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Posts posted by AaronWilson
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1 minute ago, zombiepiratexxx said:
They can't get a "1+" though can they, as, without adding in any rend, you can only have a net +1 to your armour save. So AoD and Mystic shield is a waste unless suffering from at least -1 rend. Although I will say that the sudden increase in stuff that gets to 2+ I don't think is a benefit to the game.
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.
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8 minutes ago, Kirby said:
They can’t, but thats not my question.
my question is about whether they are considered “starting army”
can they complete the tactic in later turns?
Yeah absolutely, starting army refers to the units you spend points on in your army list.
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3 hours ago, PJetski said:
Heroic Recovery seems broken on some and basically worthless on most other heroes. The abuse case seems to be defensive 3+ save HERO MONSTERs with high Bravery that use HR every turn to stay healthy in combat for the entire game.
It's strange that you can make Recovery moves while in the thick of combat... it seems more like the sort of thing you would be doing as a defensive maneuver and not while being are beating your face.
Furthermore, I don't like that a bravery check is involved. I like that it makes Bravery a relevant stat for Heroes (there are other ways to make it relevant) but it just seems like an unnecessary punishment for some armies with lower bravery.
I would propose the following change:
1. Heroic Recovery always heals 1. No bravery check required.
2. If there are no enemy units within 3" of that HERO they can heal D3 instead.
3. After using Heroic Recovery, for the rest of the turn that HERO cannot run or charge and has -1 to hit rolls.
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.
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Cogs are certainly very very under costed for what they do and went under the radar, alongside Gotrek & Morathi in the FAQ.
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1 hour ago, Kirby said:
Battle tactics such as Ferocious Advance require units “from your starting army” to claim them.
Logically, this disallows Summoned Units “a unit that is added to your army once the battle is underway”
But what about Reserve Units? 3.1 suggests they are set up in a location other than the battlefield. Can i deploy units from reserve to claim Ferocious Advance?
I understand that units have to be on the board before choosing the battle tactic. So, i know i would have to deploy from reserve in one turn and then claim the battle tactic in my next turn.
thanks
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?
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6 hours ago, Sooper88 said:
Hope you don't run into Sons. Good luck!
I think I'm playing against Stormcast + Gotrek.
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1 minute ago, DerZauberer said:
Do you guys think IJ still needs a Weirdnob for Big Green Hand?
In my AoS3 games i've had the feeling several times now that he's just not worth it.
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.
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On 8/30/2021 at 9:58 AM, Nasrod said:
All Heroic and Monstrous abilities should have the "Their Finest Hour" clause. Heroic Recovery slogfests ruin lower point games and warp 2000 point meta lists.
I don't have a lot of other complaints for the edition because I feel like I need more experience, but this one seems real obvious.
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.
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1 minute ago, Backbreaker said:
You can prepare a list to get this bonus round 2 of course. But it is only if none of your characters are shoot off the board, it costs you CP, you need to cast a spell successfully, ...
Whereas in IJ, you get your rules round 1 and that's all. But it's litterally the game mechanic of BW, when you are full buff, you are stronger than in IJ. But the road to get there can be a bumpy ride
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.
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1 minute ago, Backbreaker said:
But you don't have all these buffs immediately. Round 3 at least. And for me it's often too late.
I play a lot of gore gruntas, and when I charge, I tend to end up with 2+/2+ anyway. And Ardboyz have some sort of 6+ against non MW.
Finally, I play a lot of units and the Ironjawz Waaagh is often a +2 attacks, much more effective than the BW's Waaagh.
But it's just the way I play
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.
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I'll be playing Nagash build on Thursday, borrowing Owen Jacksons list I'm going -
Nagash, Kainans reapers, 2x20 mortrek, riders, head, portal.
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3 minutes ago, PrimeElectrid said:
That is baffling
It's pretty crazy as it was specifically FAQ's out of AoS 2
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5 minutes ago, Pariah7echo said:
So to make sure I understand this how everyone else does. Let's say I have an Anointed with Amulet near Phoenix Guard who are his Loyal shields. Anointed takes a wound. He gets a 4+ (armor) 5+ (amulet) 4+ (witness). Or I can take a 4+ (armor) 4+ (loyal shields) and then a 4+(witness) on the Phoenix Guard. If the Anointed fails the 4+ loyal shields does he still get his 4+ witness save or does he just take the wound?
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.
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1 minute ago, Jabbuk said:
Really cool changes! So as for the Musician and the Icon Bearer, it says 1 in every 10. Does this mean that the unit of 5 summoned but the Gaunt Summoner can't have either in their unit?
Yes indeed.
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4 minutes ago, KrispyXIV said:
Seeing as how the FAQ calls out in bold "when" and "after", I personally kindof doubt any roll without those words in them to stipulate timing should stack.
Which should limit the impact of this entry, imo...
As this FAQ is written it definitely permits more then one save to negate wounds taken.
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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. -
2 minutes ago, PJetski said:
It means only abilities that negate mortal wounds "before allocating a wound or mortal wound" count as a ward, and wards can be use alongside abilities that negate "when allocating a wound or mortal wound".
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?
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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?
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8 minutes ago, PrimeElectrid said:
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.
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2 minutes ago, Obeisance said:
Oh- I misread. I thought were were back to what we were.
At least we can repeatedly shieldwall, bludgeon, speed bump and such- even if it's not on the same unit.
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.
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Think they handled the Horrors of Tzeentch warscroll very well, it's clear & concise.
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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.
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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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AoS 2 - Ossiarch Bonereapers Discussion
in Death
Posted
For 190 you get a wizard, a decent beatstick & a resilent set of models. I think they're pretty decent for their points cost.