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Isotop

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  1. I do not know whether this ist relevant for you, but: In matched play, each spell can only be attempted to cast once per hero phase.
  2. Writing from my phone, so the short answers: Yes, the ORDER wizard (e.g. a Loremaster) will be damaged by roused Wyldwoods - remember though they can rouse them from a "safe" distance (>1 to 6 inches). Only Wyches, Wraiths and Treelords get an additional cast in Gnarlroot (other wizards, including Alarielle, not). The stomp does not stack - you roll a single die for each enemy unit within 3" of any model with stomp (check the Sylvaneth FAQ/Designer's commentary). Hope I could help.
  3. Where are you getting this from? Attacks from different weapons on a unit (that is what @Killagore Faceslasha is asking about) are not happening simultaneously. Otherwise, weapons like the Brute Bosse´s Boss Choppa would not work as intended. But as @Xasz says, all the wounds are allocated after all attacks from a unit have been made.
  4. You even have to. Just imagine the Cauldron´s base and the wizard´s base as one single object. Also remember: Stricly speaking you are not allowed to change the relative position of the Cauldron to the wizard in any way, since it can not move on its own. I hope this point is understandable - feel free to ask for a deeper explanation if that is not the case! (it is a really weird mechanic, same with the Celestar Ballista)
  5. It IS something that should be clarified in the FAQ (because is is not 100% clear). @King Taloren´s answer to you represents how it is played in 100% of the cases, though.
  6. Not sure what you want to tell us with this, but Waaagh! and Mighty Waaagh! are still used during the hero phase.
  7. There are some battleplans requiring a hero or monster to move onto an objective in order to take control (e.g. Three Places of Power). Since a setup, as in summoning or any kind of "teleportation", is not a move, you can not grab objectives under these circumstances. You probably watched some footage of a game played with one of those (few) battleplans. There is nothing in the core rules stoppping summoned units from controlling objectives.
  8. https://whc-cdn.games-workshop.com/wp-content/uploads/2019/03/age_of_sigmar_core_rules_designers_commentary_en.pdf Page 5 and page 7 both include the staff you are asking for. All the answers in question include some pink (recently modified) lettering.
  9. I think you are correct. Command abilities are never "used" by heroes. For most abilities, heroes are a point of reference for measurements, but that is all.
  10. Can you give us the exact wording of the ability in question? I think the "Death safe" has quite another wording than the abilities KingTaloren and I are thinking about.
  11. Isotop

    Manfred

    That is not entirely true. It is not that command abilities can not be used by a model in reserve in general. The Designer´s Commentary you mention tells us that abilities are not allowed to be used if they would affect other units. Abilities do not have to specifically point out that they are allowed to be used from the reserves - they just have to provide an effect not affecting other units. To be clear, I do not think that there is any command ability providing such an effect, but there might be one in the future.
  12. I am pretty sure units can not be affected by "overlapping" wholly within abilities from different models. "Any" in AoS is treated as being synonymous with "One or more", therefore (loosely using for Ghoul example): "This Ghoul unit gets a 6+ wounds safe if it is wholly within of one or more friendly hero" This simply means that your Ghoul unit is only affected one time by the bonus. Even if it is wholly within hero A and wholly within hero B, they just get a single "layer" of 6+ safe. A unit can not be wholly within of a combination of models. It can be wholly within of multiple models, though. To be honest, I am not 100% sure on this topic and I am lacking a direct proof for my claim - so I would like others to help out with this question. The indication I am following might be wrong after all.
  13. Hi mates. Until now I was under the impression that Staff of Focus did not work in conjunction with Everblaze Comet because of the Designer´s Commentary on Malign Sorcery. Here is some reference to begin with: Staff of Focus: " [...] Once per battle, in your hero phase, the bearer can use this artefact. If they do so, add 1 to casting rolls for the bearer until the end of that phase. In addition, if the bearer casts a spell that inflicts any mortal wounds during that phase, add 1 to the number of mortal wounds inflicted on each unit that the spell affects." (Stormcast Eternals Battletome 2018, page 121) Everblaze Comet: "[...] After this model is set up, roll a dice for each unit within 10" of this model. On a 1-2, that unit suffers 1 mortal wound. On a 3-4, that unit suffers D3 mortal wounds. On a 5-6, that unit suffers 3 mortal wounds [...]" (https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Everblaze_Comet.pdf) Designer´s Commentary: "Q: If a Wizard has an ability that increases the number of mortal wounds inflicted by the spells they cast, does this ability also apply to the abilities of any endless spells that the wizard casts? A: No." (https://whc-cdn.games-workshop.com/wp-content/uploads/2018/12/age_of_sigmar_malign_sorcery_designers_commmentary_en.pdf) Since there is a pretty loose definition of the term "ability" in AoS, the Staff of Focus and Everblaze Comet stopped working together after the aforementioned Erratum. Or at least that is what I perceived in the community and on tournaments. If I am dead wrong right here, this thread could still be of some interest for other rules interactions we may struggle with. While answering a completely different rules question, I stumbled over the following FAQ text. Please remember that the content of this question has no connection with the Staff/Comet problem, but it points us towards a stricter definition of the term "ability". Here is comes: "Q: If several abilities are triggered at the same time (at the start of a hero phase, for example), how do you determine the order in which they are used? A: If several abilities can be used at the same time, the player whose turn is taking place uses their abilities first, one after the other, in any order they desire; then the player whose turn is not taking place uses their abilities, one after another, in any order they desire. The same principle applies to any other things – such as command traits or artefacts of power – that can be used simultaneously." (https://whc-cdn.games-workshop.com/wp-content/uploads/2018/07/Core-Rules-and-Bases-Sizes-EN.pdf, page 7, emphasis mine) I bolded and underlined the important part, The question is about "abilities" in particular. After the answer itself its content is then extended to apply to "any other things" as well - so things that are expressly not abilities. Regarding the Comet/Staff problem, artefacts of power are explicitly named as a "non-ability-thing". Therefore the Staff of Focus enhances the Everblaze Comet after all. I would like to go into a broader discussion about the implications of this random finding of mine - but I really have to get some sleep at this point. I just hope we can look at this together and work out on which parts of AoS this upgraded definition of "ability" might have an effect. I remember having some discussion in the near past with, among others, @amysrevenge on the topic of what exactly an "ability" is. I hope some of you will be interested and invested in this topic and I am looking forward to tomorrow. Good Night!
  14. Correct. The reference for this is: "Q: If several abilities are triggered at the same time (at the start of a hero phase, for example), how do you determine the order in which they are used? A: If several abilities can be used at the same time, the player whose turn is taking place uses their abilities first, one after the other, in any order they desire; then the player whose turn is not taking place uses their abilities, one after another, in any order they desire. The same principle applies to any other things – such as command traits or artefacts of power – that can be used simultaneously." (https://whc-cdn.games-workshop.com/wp-content/uploads/2018/07/Core-Rules-and-Bases-Sizes-EN.pdf, page 7) Mind that the active player has to work off all his/her effects first. So if both players have a Chalice of Ushoran, the inactive player will also benefit from the slain models removed by the active player´s SPLIT UNITS. The active player is not allowed to make the inactive player "go first" to penalize them in this scenario.
  15. How many points are you playing? Neferata´s big problem is her survivability. You have to park her in front of your opponents army to make use of Twilight’s Allure and Nurgle should be able to throw some mortal wounds on her. 550 points (Neferata + 3 CP as you say later) is a hell lot of point "just" to apply -2 to hit in a controlable, shrinking aura around a super fragile monster. Tournaments do not see Neferata because there are simply much better options in Death (I think she could actually be a bit cheaper). However, I can see how playing against only one opponent (or one kind of opponents army) can lead you into thinking Neferata is overpowered. I think it is a great gesture from you to actively make the game more fun for your opponent.
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