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TheWolfLord

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Community Answers

  1. The battletome Warscroll has no mention of the abilities being once per game. I’m assuming that is coming from the app as I haven’t checked that yet
  2. You count the total number of units deployed off the table regardless of how many drops. Battalions can still be deployed as a single drop even if the individual units are split between the table and the underworld. Nothing in the battalion rules suggests they need to be setup in the same location.
  3. Yes the Torment can work on characters so these aren’t restricted. RoTS will work too but to be honest they’d be objective campers or roadblocks for me so I wouldn’t waste any heals on them.
  4. The Shackles halve the movement characteristic and the Vortex tests against their movement characteristic so yes it will work on even fast units. Run a Guardian of Souls with Mortality Glass alongside the Briar Queen and you can really shut down an Assault heavy force. Half movement and only 1D6 charges. Shes very interesting and maybe there’s some good tactics using her.
  5. No reason it wouldn’t stack. Different spells and all that.
  6. They were very wrong and not sure how they could think anything other than that. Without seeing their comments there’s not much more to say.
  7. Spectral Summons is a Command Ability and costs CP to use. I don’t recall anyone arguing otherwise but if they did they were very wrong.
  8. If you’re making long charges there’s little chance the unit will be able to benefit from any auras as they are all within 9” or 12”. It would need the Hero’s giving the auras to also make very long charges and that isn’t likely . At the end of the day there’s a one in 6 chance of getting Wave of Terror with a single unit, it’s easy to work out how powerful on average that is. Yes it’s powerful if you roll it on a huge 30 man unit of Grimghasts or multiple units. It’s also very weak if rolled on a Guardian of Souls or isn’t rolled at all. That’s where luck and statistics comes in. Compared to SCE and Idoneth who have guaranteed charges with very hard hitting units it’s not that scary unless you get very lucky. I’ve not heard any majorly competitive players suggesting it’s too powerful which speak volumes, in fact most people I’ve heard dismiss it as gimmicky because it’s not in the slightest dependable
  9. The 10” charge procs about 17% of the time. It’s very very unlikely to happen more than once a turn. Yes it hurts when you get it but you can go whole games without rolling a 10+. If you have a player rolling consistently 10+ in tournaments I might just discretely check their dice or ask for their lottery numbers at the very least. Its a gimmick and something you can’t build a list around
  10. Against Nighthaunt theyll always have Los as every Nighthaunt unit has fly.
  11. No a hero can’t have more than 1 artefact and the SoD didn’t have a 2+ save either. Smavo misread the post.
  12. Using the Oaken Armour relic I’d imagine
  13. This is why I’m a firm believer in having a unit of 8 or 12 Myrmourn Banshees in my lists. Firstly they’ll shut down some of the casting but they are one of our few units that have rend -2. If you face a SoD or similar buff them with extra attacks and send them in. If you don’t kill it in a turn you’ll at least have crippled it so it’s threat is massively reduced.
  14. The Spirit Torment allows you to choose between healing a model or if the unit has slain models to return models to the unit. It’s a choice so you can leave an injured model unhealed and try and return models instead. However, it does read like you have to declare which option you’re choosing before rolling the dice. So no rolling then deciding to heal if the roll is too low to return a model.
  15. What are the 2 ways? To me there’s only one way as wounds are allocated 1 at a time so if after using Cycle of the Storm there remains wounds to allocate they must continue to be allocated to the unit.
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