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King Taloren

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Everything posted by King Taloren

  1. One suggestion is to make sure the units are associated with the battalion it could be that it is not recognizing them as part of the set up until you tell it they are connected. Another suggestion is this is likely a bug in the app among many that might need to be looked at. You are indeed allowed to take more than two as long as you take them in a battalion. so it’s something with the app instead of your list.
  2. When the models carry multiple weapons that you can use the warscroll will tell you even if it can be slightly confusing at first. Eg for using all weapon profiles: This model wields a spear and great bow, while its mount attacks with its piercing claws and using it massive jaws to bite the enemy. eg for choosing: This model wields a longsword and great shield. Sometimes it takes a mace and shield or a falchion and greatsword. Some also carry grenades.
  3. So basically You are saying. ”I want to interpret the rules as I wish and I don’t care if there is precedence and the fact the rules say and have been clarified by the designers in other material to say the things I disagree with.” I think this has been what you’ve said in other threads too when things you have said are pointed out that are incorrect with the information from the FAQ and errata Ok
  4. Well it isn’t in The core rules but the reroll abilities have a special word that sort of grants this look ahead. “You CAN” As @EMMachine points out you sometimes won’t reroll a failed dice because a positive modifier makes it a success instead. The Designer Commentary even states about rerolls not allowed to be taken after modifiers. No matter what the abilities say. Q: Some abilities allow me to re-roll a successful (or unsuccessful) roll. When this is the case, is the success or failure based on the roll before or after any modifiers are applied? A: Re-rolls happen before any modifiers are applied, so the success or failure will always be based on the unmodified roll. Note that, when an ability says you can re-roll a failed roll, you may want to consider the effect that modifiers may have before deciding to re-roll the dice. For example, if a roll succeeds on a 4+ and you have a +1 modifier, you probably don’t want to re-roll ‘failed’ rolls of 3, because they will become successful after the modifier is applied! I have to ask what are you rerolling during the game that you need a unique result from a table? If you are talking about generating command traits or spells and abilities this is not considered a piece of the game proper and not something that fall into the no reroll category.
  5. Sorry you can’t apply a reroll to anything that is modified. Even if it says failed rolls that is only allowing to reroll the ones that wouldn’t have made it in the first place. The only time you can look ahead and reroll is if you are allowed to reroll all hit rolls. This is perfectly intended to make rend and -1 and -2 modifiers actually mean something instead of giving an opponent a chance to roll even better and essentially make the reroll a buff against them at times instead of a defensive ability.
  6. @Isotop has what I am thinking. For steady aim I agree too. If it was worded like your preceding movement phase then it would possibly be a hindrance. Long as no one has an ability to make you move during their movement phase it should be good
  7. That is what it looks like to me. You can deploy as much as you want and then continue on the next drop with as many units from the battalion. I do not see anything saying that there is a limit on how many drops the battalion has to be turned into.
  8. I do agree there should have been some greater visibility on the entire thing. They did errata all the battle tomes with fight first abilities at the time the article was published to say that fight first means they fight at the start of the fight phase. This was published as well to say that the fight first abilities work just like any other ability and resolve in order of the player turn when there are multiple fight first and last abilities on the table
  9. The main reason for the article was to explain in greater detail what they couldn’t put into the designer commentary not without printing a new pamphlet/rulebook. https://www.warhammer-community.com/2019/03/21/who-fights-first/ but go ahead it is your community. But if you guys want to play elsewhere or at tournaments out of town this is what everyone will have to understand
  10. The designer commentary is supposed to be clarification of rules and rules interactions when certain situations arise that the printed main rules do not have clear stance on. It’s not exactly new rules but it is giving the read as intended over the occasional read as written. RAI vs RAW which is often the main cause for many rules discussions here. Moving Over Terrain (as in the core rules): Unless otherwise stated, a model be moved over a terrain feature but not through it. (So models can’t move through a wall or pass through a tree but climb up or over them). A model can be moved vertically in order to climb or cross over a terrain feature, counting the vertical distance up or down as part of its move. Which RAW means you can climb on anything that is terrain and with the commentary there is nothing said that a verticals move that ends where a model cannot technically fit or remain is still legal.
  11. Yeah. It all started with how to solve abilities that all take place at the same time. And GW stated you apply the effects of the player whose turn it is in whatever order they want and then the players who isn’t and in order, etc. etc. and anything that overrides an ability that happened earlier takes precedence. Unless there is specific ruling on an ability to deal with the situation. This spilled into the combat phase with the rampant fight first abilities and then soul cage and slaanesh’s fight last tricks. So GW came out with these rulings following the player turn chooses abilities first.
  12. It was written by the FAQ guys and they said the article was their definitive answer for the fight first questions. Ahh I missed this one: Q: Let’s say Unit A has been made to fight at the end of the combat phase. If, when Unit A fights at the end of the combat phase, its pile-in move results in Unit B being eligible to fight when previously it wasn’t, because Unit B was outside 3", can Unit B now pile in and attack? A: If Unit A is from the army of the player whose turn is taking place, then Unit B will be able to fight (as its opportunity to fight comes after that of Unit A, and it will be eligible to fight because it is within 3" of the enemy). If, on the other hand, Unit A is part of the army belonging to the player whose turn is not taking place, then Unit B will not be able to fight (as its opportunity to fight came before that of Unit A, when it was not within 3" of the enemy).
  13. In the core rules page 4 on the Azyr App. Moving over terrain and the Designer comments on core rules under movement. Q: Are models allowed to climb a terrain feature such as a Fortress Wall? A: For simplicity and ease of play, the rules allow any model to climb any terrain feature. If you wish, you can only allow models to move to places that they could reach ‘in real life’, but it will require a certain amount of common sense in order to make such a house rule work. Q: If the height of the terrain feature exceeds a model’s movement, can it be climbed over multiple turns? Can a model run up a terrain feature? A: Yes to both questions. A model may need to spend several turns climbing an especially high terrain feature (you will need to remember how far it has climbed each turn, and measure distances and visibility to or from that model as if it were in that location).
  14. Actually I was thinking about the Warhammer Community article on Who fights first where they went into full detail with examples of how the fighting first/last and turn order works. Thought there still several interactions that still not entirely clarified.
  15. It has been FAQd that fighting last now means to fight at the end of the fight phase. Which is now considered a sub phase of the Combat phase which happens after both players pass in the main fighting phase. But a unit can still be drawn in and allowed to fight that couldn’t earlier. As @T10example shows if Jim piles in on Bobs daemonettes. They will have to fight before Bob’s keeper can be selected now. Or vice versa. Or bob’s keeper can pile in when he fights last and a new unit of daemons will have to fight “last” because they hadn’t been eligible until now. The Combat phase ends only when there are no units left to fight. But @CB42 is correct that normally it is the player whose turn it is is the one who goes first when you have one or more units that have to fight last:
  16. There is the wobbly model syndrome and then there is the rule that models can scale up anything, even 8” high walls as long as you make sure that you keep track of how far they have ascended up the wall by some method. So parking them on the Dias so no models can normally be placed will not stop anything thanks to the new rules of climbing any terrain features
  17. But does that override that you choose all your allegiance abilities before the battle? Which include spell lore, command traits, artifacts, etc. I don’t see where knowing a spell lore means you get to choose one for summoning something to the table that didn’t get to choose with everything else before he battle started. May know isn’t an absolute, nor does it say “on setup a tzeentch wizard may choose...”
  18. This is one that I don’t know if GW has FAQd or not. Far as I know there has been some debate on things but as written you choose your spells for wizards in your roster before the battle so any wizards setup after probably only have their base warscroll spells and endless spells. It’s not like the guys summoned had time to choose a spell before they pop up into the battlefield
  19. RAW yes it looks like you can make the battalion one drop or as many drops as you want. “During setup you can set up all or some units of a warscroll battalion at the same time rather than setting up each unit individually”
  20. The Ballista is treated as a single model so measurements from any part of it should be quite alright. Yes. Though you do need to have the Lord Arcanum as the general to unlock the sequitors as a Battleline unit as wel. But you are correct that you will need to choose another Battleline if you have ten sequitors in one big unit.
  21. He is pretty decent as a damage dealer for getting the depravity points and as a good support. He’s got one of the good command abilities letting units fight twice in the combat phase. And you can use it as long as you have points and units in range and haven’t fought a second time that combat round. Including himself
  22. I don’t have the book on hand, but I do know there isn’t any of the 9” restrictions that could prevent a lot of the reserve deployment like deep striking. Though I do believe that was the case, that raw you can deploy in combat it is actually quite hard to prevent deployment without flooding the entire zone to ensure no models can be placed into the area. It is possible but highly unlikely given the size of the table and the square inches of area you have for deployment
  23. No it is perfectly fine. If they can somehow get to a point that they are deep enough into your territory that you cannot deploy anything that is just bad positioning on your part to allow it. Though I believe someone pointed out to me that there is no restrictions on how close you set up the contingent wave to enemy models so they would have to do some really major positioning to prevent you from deployment
  24. I’m not really sure. For the moment allying in something that can provide the -1s is about the best that could be managed or a artifact to give -1s to try and make it useful. But it might take waiting a few years or so for when the next slaanesh battletome is cycled in. For now it feels like it’ll be really niche ability that you might get to use occasionally. At least for getting someone to take the temptation. The d3 is still great to auto hit a lot of heroes with. Though slaanesh has a lot of other things going for it with some of the best summoning in the game and all the crowd abilities that make it play like a control deck in MTG.
  25. This isn’t really a rules question. The temptation is hard to pull off because yes the rules make it not that tempting to most players. +1 to hit with a 50/50 chance of being slain immediately after is not quite the good deal. The best time someone might take it is if they think their hero is going to die in the combat phase anyways. Or if the d3 mortals would flat out kill their hero. It would probably work better if slaanesh has more -1 hit modifiers around the army to tempt players into getting to roll even against enemy units.
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