch.
  10. Also why are all the hero bar the nomad prince on 25mm bases, I would have thought they would go on 32mm
  11. Bingo we got the FAQ we wanted: Q: Some abilities allow you to remove a unit from the battlefield and set it up again, and say that this ‘counts as their move for the movement phase’ (or words to that effect). Do these units count as having made a move for the purposes of any other rules or abilities? A: No, it simply restricts them from making a move later on. Edit: Here's the URL https://whc-cdn.games-workshop.com/wp-content/uploads/2018/06/age_of_sigmar_core_rules_designers_commentary_base_sizes_en.pdf page 3.
  12. I don't know if this is true or not but it's what I've heard in my local group. (Edit: The only thing I can find is this quote on Aosshorts.com : "You gain one command point for every 50 points of your army not spent on units.") The Battalion for wanders is actual getting a lot better, you get an additional command point, an additional artefact and the ability to have anther shooting phase (although only on 1 unit with 12") plus with the nerfing of our battle trait the battalion develop trait sudden looks a lot better. I just wish we didn't have to pay so much unit tax for it.
  13. Are Command points now 50 points each? Is anyone thinking of leaving points space for extra command points? As it stands I was thinking I would not spend on the first round (as most likely all the units will be out of range) and bank the command point. I would only use the Waywatchers command ablility if I was facing a very shooty army. With the banked command points I can see the re-rolling charges being useful. Could Stacker of the Hidden Path a unit of Wildwood Rangers to with 9" of a major threat monster then re-roll the charge if they fail to get in?
  14. The quicksilver swords seem to be very cheap at 20 points, so could be really easy to squeeze in however 1 mortal wound on a 6+ is a little low even with 12 dice. Emerald lifeswarm is nice but very similar to the spell weavers native spell. I'm actually pretty interested to see what the realms spells are, I think we really need something to replace Arcane bolt and Mystic shield.
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