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AaronWilson

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Posts posted by AaronWilson

  1. Played a game against fairly unoptimized new stormcast last night, wanderers ground a solid win. First time using wanderers, oh man -1 rend in melee while near a hero is so good. Witherstave + Last gift + -1 to hit on the PB is so hard to chew through, I'm fairly sure he did more damage to him self then I did with PB's. Emerald Lifeswarm triggers both hero phases was real value!

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  2. On 9/17/2021 at 5:14 PM, Augusto said:

    Hello! im from Argentina, have been looking the forum for a while now, and looking forward to meet other aos players. I love the lore, play Gloomspite, Orruks warclans and Sons of Behemat, and we are creating a tiny group in Neuquen. 

    Welcome to the gang @Augusto, it's a great place to be. 

    • Like 1
  3. 16 hours ago, Gothmaug said:

    So you don't need to list Kruelboys, Ironjawz or Bonesplitters as allies because they are part of the same Faction. So you can include them in any of your armies, in any combination.  

    Let me caveat all this by saying that I'm waiting for my actual book to arrive to see how the armies and units are broken out, So I have no idea if any of this is actually true, but...

    Isn't everything in the battletome part of one big army Faction ? What's stopping me from taking an ironjawz heavy list and including orruks from other subfactions? They're all Orruk Warclans units, aren't they? And I can build an army using any units from battletome, can't I?  

    The core rulebook just says that all the units in my army must be from the same Faction (page 338 matched play rules). Everything in the Orruk Warclans battletome is from the Warclans faction, correct? And they are all included on the same orruk warclans faction points cost table, correct? So there's no reason you cant use anythign in the Battletome in you're army, regardless of your allegiance. 

    I could see that by picking ironjawz, than my allegiance abilities and such would only affect Ironjawz units in my force, and not the kruelboys or bonesplitters units, who would get nothing. But I dont see any restriction in taking them along. 

    As opposed to picking Big Waagh, which explicitly states that different branches of the Orruk tree retain some of their allegiance abilities. So the advantage here, is that as a Big Waagh, you get to mix amd match allegiance abilities from all three allegiances. 

    Anyhow, once I see a battletome where I can read the rules, look at the unit keywords on warscrolls, and see how the battletome treats the definitions of  sub factions and allegiances, I wont know for sure. But I will say it seems silly that an orruk force made primarily of ironjawz loses its status and abilities (and now has to use the Big Waagh ones) just  because they picked up a single bonesplitterz unit that happened to be wandering by. 

     

    Looking at Keywords from some of the online reviews, most warscrolls have something similar to (DESTRUCTION, ORRUK WARCLANS, ORRUK, KRUELBOYZ), where there is a subfaction specific keyword. 

    But then there are others, Like the Sloggoth, that have no subfaction Keyword (DESTRUCTION, ORRUK WARCLANS, GROT, TROGGOTH, MARSHCRAWLER SLOGGOTH)

    Does that mean I can take it in ANY Orruk subfaction? Does it work in my Ironjawz Army? I'd say yes you can include it, BUT since it lacks the IRONJAWZ keyword, it would not benefit from your Ironjawz specific allegiance abilities. 

    So, in conclusion, You can build a Kruelboys or Ironjawz or bonesplitters specific force, AND you can include ANY "ORRUK WARCLANS" units in your army, because they all have the ORRUK WARCLANS faction keyword. BUT you will only apply your specific subfaction rules to units with the correct subfaction keyword. So for instance. no smashing and bashing, unless you have the Ironjawz Keyword.

     

    Anyhow thats my two cents :)

     

    Yeah this isn't true, you're either playing Ironjawz, Bonesplittaz, Kruleboyz, or The Big Waagh. All of those armies can ally Gloomspite Gitz. 

    You can't include a model with the Kruleboyz Keyword if you're playing Ironjawz allegiance. 

  4. 8 minutes ago, Backbreaker said:

    In Ironsunz you could get them back into combat at the end of your opponent charge phase, I guess ?

    Yeah I guess at a push you could retreat in your own movement phase, rally there movement phase & then charge in there charge phase.

    It just feels like it's too slow? To give another analogy, in trading card games healing spells are often considered weak because you'll spend a turn to regain 5 health for example but don't not effect the board state, while you're opponent keeps pushing.

    The whole retreat, and then rally in their charge phase sort of feels the same. You take your own unit of melee to rally, maybe given up board position of any chance of damage in return etc. 

    Not saying it's useless but It's another CP used (Two if you want to charge back in) on a already CP hungry army and a rather poor warscroll for the new ardboyz

  5. 3 minutes ago, Malakree said:

    Retreat in your movement phase, start of their hero phase you rally ;) 

    • MK is riptooth, honestly though for the cabbage I've never had any problem with it being what I say it is, 90% of people can't even tell which weapon is what.
    • Brutes are the 2handed spears and you use them in blocks of 10.
    • Gore-gruntas the general consensus is the Choppas but it isn't a massive difference, if there's an aesthetic preference you have it's not going to make a noticeable impact.

    I mean yes I understand that but I'm not sure if it's the most viable tactic to retreat your melee unit out of combat to do nothing and get half your losses back, just feels situational 

  6. 1 minute ago, Malakree said:

    I guess, analysing my own thoughts on it, if I'm taking arcane tome it's for mystic shield/lifeswarm, on that basis I'd rather have a hail mary which might win me an otherwise unwinable situation than an efficiency boost. So personal preference wise I'm not expecting to use whatever the "extra" spell is that often since I'd just pick mystic shield instead.

    Might be more inclined towards flaming weapon if we got MD hero phase fight back.

    Rally is either hero phase. So even if you lose prio you can use it at the start of their hero phase, with getting models back on a 4+ on a unit of 15 with 1 left you're looking +7 models which is mad.

    You can't rally while engaged with a enemy no?

  7. 1 minute ago, Smash said:

    The cool thing with the wizard trait is that you can do the damage on an enemy unit. So picking Foot of gork is more so because you are a wizard already and it is the most flashy spell :). But picking Bash em ladz or flaming weapons is probably more reliable. If anything is worth picking over Amulet of destiny on a maw-krusha seems unlikely though. That's why I am gonna run double cabbage in my armies to get both options :),

    I think one double reinforced ard boys unit is mandatory. If the unit is struggling, you can always retreat and then get that 4+ Rally next hero phase. 

    You can only retreat in your own hero phase, so it would require you to retreat then stay out of combat. 

  8. Just now, SunStorm said:

    The pictures on the Community site are labeled as The Old World, so does that mean Cathay is confirmed as being in that game? or is it just the same design team who helped CA with the designs?

    In the article it does say the they have wrote 8th ed rules for cathay, paired with the old world logo I'd say so. 

    • Like 2
  9. 12 minutes ago, Red_Saucer said:

    The Core Rules 3.0 states that "... you can pick 1 spell for each Wizard in your army from any of the spell lores available to that Wizard (you can pick different spells from different spell lores for different Wizards)." And the side-bar states that "Taking a spell lore enhancement allows every Wizard in the army to know 1 spell from a spell lore."

    If a bring 2 Knight-Incantor into my army, and took Flaming Weapon as my spell lore enhancement; which is correct to interpret the rules:

    1.  Would both my Knight-Incantor would have Flaming Weapon in addition to Arcane Bolt, Mystics Shield, and Spirit Storm they already know?; or

    2. Am I allowed to pick Flaming Weapon spell for one knight and then pick Levitate spell for the other one?

    You can do either, each wizard can select the spell they know. You can have either 2 flaming swords or 1 flaming swords & 1 levitate, they know this in addition to warscroll spell & mystic shield / arcane bolt. 

  10. 27 minutes ago, Bloodnut said:

    Can a named character such as Archaon or Be'lakor take one the the 5 ravagers command traits?

    Also, can universal traits be taken, or do they have to be from the ravagers specific options? 

    Named characters cannot take command traits or enchantments. 

  11. 2 minutes ago, Beliman said:

    Me too. At least, I expected to see other keywords as coalition units, but it seems that not the case. To play Kruleboyz, all your warscrolls must have the Kruleboyz keyword. Same with Bonnespliterz and Ironjawz. And Orruk Warclans have Gloomspite Gits as allies...

    In other words, you can't play Kruleboyz with a "mercenary" group of Brutes. Or Ironjawz with a MegaBoss that made a deal with Kruleboyz for some artillery. The Sloggoth can't even be taken in Kruleboyz (doens't have Kruleboyz keyword).

    I suppose that it will be fixe'd in the next FAQ, but it's a bit weird at the moment.

    Okay... so you can either play Ironjawz, Kruleboyz, Bonesplittas, Or Big Waagh and all four of them can ally gloomspite gitz?

  12. 1 minute ago, Neil Arthur Hotep said:

    I don't think any book can ally with itself, can it?

    In any case, I guess what the book tells us is that as soon as two Orruk subfactions mix, it's a Big Waaagh. It's not the worst, honestly, because it probably makes the individual subfactions much easier to balance.

    Ermm.. well I guess not?

    I just assumed that Kruleboyz, Bonesplittas & Ironjawz would all have their own Allies & would include them selves?

  13. 38 minutes ago, Beliman said:

    If we can take anything from the first two battletomes:

    • No more Command Abilities on warscrolls. Some subfactions can give a Commands but the point still remains. Some of the old Commands turned to be a less powerful ability.
    • Subfactions have only one ability without forcing to take artifacts and command traits. 
    • All Allegiance seems to have a second pro-active ability ("One use" or "Chose before the first turn"). Something like an Amendment/Footnote from KOs.
    • A lot less artifacts (with a lot of "one use"), traits, mounts, etc... and a lot of them are not tied to one specific unit (only Monster for some Mount Traits).
    • New Core Battalions with same rewards as Core Book Battalions.
    • A lot of profiles are mixed together.
    • Grand Strategies and Tactics for each army. Some of them are locked behind some keywords.
    • I think that there is anotehr Monstruous Rampage or Heroic Action. I had the feeling to see a lot more expanded forms of this two mechanics but it seems that's ot the case. /sadface.
    • First "new" mixed battletome, Orruk Warclans! Seems that all three factions can only use 1/3 of the Grand Strategies/Tactics and can't use other units in their own faction (Can't use Brutes in Kruleboyz as allies or coalition). Not a fan of that and I'm a bit more scared of mixing Dwarfs in one book...

    Overall, it seems that the books can be played a lot better than before, time will tell.

    Confused at the can't use there own faction. Surely they can ally with other units in the book?

  14. "14.3 WARDS Some abilities allow you to roll a dice to negate a wound before it is allocated to a model. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Up to 1 ward roll can be made for each wound or mortal wound before it is allocated to the model in question. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model."

    "Q: Some abilities allow you to roll a dice to attempt to negate a wound or mortal wound, but that roll may have a different effect depending on the score of the dice (as per, for example, the ‘Soul-forged Guardians’ ability on the Praetors warscroll). Are these abilities wards, and is the roll a ward roll? A: Yes."

    "Morikhane: This ensorcelled armour protects Nagash from arcane as well as physical attacks, and can even cause an intense magical backlash on those that dare strike him. Roll a dice each time you allocate a mortal wound to this model. On a 1-3, nothing happens. On a 4-5, that mortal wound is negated. On a 6, that mortal wound is negated and the attacking unit suffers 1 mortal wound"

    No where in the core rules or FAQ does it state you must use your best etc, as the controlling player you would have the choose of which you would take therefore can pick 6++ deathless save for the best chance to trigger Protection of Nagash. However Morikhane does not state may, so taking the 6++ instead of the 4++ is the best you can do in this case. 

  15. Hello all. 

    As we're settling into AoS 3 save stacking is a topic that comes up quite a lot and I'd though it would be interesting to have a discussion on the topic now we've a few months into AoS3. 

    For those who maybe are unaware, save stacking is the practice of putting multiple instances of +1 save on a model (Mystic Shield, All out Defence, Their Finest Hour) etc to pseudo ignore -1/2 rend. This is most effective on a 3+ save hero (Nagash, Archaon) etc as the limit to the roll is +1, any extra means you will be ignoring -1 rend and on TFH turn -2 rend. This is new to the edition due to Mystic Shield becoming +1 save & Their Finest Hour appearing.

    Initially I thought I dislike the idea of save stacking, but now I'm multiple games in I've swapped stance. It's nice to have your big heroes which you invest a lot of points in actually feel like as hard to kill as they should be. Even not for the big names (Nagash, Archaon, etc) I had a Liege-Kavalos in Petrifex elite under mystic shield & their finest hour tank Bel'akor & a Khorne Deamon prince to deny Slay the Warlord and it felt epic. 

    While I can appreciate some people may think it has tipped certain big names into the too hard to kill category, I think it's nice to see them feel as epic as their points / backstory tells us. 

    What are your guys thoughts on save stacking right now? 

    • Like 1
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