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AaronWilson

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Everything posted by AaronWilson

  1. For 190 you get a wizard, a decent beatstick & a resilent set of models. I think they're pretty decent for their points cost.
  2. Yes.. that's the whole point of save stacking. Starting a 3+ means you can very easily be on a 2+ save ignoring rend -1. With their finest hour you can ignore rend -2 at a critical point. Rend -2 isn't very common so we're in a position where most 3+ monsters are on 2+s, and models like Archaon & Nagash can re-roll their 1s to save.
  3. Yeah absolutely, starting army refers to the units you spend points on in your army list.
  4. Heroic Recovery it sort of compounded by save stacking as well, 3+ hero save monster / heroes now can reliably get to a 1+ with mystic shield / all out defence, so not only are they very hard to kill but they healing 2d3 per battle round.
  5. Cogs are certainly very very under costed for what they do and went under the radar, alongside Gotrek & Morathi in the FAQ.
  6. Ferocious advance requires a run and most units come in from reserves at the end of the movement phase, so I is there a instance where you can deploy from reserve & run in the same turn anyway?
  7. I think I'm playing against Stormcast + Gotrek.
  8. I like one in big waagh as he can reliably cast it with sacrificing points. I don't him in IJ but I feel he forces you to take a Warlord batallion for Skullcap, without I'd just go battle regiment and leave him home.
  9. I'd like to see Heroic Recovery have a once per game, I'm running Nagash right now and healing d3 each hero phase, + own hero phase healing, + soulstealer is mad amount of healing on a very resilient model.
  10. That's fair, I've played both IJ & The Big Waagh a bit now, both have different stengths and both peak at different points. Ironjawz peak that 1-2 and hope they've done enough to hold onto the 3-5, Big Waagh needs to hold on 1-2 and then powers through the 3-5.
  11. Certainly not round 3 at least, I've been running MBoMK, 2 Chanters, 1 Shaman, 2 x 10 Ardboyz, 1 x 6 pigs, 2 x 5 brutes, 1 x 5 boyz and you get 5 + d6 on turn one, so average, pop CA for 2-3 more, realistically 12-13 turn one and if you teleport a boyz unit and charge it's gautanteed for turn 2 to be on 20, with CA + 5 + d6 you're prettty much guaranteed for it turn 2 anywya.
  12. I'll be playing Nagash build on Thursday, borrowing Owen Jacksons list I'm going - Nagash, Kainans reapers, 2x20 mortrek, riders, head, portal.
  13. To be fair the FAQ does state what you can or can't take it's quite clear, just a bizarre and questionable choice.
  14. It's pretty crazy as it was specifically FAQ's out of AoS 2
  15. You can take one armour save, one ward save (anything that isn't a armour save to prevent the wound happening) as then as many saves you have that negate the wound once it's been allocated.
  16. As this FAQ is written it definitely permits more then one save to negate wounds taken.
  17. After actually working it out in my head I understand it, I don't think it's good but at least I know how it works. You're allowed a armour save, a ward save AND then you're allowed any saves that you have to try and negate the wound now allocated.
  18. Okay.. so you can take one save to prevent the wound being allocated and then you can take all the saves which are taken once a wound is allocated?
  19. I am so confused at this actually means. Are you allowed to take one ward save to attempt to negate the wound and then one ward save to attempt to negate the wound once it's been allocated? Can you take multiples?
  20. Yes this is silly but so obviously not intended does it really matter? I don't think anyone going forward is going to argue "Well technically I can't allocate wounds to this unit so it can never die". The intention couldn't be clearer.
  21. Yeah I think the important ones are multiple unstoppable advance turn 1 & being able to decide between multiple shieldwalls across units, we can bludgeon where we need or shieldwall where we need now.
  22. Think they handled the Horrors of Tzeentch warscroll very well, it's clear & concise.
  23. The restriction that you cannot use the same command ability more than once in the same phase does not apply to command abilities used with relentless discipline points. For example, you can use the Shieldwall command ability on the Mortek Guard warscroll more than once in the same phase, as long as that command is issued by a model that has not already issued a command in that phase and it is received by a unit that has not already received a command in that phase This is pretty great, you can't shield wall & bludgeon the same unit but you can do multiple shieldwalls, or multiple bludgeons on different units in a turn.
  24. https://www.warhammer-community.com/wp-content/uploads/2018/07/NDfZvDmleBpbUiD6.pdf New errata is up, Horrors of Tzeentch have a new warscroll. When Pinks / Blues die they no longer count as being slain, very nicely nips in the bud the Rally/Icon Bearer (which has changed)/Fold Reality/Lifeswarm debate. On the brightside as they don't count as being slain, the unit is essentially battleshock immune until you get down to brims dying.
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