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relic456

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Everything posted by relic456

  1. Definitely can't, Spectral Summons removes the unit from the board and sets it up in a new location, the unit doesn't fly across to its new location.
  2. @Sutek Any major thoughts / take aways? What were your other match ups like and what list were you running?
  3. I missed that his tongue missile weapon now does d3 damage instead of 1, though I imagine not having a degradation table anymore is quite the buff. Probably need to wait for its point costs to make any judgement calls.
  4. FYI, Tzaangors were changed with the new BoC rules, new warscrolls are up on GW Tzaangors now have the Beasts of Chaos and Brayherd keywords in addition to all the others Tzaangor Skyfires/Enlightened don't have Preternatural Enhancement anymore, it's an ability on the Tzaangor Shaman now, is now wholly within 12" instead of within 9" Tzaangor Skyfires Judgement from Afar is now on unmodified hits of 6 Tzaangor Enlightened have 3 spear attacks now Tzaangor Shamans can drink their elixir at any point in the hero phase now instead of at the start Tzaangor Shaman's Boon of Mutation now adds a model to an existing unit instead of making a new one
  5. Not sure if anyone mentioned it, but looks like the warscroll downloads on the GW site for Beasts of Chaos have been updated to the new format and presumably with the new rules. Edit: Timber! on the Chaos Gargant is significantly different from its old iteration, the roll-off winner chooses a point within 3" of the gargant and all units within 2" of that point take d3 MWs. Chaos Spawn got a new warscroll, has both the Slaves to Darkness keyword AND Beasts of Chaos now. Tuskgor Chariot is now +1 Attacks on the charge instead of re-rolling failed hits, its spear got +1 to hit, and the axe has the Despoiler ability from the preview Chimera got an extra Attack on each weapon profile, and an extra 2 on its Claws Cockatrice Talons now are 4 Attacks instead of d6 (8 instead of 2d6 on the charge) Tzaangors now have the Beasts of Chaos and Brayherd keywords in addition to all the others Tzaangor Skyfires/Enlightened don't have Preternatural Enhancement anymore, it's an ability on the Tzaangor Shaman now, is now wholly within 12" instead of within 9" Tzaangor Skyfires Judgement from Afar is now on unmodified hits of 6 (sorry Tzeentch) Tzaangor Enlightened have 3 spear attacks now Tzaangor Shamans can drink their elixir at any point in the hero phase now instead of at the start Tzaangor Shaman's Boon of Mutation now adds a model to an existing unit instead of making a new one Shields that gave +1 Save in the combat phase now seem to be against any melee weapons, regardless of phase Razorgors aren't forced to charge if they're within 12" anymore, no longer gain +1 to Hit when they charge, instead unmodified hits of 6 on the charge deal an extra MW Great Bray-Shaman wounds on 3's now, and their movement aura is wholly within 12" now instead of within 8" Jabberslythe doesn't have a monster degradation table, has a move of 12", Spurting Bile Blood only does 1 MW now instead of d3, his Slythey Tongue now does d3 damage instead of 1 Centigors got an extra attack profile for their Clawed Forelimbs and an extra 2" of movement (now 14") Dragon Ogor Shaggoth doesn't have a monster degradation table, has 8" move Dragon Ogors got 2 more attacks with paired weapons and now hit on 3's but don't reroll 1's to hit, Draconic Crusher hits on 3's now, can now re-roll 1's to hit with any weapon if within 12" of a Shaggoth Doombull has a 4+ Save now (probably since there's no shield option anymore)
  6. Hmm yeah it sounds like @Neck-Romantic might be confusing the Ruler of the Spirit Hosts command trait (pg. 54, can be given to your general if they are not a named unit, has no command point cost) and Lady Olynder's command ability No Rest for the Wicked (found on her warscroll, requires her being your general, costs a command point to use).
  7. Unfortunately you've been horribly mislead. Ruler of the Spirit Hosts (pg. 54) and the other command traits do not cost command points to use.
  8. I don't really have any major concerns regarding BoC, I think Nighthaunt ignores a lot of their strengths and can capitalize on their weaknesses. We ignore the entire Rend/Armor debuff side of their gameplan (which looks like it'll be a significant portion of it), we dodge the Order specific bonuses, and don't really have any Monsters for them to take advantage of. The BoC's speed also works against the relatively small initial range of their Herdstone. We can also compete on mobility with Fly and deep striking. Finally, they traditionally have low Bravery and don't do too well in the Battleshock phase and certain NH builds can take advantage of that. Edit: That being said it's very early days and we don't have all the info yet!
  9. Nah, here's the rules text for Ethereal: "Ignore modifiers (positive or negative) when making save rolls for attacks that target this model" and the rules for the Herdstone: "Subtract 1 from save rolls for attacks..." and Rend: "For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll." Spooky bois are safe! ?
  10. Personally I think the biggest downside of the reaper is having it sent back towards my own units. That being said, it's novel in how it interacts with the enemy unit's Save value and I'm sure would be the better choice in some match ups. But if I was choosing between the two in an unknown meta, I'd probably take the Pendulum every time.
  11. The wording in the app reads to me like you need to roll a 3 to bring back a Spirit Host model. "Alternatively, instead of healing the unit you picked, if models from that unit have been slain, you can return them to the unit. Roll a D3; you can return any slain models to that unit that have a combined Wounds characteristic of less than or equal to the number you rolled." So if you roll a 2 on the D3, the Spirit Host model can't be brought back since its Wounds characteristic is 3 and therefore not less than or equal than the 2 you rolled.
  12. What about at 1000 points? I was thinking of running something like the below but your comment about 10 Blades gave me pause, maybe worth switching some things around? Allegiance: NighthauntReikenor the Grimhailer (180)- Lore of the Underworlds: Spirit DrainGuardian of Souls with Nightmare Lantern (140)- General- Lore of the Underworlds: Soul CageKnight of Shrouds on Ethereal Steed (140)- Artefact: Midnight Tome 20 x Chainrasp Horde (160)10 x Grimghast Reapers (140)10 x Bladegheist Revenants (180)Chronomantic Cogs (60) Total: 1000 / 1000 Wounds: 58
  13. Trying to put together a 1000 point list for my first SCE army. I saw this from a previous thread/comment but can't seem to think of anything better:- Stormhost: Hammers of SigmarGavriel Sureheart (100)Lord-Arcanum on Gryph-Charger (240)- General- Trait: We Cannot Fail - Artefact: God-forged Blade - Mount Trait: Keen-clawed5 x Sequitors (120)- Tempest Blades and Soulshields- 3x Stormsmite Greatmaces5 x Sequitors (120)- Tempest Blades and Soulshields- 3x Stormsmite Greatmaces5 x Evocators (200)- 5x Grandstaves- Lore of Invigoration: Celestial Blades5 x Evocators (200)- 5x Grandstaves- Lore of Invigoration: Speed of LightningQuicksilver Swords (20) (or Shackles)Total: 1000 / 1000Wounds: 62 Do you guys think there's a better 1000 list out there? I was also considering switching the LAoGC with Astreia Solbright and Gavriel with a Lord-Relictor or Knight-Incantor and focusing less on the deep strike strategy.
  14. Page 82 of Malign Sorcery, Artefacts of Power: Relics of Aqshy. 4+ to ignore mortal wounds allocated to the bearer.
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