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King Taloren

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Posts posted by King Taloren

  1. So new FAQ came out for Sylvaneth and answers the question.

    Q: Does an Awakened Wyldwood that is set up during a battle follow the same restrictions as faction terrain that is set up before the battle begins in the General’s Handbook 2019?

    A: No. The rules in the General’s Handbook 2019 for setting up faction terrain only apply to faction terrain that is set up before the battle begins. For an Awakened Wyldwood that is set up during a battle, follow the restrictions for setting up that Awakened Wyldwood as they appear in the ability you are using.

     

    So follow the GHB for setting up the woods before the battle and then the battletome for after the battle begins when using spells and abilities 

  2. Unless the rules still specifically call out how many of each kind of model you are allowed to take them all and as many and any combination . For the moment.

     

    A lot of the command models like icon bearers and banners have been restricted to 1 in 10/20 depending on the size of the units starting numbers in more recent battletomes.

  3. Yes they can ignore any models when making their charge moves.

    I don’t know what you mean by closest distance in charge . You are allowed to charge at any unit you wish and move the maximum amount of the distance rolled. At least one model has to end it charge within 1/2” of an enemy model.

    Unless you mean during the fight phase when making pile in moves. Yes you must still move toward the closest enemy model when piling in. You can ignore the model as in you can hop over the closest model provided you do not move away from it.

  4. 7 hours ago, PiotrW said:

    Yup, I meant the two crewpersons that come with each ballista, I should've been more specific :) I've been wondering how they work - whether they die with the ballista itself, or one by one? Thanks for answering that :)

    Another ballista question, though: how does the crew work in close combat? Let's say the ballista itself is being attacked from the front and the crew is completely at the back, an inch or two away from the attackers... Can you still use the crew's blades to attack? Or do you need to move them toward the attackers first?

    The ballista  and crew is counted as one complete unit so regardless of what part of the Ballista the enemy is near is in range of the melee attacks 

  5. The Ballista  is primarily a long range lawn mower of infantry and some heavy armor units. That -2 rend is no joke especially when every hit counts as d6 hits.

    The entire ballista and crew are treated as one model for damage and everything is killed and removed at the same time.

    The Lord Ordinator which I’m guessing who you mean as an engineer is the buff of minor that makes the Ballista fire at 2+ for it 36” profile and 4+ on its 18” profile which is where you really want the buff. 

    So glad they removed his original command ability, ORDER warmachines fire twice.

    unless you mean the engineers with the ballista in which case they are there to show that it is a manned weapon and not some automaton 

  6. Yes command abilities are always available as long as there is a model or unit that can use them General alive or dead.

    1. They say can because you may not want to to take the Cache. And it allows for people who don’t want to have it. If you aren’t playing against a death or chaos army it’s relatively useless to say you have it. Sometimes the prime might also be taking the greatmace instead so he isn’t allowed to have the cache.

     

    2. That is the risk of running endless spells and their usage. And giving a small advantage to going second at times so that you can choose which spell you need to have he most impact. And yes you can’t land them on top of a unit they must be sitting on the board or terrain at the end of their move. They cannot exceed their movement range either so often you might find yourself not able to get the maximum distance.

  7. Command abilities can be a bit weird. 

    9 hours ago, PiotrW said:

    Are they available only to generals, or to any unit that has them listed?

    They are available to any unit that has them listed. But there are a few command abilities that only can only be used when that model is the general. And you General is always a hero/leader.

    Astrellia is one of the models who can use her command abilities even if she isn't the general.

    As to when they can be used any of the command abilities require a hero in the army,  the command points to use, and if the command ability is tied to a specific unit or model they need to be on the field to use it.

    Some command abilities will require a hero or other unit in range of another to use. Like the three generic command abilities require a hero within 6” or the general within 12”.

  8. I am not seeing anything to say you cannot. Most summoning rules will state if you can move or not. Though also most summoning is doing at the end of the movement phase so this might be a special case where the vermin lord is allowed to do this.

    Though this is a 1/36 chance of happening so it’s not something to plan on consistently happening which might be sort of an additional reward for getting the Peal of Doom to work like this.

  9. 1. It’s 6 attacks total. The profile counts all the handmaiden attacks together. Much how the Leviadon has two harpoon launchers but only 6 shots total.

    2. Yes. You can use any of those abilities to in which order you wish since they all take place in at the start of the hero phase 

    • Thanks 1
  10. 1 hour ago, PiotrW said:

    I see! Could I ask where this FAQ could be found?

    BTW. What is the rule of one?

    It’s on the warhammer community website. https://www.warhammer-community.com/wp-content/uploads/2018/07/age_of_sigmar_stormcast_eternals_errata_en.pdf

    there are also ones there for every book printed including clarifications on some rules.

    The rule of one is in matched play/pitched battle. You are only allowed to cast a spell once regardless of how many units might know the spell or if it succeeds or fails. So diversity among wizards is often a good thing.

  11. 1. If you are playing Matched play games then no you are not allowed to pick a new general. Only in Open play or narrative games.

    2. There are.no other restrictions to who can be a general aside from the leader position.

    3. There is an FAQ that allows Evocators to choose a spell from the Lore of Invigoration. GW forgot to say this when the book went to print. The can’t use other spells is still for Endless spells and other spell lores. Also you can only pick one spell from the Lores. Though you are allowed to give each wizard their own spell instead of one for all wizards because of the rule of one in pitched battle. 

    4. Yes friendly units can include the caster as long as it doesn’t say “other friendly” that is the only exception to the rule. This is also true for abilities and command abilities and traits.

  12. 1. Correct. Soulbright can only use her ability on Hammers and no other stormhost,

    2. Yes units that have the Hammers keyword can benefit from her ability regardless of what stormhost you are running.

    3. Yes you can return Steelhearts champions back to the field. Story wise just make up your own reason.

    4. General dies and that is it. Outside of losing his abilities, traits and the 12” range of command abilities, there is no other drawbacks added. 

  13. 1 minute ago, Charleston said:

    Thank you very much for this (amazingly fast) answer! Can you maybe ask my extended question of how this affects meele combat?

    The obstacle rules only apply to ranged combat. In melee combat @ppetford is correct that you have to be inside the terrain feature to gain the cover benefits it is within so you can be on the edge of the woods to keep your opponent from gettinng inside.

    • Thanks 1
  14. Just now, ppetford said:

    Ha! I’ve been playing this all wrong. Thanks for correction 🙌

     No problem. Yeah the line of sight blocking for the woods is the baked in abilities on the warscroll. Overgrown Wilderness.

    There is no other line of sight blocking rules (that I recall atm) except for the true line of sight blocking when the models are completely hidden from view.

  15. 1 minute ago, ppetford said:

    I was just clarifying the rules of cover and the rules for obstacles.

    The rules for cover in AoS is granted when a unit is wholly within or on a terrain piece, page 7 of the core rules. This grants +1 to their save roll. Note this is not the same as the rules for an obstacle.

    An obstacle blocks line of sight for shooting attacks targeting a unit behind and within 1” the terrain piece, page 9 of the core rules. Note, this is not the same as the rules for cover and does not grant any bonuses to save rolls.

    It does not block line of sight. Go reread it.

    OBSTACLES

    Some terrain features are obstacles that block attacks to targets that lie beyond them. When this is the case, it will be noted on the warscroll for the terrain feature.

    When a missile weapon targets an enemy unit that is within 1” of an obstacle then then target receives the benefit of cover if the attacking unit is closer to the obstacle than the defending unit.

    • Thanks 1
  16. We’ve answered this one a few times in the past couple of weeks.

     

    Yes a unit can hold multiple objectives. The objective doesn’t care about units only the number of models in range. A model cannot count as holding for more than one, but a unit can hold as many as it can reach while staying in coherence as long as no model to counts as holding more than one

    • Like 1
  17. Q: The core/matched play rules say that allies cannot use
    or benefit from allegiance abilities. There seems to be quite a number of situations where the question of what ‘benefit from’ means. Could you explain please?
    A: Certainly. It means that battle traits do not apply to and cannot be used by allied units. In addition, it means that allied units cannot receive allegiance abilities that you choose (or roll for) for certain types of unit in your army, such as command traits, artefacts of power or spells from spell lores. Note that, in the second case, allied units can be affected by such allegiance abilities when they are used (or would otherwise take effect) during the battle, as long as no other restrictions apply. For example, you could not choose an allied Wizard to know a spell from a spell lore, but an allied unit could be affected by the spell if it was cast. In addition, any scenery rules for faction-specific terrain features apply to allied units during the battle.

     

  18. 3 hours ago, kleinemade said:

    Thanks for your Feedback.

    I have an additional question regarding the Changeling. 

    In the warscroll is mentioned, that the changeling can cast a Spell known by a Wizard within 9" - That’s clear so far ! 

    But if i use for example the Infernal Gateway from the Lord of Change on which D6 result will the enemy suffer a MW ?

    Thanks in advance

    That’s a good one to ask about... It almost sounds like this is one that should probably have fallen under being unable to cast. Might need to send an ask to GWs FAQ team. 

    For the time being I would probably run it as the damage table shows and wound suffered by the changeling determines the strength of the spell.

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