-
Posts
4,916 -
Joined
-
Last visited
-
Days Won
19
Content Type
Profiles
Forums
Gallery
Store
Downloads
Blogs
Events
Posts posted by JackStreicher
-
-
Just now, PJetski said:
Light armor 5+
Shield +1
Mounted +1
Light armour is a 6+ though
Stormcast on Dragon:
Plate Armour 4+
Shield 3+
Mount wiht barding +2
so -1? 😛
- 2
-
30 minutes ago, Neverchosen said:
Is this the monster article we were waiting so patiently for? 🤣
https://www.warhammer-community.com/2021/06/10/the-only-thing-scarier-than-dominions-killaboss-is-the-hungry-looking-mount-they-ride/
Solid rules - good damage and juicy mortal wounds.
However: How does his armour yield a 3+ save? He and his mount are almost naked, that's light armour at best (compare that armour to the stormcast or the vampire lord)- 2
-
7 minutes ago, Chikout said:
Fyreslayers clearly win that one
Flesh Eater Courts.
- 1
-
These might be new units (or those are judicators with crossbows) the shoulder pads are telling me that these are old models.
-
What everybody seems to miss is that this smells like a remake of the human range.
Phil Kelly mentioned that this edition is all about the simple mortals who are trying to survive.
There‘s been a rather recent Rumour about new humans as well
- 4
- 1
-
31 minutes ago, Clan's Cynic said:
Don't get me wrong, I'd prefer complete buildings as well, but GW don't seem to want terrain that is fully enclosed whilst taking up large space.
I'd love large buildings with a deck, platforms etc. so you can actually play atop of it without it being a boring garrison!
There're endless opportunities for cool fights if you have big, walkable buildings. -
nothing new though.
For all non-germans: He says that he typed the rules down directly from the pictures. Also the source seems to be a reliable one.- 1
- 1
-
It doesn't make wight kings better imo. Rerolling 1s is would be good if it wasn't chained to deathrattle (of which exactly one unit really benefits)
- 1
-
2 minutes ago, Liquidsteel said:
Quite possibly, but at the same time, the Killaboss' ability specifically says only 1 model flees to battleshock, and Legion of Blood's adds D3 to the amount of models that flee, not in addition but it modifies the actual initial amount "add D3 to the amount of models that flee".
Both appear to trigger at the same time (failed battleshock).
There has to be an order of application.
I'd argue that both count:
1. Roll for battleshock, and determine the number of models that flee.
2. Reduce that number to maximum one
3. Add D3
my reasoning is that those models don't flee due to battleshock but due to an ability if that makes sense.- 1
-
41 minutes ago, Liquidsteel said:
I think, and maybe someone can back me up or set me straight, that the person who's turn it is has his rules apply first? I'm sure I read this somewhere. And the rules definitely say that the "most recent" ability wins.
So in Soulblight's turn, the Killaboss' rule would apply second and therefore only 1 would run.
In Orruk's turn, the Killaboss' rule would apply first, so 1 + D3 would run.
Again worth waiting to see full rules, but this is my understanding.
iirc it's not about whose turn it is.
In this case 1 + D3 would always be the case since the Legin of Blood rule is in addition and therefor to be seen as a seperate addition to the normal battleshock which is limited to 1- 1
-
3 minutes ago, peasant said:
sentinels
tbh these guys are the biggest offenders anyway (and Kharadron ships due to fly)
-
1 minute ago, Golub87 said:
I bet that we will see nothing that mitigates UH. Best that we can hope for is that it will be once per tern (it is still too much(
A simple fix could be that shooting gets negative modifiers for range etc. ^^
-
I'll wait and see what other rules are in store before I judge the entire new edition.
Who knows maybe the Unleash Hell ability costs 3 CP?- 4
-
38 minutes ago, Elmir said:
Good lord. I'm also starting to be pushed into the camp of "these rules reveals are killing my excitement more than boosting it".
Shooting already divides the game into haves and have nots without the need of more out of sequence shooting. Couple this with more awkward combat formations because of the new coherency rules, no significant changes to vulnerable low wound heroes getting sniped and it's all just causing me to dread the next article.
There was a lot of discussion on twitter about how the new coherency rules don't always have to mean you lose a lot of CC attacks with certain formations:
Now the guy who made this, is an awesome and very positive dude who was looking for ways to make the most out of units with these new coherency rules... So all credit to him for trying... But if I'm brutally honest, I would much rather see conga lines return than to have to resort to these types of "battle formations" to max out close combat attacks. Conga lines looked silly, but not nearly as daft as this kind of thing.That‘s my Egg-Attack Formation. Copyright by JackStreicher 2021
- 2
- 3
-
1 minute ago, Khadral said:
To be honest the meta does not seem that much dominatore by shooting. And we have already 2 debuff ti shooting armies, with smaller tables and reduced screening (coherency). Add the +1 save command, add all the rumore pointing to smaller unit sizes, I don't get what you want more
We apparently play a different game then
- 1
-
Just now, PJetski said:
Is there anything stopping you from using Unleash Hell multiple times per phase? 😈
At the current level of Information: no
you trigger it once with the champion and then as many times as you want with the heroes and totems nearby. That is if there’s no core rule stopping you from doing so
-
1 minute ago, Ganigumo said:
you can, the unit must be within 9" and more than 3" away from all other enemy units.
Its pretty funny they made this the rule when they had to specifically change the fangs of Sotek rule to only work when that specific unit got charged.You are right. Fun times ahead. Unless charging grants a significant buff to the unit I don‘t see how melee will be worthwhile
- 1
-
Keep in mind: You can‘t use this with the unit that is being charged. It‘s more of a supportive fire.
-
Just now, KrispyXIV said:
I'm a relatively new Daughters Player and I'm kindof hoping they get toned back slightly, somehow.
The second line Blood Stalkers just murdering... everything... shooting how many times a round?... is just brutal.
That goes for a lot of archers though:
10-20 Lumineth Sentinels will hurt
10 Iron Drakes will hurt
10 Sisters of the Watch...
a Ironclad...
The ability is too good tbh. Shooting didn‘t need another benefit.
- 2
-
1 minute ago, Ragest said:
“Reducing lethality”
My thoughts exactly 🤣
those sweet sweet 15 Blood Stalkers shooting anything that charges within 9“ 👌🏻
I hope everyone likes shooting 😅 -
So the Zombie pile-in shenanigans exist to block archers I suspect
-
Just now, Zeblasky said:
Now, big brains time, does it stacks with usual charge overwatch, that units like Handgunners and Sisters of the Watch have?
It should.
-
Mhm. I don‘t get why they make shooting better and better.
Let‘s see how the army wide 6s to hit cause a number of MW turns out. This might either be fine (low volume of attacks) or broken (high volume of attacks/damage especially with shooting)
-
2 minutes ago, Neil Arthur Hotep said:
From the Dominion Box article:
If 1/2" is a crucial measurement now, maybe we will actually see a melee rule like in 40k ("Models are in range if they are within 1/2" of a model that is in range").
We needed 1/2 " before to determine wheter we make it into combat or not
- 1
The Rumour Thread
in Age of Sigmar Discussions
Posted
thatr's cheating!... Oh that suits the new orruks XD. Well played Sir!