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TheWolfLord

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Everything posted by TheWolfLord

  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.
  16. You use the most recent publication which is the battletome version. Model kits are normally produced and stockpiled much earlier than books so the books are the most recent version of rules. Q: If I have two different warscrolls for the same unit, can I choose which to use, or must I use the most recently published version? Do I have to use any errata that applies to the warscroll? A: You must use the most recently published warscroll and must use the most recently published errata that you or your opponent have available. Warscrolls with a date of publication are always considered to have been published more recently than a warscroll that doesn’t have one. If you have two warscrolls for a unit and neither has a date of publication, you can choose which warscroll to use. The rules in the kit don’t have a publication date.
  17. It’s still very powerful but if you want to charge the Soul Cage victim with 3 units you just need to make sure you get another couple of charges off elsewhere.
  18. I love the Condemned and it synergizes very well with Shroudguard. The only reason I’m now leaning towards Chainguard is because I’m about to build my Guardian of Souls with Mortality Glass. Having it’s abilities and an additiion D6 heal by casting Temporal Translocation on the Chainrasps plus the ability to heal D6+3 from a second Guardian of Souls just seems too good. You’re not putting all your healing in one model, both have very powerful buffs and I can heal 2 different units pretty well too.
  19. That’s also an issue of our own Chainguard battalion. It requires a Guardian of Souls which doesn’t exist unless you ignore the subtext ‘with Nightmare lantern’ or ‘with Mortality Glass’. We know both can be used due to the wording of the battalion rules but if we still to the strict naming convention the battalion can’t be used. Luckily the rules cover this. “The organisation section of a battalion lists the titles or keywords for the units it can or must include. If an entry is the title of a unit, any unit with that title can be used (you can ignore sub-headers under the title unless they are included in the entry for the unit).” So unless the battalion states the unit title with the subtext you can ignore the subtext.
  20. Cogs add 2” to your charge so if you’re setting up 9” away from the enemy the charge goes from very unlikely to slightly better than half. The chance of getting an extra attack doesn’t improve.
  21. The ability to cause mortal wounds when moving over a unit is limited to the Movement phase so can’t work when charging.
  22. You have 2-3 turns of bringing back Hexwraiths or Spirit Hosts and it’s nearly paid for its points in that alone. Its also very fast, causes mortal wounds when it charges, can cause mortal wounds in your hero phase, causes mortal wounds when it fights and can retreat and charge plus run and charge. Its got a lot of little benefits that add up to a very good unit.
  23. You can’t use Deathless Minions, Endless Legions and Invigorating Aura on allied Nighthaunt in a Legion of Nagash army.
  24. It’s not a bad list at all, your battleline has good numbers and should be tough to get through, you’ve got some decent hero’s and have managed to fit in some hard hitters. Definitely a good a place as any to start and there are no glaring weaknesses
  25. No other model allows healing in the battleshock phase or even in your opponents turn though. Our hero’s all have a low wound characteristic, if your opponent decides he wants to make a push to try and hurt Lady Olynder and hope for a double turn to finish her off you can lesson the chances by giving her a quick heal with a Spirit Torment. Same idea for a key unit that’s taken a hit during your opponents turn. Your opponent may not get the double turn but if they do a Spirit Torment or 2 can get that unit back up in numbers and hopefully stop it getting wiped out. Even if your opponent doesn’t get a double turn they’re still healing 2D3 over a battle round. Once you get into turn 2 there should always be some deaths each turn so it’s not hard to proc his ability.
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