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TheWolfLord

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Posts posted by TheWolfLord

  1. 1 hour ago, Skelebags said:

    In its defense, the 2 special shots are once per battle.

     

    1 hour ago, Brakh said:

    In 2k game you can get up to 4 of them. Cursed stele that once per game ability, allows shooter to choose model. Nasty coherency breaker? ;)

    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. 1 hour ago, dmorley21 said:

    I'm wondering about this too. Also, with my Shrieker Host, does it count as deploying 1 unit or 5 units off the table? 

    You count the total number of units deployed off the table regardless of how many drops.

    4 hours ago, Tropical Ghost General said:

    So what is the group's concensus with deployment of battalions using the underworld ability.

    I know that battalions can be either deployed as one big group, or as smaller groups or as single units.

    But what if we choose to set up a battalion with half the units in the underworld and half the units on the board. Can we do it as a single drop? 

    For example, taking death stalkers battalion, I choose to set up the cairn wraith and two units of glaivewraiths on the board and the two units of grims in the underworld. Can this all be done as a single drop? Or does it require two drops, one for cairn and glaive wraiths and one for the grims? 

    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.

    • Like 1
    • Thanks 1
  3. 39 minutes ago, Tropical Ghost General said:

    Good spot. Hadn't noticed that. Can torment and RoTS still work? 

    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.

    • Like 1
  4. 43 minutes ago, Neck-Romantic said:

    Wondering if you can shackle high-move units then use their reduced speed to vortex them again, or if it would use their original speed

    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.

    • Like 1
  5. 4 minutes ago, Neck-Romantic said:

    *palpatine voice* GooOoooOoood

    Hmm. I was thinking of grabbing the set and just use her as a Tomb Banshee but now Im wondering if her spell stacks with Soulsnare shackles

    No reason it wouldn’t stack. Different spells and all that.

  6. 3 hours ago, Neck-Romantic said:

    A few pages back some folks were claiming it didnt take a cmnd point

    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. 21 hours ago, Neck-Romantic said:

    Usually the best method of dealing with OP stuff is to either ignore it or bog it down with cannon fodder

    Also; a while back people were saying Spectral Summons was a Command Trait and hence didnt use a command point... its a Nighthaunt Battle Trait but the entry is still listed as a "Command Ability" would that not still cost a point?

    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. 30 minutes ago, JackStreicher said:

    If 30 Grimghasts make the 10+ charge (or even twice) it‘s over because of the Range and the number of attacks. Couple that with all of our auras and you get a nice charge phase which slaughters 2/3rds of the enemy.

    And there are even more examples.

    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. 55 minutes ago, JackStreicher said:

    Alright. We had a Tournament just now and the consensus is the following: The 10+ charge of NH is too strong - this rises to a rediculous Level once the NH player makes more than one 10+ charge per turn.

    We thought about:

    how about a 1“ range and you get one attack per weapon.

    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

    • Like 2
  10. 9 hours ago, Smavo said:

    It's pretty easy to "kite" sylvaneths now as the woods have the overgrown rule from the citadel wood scenery aswell. So as long as there is 1" between a model in the wood crossing the base of the wood they do not have LoS so if they do want to turtle in their wood then they lose their muscle attacks. So you can either avoid them and swarm another objective or make them come to you.

    Against Nighthaunt theyll always have Los as every Nighthaunt unit has fly.

  11. 5 minutes ago, Walkirriox said:

    But SoD cannot use the Oaken Armour if he had the Gyran realm artifact that gives you +1 to hit and wound,  unless he had a battalion.

     Even In that case, can a hero have more than one artefact?

    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. 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.

    • Like 1
  13. 1 hour ago, Spears said:

    Having reread the rules for the torment, am I correct in that unlike the other death heals you can try And roll high enough to bring back a multi wound model even if the unit has a wounded model In it?

    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.

  14. 2 hours ago, James S said:

    Is there a FAQ for this ability? Seems like there are two ways to play it and I'm very confused. If anyone could point me in the right direction or explain it, I would be very much appreciative. Thanks guys.

    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.

    • Like 2
  15. 19 minutes ago, ageofpaddsmar said:

    What rules do we use for the new black coach. Just opened the box and the rules in the instructions are different to the book/app. 

    The rules in the instructions say it gains a level ebery battleround but the book says you roll 3 d6 every battle round and on a 4+ it gains a level

    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.

    • Like 1
  16. On 8/3/2018 at 4:59 PM, Spears said:

    Do people not rate the condemned? I can't stomach 80 chainrasp but it looks to add quite a bit of bite to them.

    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.

  17. 4 hours ago, AverageBoss said:

    There is precedence based on some of the Stormcast battalions from the previous book. Vanguard Wing (the one we all know and love) required units of Prosecutors. There was no unit simply called Prosecutors then. Its possible the tiny font subtext found on some units is meant to be just that, subtext. At least that's how Stormcast players played it for well over a year at the highest tournament levels.

    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.

    • Like 1
  18. 4 hours ago, TeddyMadeMeDoIt said:

    Isn't that for unmodified charge rolls? I feel like I've missed something here, thanks in advance 

    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.

  19. 27 minutes ago, GeneralZero said:

    Speaking about hex, how do you use their ability to MW when they fly over an enemy unit? 

    Second question: is this ability available when charging? (assuming that you can charge longer than the distance between them and their back)

    The ability to cause mortal wounds when moving over a unit is limited to the Movement phase so can’t work when charging.

  20. 14 minutes ago, kozokus said:

    What is the hype around the coach? Other than the model.

    It seems quite a bit less powerful that 20 reaper and getting d3 models back each turn is not that powerful.

    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.

  21. 2 hours ago, Dracan said:

    With that rationale you cant use any commands on or from allies? As the prerequisites is death faction and summonable, no?   

    You can’t use Deathless Minions, Endless Legions and Invigorating Aura on allied Nighthaunt in a Legion of Nagash army.

  22. 21 minutes ago, Mcrat said:

    Hey all I'm new to AoS. Been trying to plan out a path to 2000 points so I can slowly build my way there. I've purchased Soul Wars and the Battletome but that's all I've got so far. Is this list an ok one to aim for?

    Leaders
    Knight of Shrouds on Ethereal Steed (140)
    - General
    - Trait: Ruler of the Spirit Hosts 
    - Artefact: Midnight Tome  (Soul Cage)
    Spirit Torment (120)
    Guardian of Souls with Nightmare Lantern (140)
    - Lore of the Underworlds: Shademist
    - Infernal Lantern (Artefact): Beacon of Nagashizzar

    Battleline
    40 x Chainrasp Horde (280)
    6 x Spirit Hosts (240)
    20 x Grimghast Reapers (280)

    Units
    10 x Bladegheist Revenants (180)
    10 x Bladegheist Revenants (180)

    Behemoths
    Black Coach (280)

    Battalions
    Shroudguard (110)

    Total: 1950 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 126

    My thinking is the splitting the units up into these groups to maximise their abilities:

    • Shroudguard and Spirit Torment - kill stuff and heal
    • Black Coach and Spirit Hosts - kill stuff and heal
    • Chainrasp, Reapers, GoS - use as needed to kill or hold and heal from range

    Having not played AoS before, I don't know what mix of units to take to ensure I've got my bases covered for in game. But I'm hoping this has enough stuff to allow me to adapt as needed without having gone all in on one specific unit.

    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

    • Like 1
  23. 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. 

    • Like 1
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