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Isotop

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Posts posted by Isotop

  1. 14 minutes ago, PJetski said:

    You are correct that it would not work, but not totally for the right reason.

    "Unmodified" means the roll before any modifiers. Changing the result of a dice roll with Curse of Fates is a kind of modifier. The same thing can be seen with a Lord of Change changing one dice to match the second - this counts as a modifier, too.

    A Lord of Change does not change the dice roll with MASTERY OF MAGIC:

     

    "When you make a casting or unbinding roll for a Lord of Change, change the result of the lowest dice so that it matches the highest."

    (https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-lord-of-change-en.pdf)

     

    As you just said, changing the result of a dice roll is indeed a modifier (it is adding/substracting basically). Changing the dice roll itself is something different however and is not a modifier:

     

    "Q: Some abilities allow you to either pick, change or replace a dice roll with the roll of your choice. Does this happen before or after any re-rolls or modifiers? A: Unless noted otherwise in the ability, it happens before any re-rolls or modifiers are applied."

    (https://www.warhammer-community.com/wp-content/uploads/2018/12/age_of_sigmar_core_rules_designers_commentary_en-1.pdf, page 3)

  2. 6 hours ago, LillenS said:

    This dosen’t work due to the hit has to be a unmodified hit of a 6”. So you cant change the roll of a 5 to trigger more mws. 

    It would work if you could change the dice roll itself. It does not work with the Starseer´s CURSE OF FATES spell because it changes the result of a dice roll.

  3. 5 hours ago, PJetski said:

    Allies can't benefit from allegiance abilities. Artefacts are allegiance abilities. Allies cannot be given artefacts.

    You are not answering @Maturin´s question. Or at least you use the wrong reasoning (Realm Artefacts are not allegiance abilities). However, we have this very general Designer´s Commentary:

     

    "Q: Can allied Heroes be given artefacts of power, and can allied Wizards be given spells from a spell lore? A: No to both questions."

    (https://www.warhammer-community.com/wp-content/uploads/2018/12/age_of_sigmar_core_rules_designers_commentary_en-1.pdf, page 10)

     

    Allies can not be given an artifact (wherever it may come from).

    • Thanks 1
  4. 11 hours ago, BaylorCorvette said:

    Quick question, if I play Legions of Blood and I have the Favoured Retainers Battle Trait, I assume it applies to the Zombie Dragons attacks? Since Favoured Retainers is neither an Artifact or Command Trait. Is this a correct understanding?

     

    For reference Favoured Retainers reads "Add 1 to the Attacks characteristic of all melee weapons used by Friendly Legion of Blood Vampire Lords and Legion of Blood Blood Knights."

    Yes, you pretty much answered your question yourself 👍

  5. 12 hours ago, Milo said:

    Hello, 

    I like this list!!I probably will change the artifact of Dirthu with the Greenwood Gladius (+2 Attacks to one melee weapon if the bearer has made a charge in the same turn).

    Ghyrstrike is (on average) better than the Gladius on a charge (vs 4+ safe and with + 2 attacks from woods):

     

    Ghyrstrike:

    5 (attacks) x 5/6 (2+ to hit) x 5/6 (2+ to wound) x 5/6 (chance for the opponent to not safe on a 6+) x 6 (weapon damage) = ~17,4 damage

     

    Gladius:

    7 (attacks) x 2/3 (3+ to hit) x 2/3 (3+ to wound) x 5/6 (chance for the opponent to not safe on a 6+) x 6 (weapon damage) = ~15,6 damage

     

    The only upside is that the Gladius has the potential for more damage (42 vs 30 maximal damage). The downside is that the Spirit of Durthu will not be getting the +2 attacks from charging in every combat phase (which lowers the Gladius damage to ~11,1 damage). 

  6. 22 minutes ago, Grailstorm said:

    A naked Insensate Thirster does not average 9 wounds.

    You are absolutely correct on this one. I calculated Outrageous Carnage for hit rolls instead of wound rolls. The real average damage of a Bloodthirster of Insansate rage against 4 + safe is ~7,8 (and ~1,7 mortal wounds against all other enemy units within 8" in addition).  So I have to correct myself: A naked KoS will do more damage in a single combat activation than any BT (at least against a single target). The Bloodthirster of Insansate rage is pretty comparable, though.

    27 minutes ago, Grailstorm said:

    A naked Keeper can and will always attack twice, so even if the Thirster did average 9 wounds, the Keeper would always do more.

    I think we are using different definitions of "naked" here. I simply calculated the raw damage output in a single combat activation against 4+ safe. I doubt that a KoS "can and will always attack twice", since CP are a limited ressource (even for Slaanesh) and I did not take any abilities of the Bloodthirsters into consideration that require the spending of an additional ressource.

    29 minutes ago, Grailstorm said:

    How is it not?

    You are getting this the wrong way. You are making the statement that all armies, without taking summoning into account, are balanced between each other and that summoning adds a free layer of abilities not included in the strenght of an army as a whole. Summoning being a "free" rule of some sorts is not the Status Quo, therefore it is you who has to show that your statement holds true.

    Maybe just give us some tangible arguments for summoning being a free, additional layer on top of an army.

    • Like 1
  7. 1 hour ago, Luke1705 said:

    I’d want the supreme sybarites battalion to lower the drop count. @Rhellion posted a similar list a few pages back. I tried to improve his list but I couldn’t 😅

    Also generally speaking I like the masque and to summon in an enraptress because it can’t go the other way around

    New Slaanesh player here. I am going for a first 2000 points list similar to @Magnus The Blue´s one. I am really liking the Seeker Calvacade 6" pile-in. I am also tending towards Pretenders to try out first - reason being the monster called Keeper of Secrets-Sliverslash Impaling Claws-Strongest Alone-Strenght of Godhood™. I know this might sound a bit shallow and maybe I will "evolve" into a Sybarite guy - but for everyone interested in some numbers, here is the average damage some of our pieces are doing (in one combat activation vs 4+ safe):

     

    Naked Keeper of Secrets (Sinistrous Hand): ~8,4

    Bladebringer, Herald on Exalted Chariot (being within 1" of 1 enemy unit): ~8,1 (+2,2 when charging)

    KoSSICSASoG™: ~16,5 (+2 once per combat phase)

     

    I hope this is interesting for some of you. I always like to have a rough number in my head when planning a turn. Additionally, I think there are a lot of wrong expectations floating around in people´s heads. I just crunched those numbers because somebody in another thread stated that a naked KoS is doing more damage than every naked Bloodthirster (which is wrong). I think it is easy to get a wrong impression about the KoS because the Impaling Claws can be very swingy. Everyone remembers the game they rolled two sixes to hit and wounded with all of the hits. But we forget the much more numerous times the KoS did more around the 8,5 stated above (allthough this can get up with Acquiescence or the Fane buff).

    I would be super happy to get some more discussion about our damge output and tactics in general. If you need the average damge for any unit, feel free to ask.

  8. On 8/13/2019 at 1:19 PM, Grailstorm said:

    The average damage output of a completely naked KoS is higher than the average damage output of any naked Bloodthirster. 

    This is not true. The average damage a naked Keeper of Secrets (Sinistrous Hand) doing in one combat activation vs a 4+ safe model is ~8,4. A naked Bloodthirster of Insansate Rage does ~9,4 damage in the same scenario (and ~3,3 mortal wounds against all other enemy units within 8" in addition). 

    I do agree that the Keeper of Secrets as a whole and Slaanesh are looking pretty strong right now, but feeding people with false information is not at all promoting a reasonable discussion.

    On 8/13/2019 at 1:19 PM, Grailstorm said:

    Why is this not a desirable outcome, out of interest? All summoning should be approximately at the same pace. It is a completely free ability, an additional layer on top of a game that is supposed to be balanced. Just because Nurgle can tank damage doesn’t mean it should summon slower than Slaanesh. One army fights better, one army saves better. But when you fight better and summon 3x better, then there is no need to save better too, because you have infinitely more wounds anyway.

    Where are u getting this from? How is summoning something "extra" on everything else an army brings to the table? As far as I can see this is simply an (in my view unreasonable) assumption of yours. 

    If you are picking on a single thing one amry does better than another you can make the "OP-claim" for pretty much every army in AoS. Wanderers are better at shooting than Khorne? Sounds super imbalanced if you look at only this aspect when comparing the two armies. Speaking more generally, I think your arguments are way too simple and one-dimensional.

  9. 5 hours ago, Duck1986 said:

    Hi there,

    I did try searching for this but couldnt find any results - apologies if it's been asked!

    If I run my handgunners up the field on turn 1 and then get charged in my opponents turn, are they able to activate their piper "Stand and shoot" ability despite the fact they ran? The wording states that "if an enemy unit ends its charge within 3" of a unit that includes any pipers, they can signal their unit to stand and shoot. Each model can then shoot it's missile weapon at the charging unit" 

    Likewise, if playing in a Great Company and they are offering support to another unit and meet the criteria, can they still shoot? The wording states "as if it were its shooting phase"

    This also then leads to the next question, which is "Steady Aim" - if I move in my turn and then am offering support to another unit in my opponents charge-phase through Great Companies, can I add 1 to hit rolls? The wording is "So long as its unit did not move in the preceding movement phase and there are no enemy models within 3'' of it's unit"

    I'm leaning towards the answer being that the unit is unaffected by the move and runs it made in my movement phase, as it's my opponents turn and the wording states that I can do it and doesn't mention my turn's impact?

    Running only prevents the unit from shooting later in the same turn. Therefore it will be eligible to shoot in the subsequent opponents turn.

    About Steady Aim: I am not a native english speaker but I can not imagine what "preceding movement phase" could mean other than "the last movement phase" (in your opponents turn).

  10. 1 hour ago, PiotrW said:

    I see, thanks :)  But it also means, then, the Ballista's base is not only of strange shape, but it actually has the ability to *shapeshift*? Weird...

    In my opinion you are not allowed to change the position of the crewmen realtive to the Ballista after deployment. Most people play it more liberal, though.

  11. 11 hours ago, PiotrW said:

    I see! But how this works when calculating firing distances - do you measure the distance from the main ballista piece or can you measure also from the crewmen? Logic would dictate the first option, but maybe it works another way...

    The rules perfectly tell us how the work (most times), although I agree the Ballista is a bit weird in this regard. "Logic" is not dedicating that we should measure from the Ballista body. What you describe  is an intuition how something should work from a real world point of view. Try to ignore this intuition of yours when trying to understand rules, it has no influence on how a rule is working. In the case of the Ballista, its rules tell us that the Ballista + crew are treated as one model, period. The core rules tell us that a distance between two models is measured between the closest points of the models bases. So yeah, if you are shooting something in front of the Ballista and you have a crewman in front of the "main Ballista" you will measure from (the base of) the crewman. Likewise an enemy model can charge the crewman and attack the Ballista as a whole.

    It may help to imagine the three bases of the crewmen/Ballista as one (very weird) base with gaps within itself and a pretty strange shape. 

  12. 13 hours ago, Cilibeo said:

    So p. 74
    “Any units that cannot be set up at their contingent’s arrival time for any reason are destroyed”.

    Then a player with evocations can destroy a contingent just preventing me to deploy it? (I think 20 ghoul for FeC 40” or 10 ungor for BoC 20”).

    I think this must be faqed.

    Since your contingents are brought to the board at the end of your respective turn, you always have a  chance to react to anything placed within your deployment area. Alternatively you can deploy models next to your deployment area to partly block enemy units from being placed there via summoning/teleports.

    In my view the bigger problem is that a bigger contigent will not be able to be placed within the rather smal 12"x3" deployment area in the first place.

    Finally, remember that models not being able to be placed are slain, not units.

  13. 54 minutes ago, EMMachine said:

    When I look at the summoning rules of Slaanesh or Khorne for example there summoning rule says

    So that part of the Reserve rule is basicly fulfilled:

    They are part of the army but set-up later after the battle has begun.

    And it is the only rule that states that set up isn't a move so that hole would open up again.

    "Reserves are units that are part of your army"

    Summoned units are not part of your army before you summon them and put them onto the battlefield (as you pointed out). 

    And more importantly:

     "[...] which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun."

    Summoned units do not have an abililty to set them up in another location. The reserve rules explicitly talk about units you put on the side during deployment (such as a Stormcast Eternals unit put into the Celestial Realm or a unit of Idoneth put aside with a Soulscryer). 

    Maybe you see something in the rules I am missing. As far as I can see they are pretty clear, though.

  14. 25 minutes ago, EMMachine said:

    Well, deadly territory says that the units must treat the enemy arrival edges in the same way as an enemy model. And most of the summoned units have a "more than 9" from any enemy units" rule. I don't think that they should be treated in other ways.

    But the rule applies to reserves. does it not? I do not have to book in front of me right now, so someone quoting the whole thing would be helpful.

    Summoned units are not reserves.

  15. 7 hours ago, EMMachine said:

    Oh, you meant that rule. Summoned units are basicly reserve units, so yes, they have to keep distance. That's the purpose of that rule.

    I am pretty sure that summoned units are, per definition, not reserves:

     

    "Reserves are units that are part of your army, but which have an ability that allows you to set them up in a location other than on the battlefield and deploy them later once the battle has begun. Setting up a reserve unit is not considered a move for the unit, but it may restrict a unit’s ability to move in the same turn. Any reserves that have not been set up when the battle ends are treated as if they had been slain when you are working out which side won the battle."

    (https://www.games-workshop.com/resources/PDF/AoS_Rulesheets/ENG_AoSSW_Rules_booklet_web.pdf, page 2)

     

    Assuming what the purpose of a rule often leads to misconceptions. That is why RAW (if possible) is the correct way to "interpret" the rules.

  16. 8 hours ago, frostfire said:

    I know the core rules suggest that allegiance abilities cannot benefit allied units but the Faq says when an allegiance ability contradicts the core rules, the allegiance ability takes precedence over the core rules.

     

    7 hours ago, Tankman said:

    No allied units don't benefit from allegiance abilities

    Are you serious?

  17. 3 hours ago, Orvos said:

    That's great guys, thank you!

    Looks like I was confused about the WITHIN 3" phrasing. I was assuming that stopping AT a distance of 3" still qualified for pile-in, but in fact the base has to be WITHIN 3", which obviously you can't do with a normal move....thus necessitating the Charge roll.

    Brilliant!!! Thank you!!!

     

    Just to clarify: Exactly 3" away is within 3 ". You just can not reach this "boarder" with a normal move.

  18. 10 minutes ago, Orvos said:

    A simple question that I'm struggling to find an answer for...

    I have a Black Knights cavalry unit 10" away from an enemy unit. During the movement phase I move it 7" towards the enemy,  i.e. halting  3" from the enemy unit.

    I'm now within pile-in range for the combat phase. BUT, I want to 'Charge', because I get buffs for charging with the unit (+1 attacks and +1 damage). Do I still have to roll for the Charge...because technically the Charge could still fail, if I roll double 1s...?

    If I roll double 1s and the charge roll fails, presumably I can still pile-in, but won't get the charge buffs?

    Is this correct? Thank you!!!!

     

     

     

    You are not allowed to "halt" within 3 inches of enemy units:

     

    "When you make a normal move for a model, no part of the move can be within 3" of an enemy unit [...]"

    (https://ageofsigmar.com/wp-content/uploads/sites/12/2018/06/AoS_Rules-ENG.pdf, page 4)

     

    I hope this allready answers your questions. If not, feel free to ask further.

    • Like 1
  19. 33 minutes ago, TheVenerableBede said:

    Am I right in thinking this FAQ confirmed that spells / abilities that work off characteristics also take into account modifiers?

    If so, that makes Cloying Quagmire a bit more tempting, especially if you are likely to face Fyrelsayer 1+ saves or SCE 2+ saves.

    Pretty sure this does not work, since "armour enhancing" abilities do not modify the save characteristic, do they?

  20. On 7/6/2019 at 9:16 PM, Browncoat89 said:

    Looking for thoughts, I love taking a keeper as my general and giving them awesome artefacts but I recently thought of how good some of the artefacts would be on a blade bringer on exalted chariot just because of the volume of attacks. If you augment those attacks in any way that is amplified quite a bit by the sheer number. Like the runeblade for rend -3 on 9 attacks, or ghyrstrike so now all 23 attacks (if the ability doesn't generate even more) are hitting on 2+ wounding on 3+, or even things I'd never take on a hero like the keeper because the odds are so low like sword of judgement. That is doing D6 mortal wounds to heros or monsters on a hit roll of 6+. If they sacrifice a wound to the fane or take a command trait to reroll hits then they are getting 9+ attacks rerolling all fails, statistically likely to get at least two 6's that could be 2d6 mortal wounds to enemy heros in addition to the 14 other attacks they have. idk just thought, and there is no reason you still couldn't run a keeper or two each with their own artefact as well.

     

    Remember that you can re-roll all hit rolls, not just failed ones.

     

    On 7/6/2019 at 9:23 PM, kenshin620 said:

     

    Unfortunately to burst your bubble, with very few exceptions (such as Aura buffs), Items and Traits do not affect mounts or companions.

    Otherwise I'm pretty sure that vampire Coven Thrones would be far more popular.

    While being a bit off-topic in this thread, did they change the Coven Throne´s warscroll? As far as I know nothing about it is a mount.

  21. 5 minutes ago, ageofpaddsmar said:

    That's a good one for the thing about moving. But with my group it's not that it cannot move its that you remove it from the table thus breaking the clause in the balewinds rules. Where it counts as one model for along as its on the battlefield. 

    Now that could mean as long as its not dispelled or it could be if you remove it to place elsewhere. 

    I'm of the people that think it can teleport (I'm seraphon player lol) 

    Can you quote the clause you are talking about? I am pretty sure it does not exist, but I could be wrong.

  22. 7 hours ago, Sedraxis said:

    1. No. Since a battalion drop is still multiple units, the restriction still applies.

    2. Im unsure but my gut goes with yes. You deploy multiple units at the same time, but you still get to choose where each unit goes. The only part I am unsure about is wether you need to check how many units are on the battlefield before you deploy your battalion or if you can add then during.

    It seems you do not need units on the field at all. Only the ratio after your deployment matters:

     

     

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