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King Taloren

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Posts posted by King Taloren

  1. Well a way is to simply rotate the base so that the horses don’t create a problem with b2b contact. Even if that means making the Coach face the wrong way. Facing is not an actual rule in Sigmar so to simply have it so the base can get to that 1/2” range it can be done that way.

    Another way is to use the case of “I can’t fit this here because the model stops the base from getting close enough without knocking over your models, but do you agree that it is 1/2” away to this model in your unit for the sake of making the charge?”

  2. Yes it is perfectly leagal. As long as you don’t use any abilities that are done in the main part of the hero phase you can keep using spells and abilities that are done at the start of the Hero phase.

    which basically means as long as it says “at the start/beginning  of the hero phase” and not “during the hero phase” you are good to use as many as you want and in what order 

  3. On 7/8/2019 at 10:28 AM, Platypus said:

    The Skaven FAQ has an updated question that sounds similar to this. I don’t know what Skitterleap does, but it sounds like some sort of teleporting.

     

    Q: Does a Balewind Vortex with a Skaventide Hero atop it travel with the Hero if they use Skitterleap?
    A: Yes.

     

    Skitterleap is an ability very much like LOSAT that has the model removed from the battlefield and set back up.

    So as I said it does work.

    • Like 1
  4. @Vextol I guess the answer here is to see what your TO has to say about tithe points. Though in this situation I’m fairly certain individual pools are the way to go otherwise you could argue that the sharing rules goes even with Khorne vs Khorne games and both sides have to share the same pool of points. Why should both Khorne armies get their own individual bloodtithe pools after al?

  5. 1 hour ago, Scott_K said:

    So... you could hypothetically wipe out your opponent's army, play one or more battle rounds by yourself, and still lose.  That's absurd.

    That’s the game rules. If your opponent manages to score more than you or even make it impossible to score any more points than that is a win for him. Which is an actual ways battles have been won realistically 

    • Like 1
  6. 4 GLORIOUS VICTORY Most battleplans will tell you
    when the battle ends and what you need to do in order to win the game. If neither player manages to achieve a victory then the game is considered to be a draw.
    If the battleplan does not explain how to win the battle, you must slay all of the models in the opposing army to win a major victory. If neither player has done this by
    the end of the fifth battle round,
    the player that has slain a higher percentage of models in the opposing army than they have lost from their own army wins a minor victory.

     

     

    So the only time you win like that is if you are not playing any regular objective games and just playing to murder each other.

  7. The points take precedence over tabling your opponent in Sigmar. You still play out to round five and then total what points both sides have. You can still win even if you have nothing on the table if you earn enough points before round five. There is no instant win condition for tabling your opponent outside of most likely going to score more points in what is left of the game.

    Though this does depend on the win conditions of the battle plans you are using. As there are a couple of plans which you win instantly if you control all objectives at the end of turn.

  8. Pendulum damages any unit it passes over plus any units within 1”  of it after it finished moving so it will hit everything it passes over to the portal and then once it is set up anything within 1” of that.

    You cannot move the spell after it goes through the portal and set up on the other side. You  cannot send more than one endless spell through the portal a turn.  Any other spells that end up within 6” will just sit there.

    They have this in the designer commentary for Malign Sorcery in WarhammerCommunity

     

    Edit: Really now if you guys are going to downvote an answer then at least come  and say what is wrong with what I said.

  9. You have to look at the individual abilities themselves. Most of them I think should be usable in situations that movement is normally restricted. Because though it counts as movement it is not considered an actual move by the definition of movement in the game rules.

    And a great many (almost all) of the abilities also list that they count as movement for the movement phase and abilities that are looking if a unit has moved or not.

  10. The app is poorly maintained... official or not. This is the app that for a few weeks at the start of 2.0 had given ogres the most overpowered ability to hit anything with 44” reach weapons.

    The printed warscroll for the model on the Games Workshop Website use the words  “Any within 12” “ 

    I would call that the most recent printed version of the warscroll even if there is no date on it. There is nothing listed in the errata to make such a change to claim that the app overrides the battletome nor the Website printed rules.

    In fact instead of trying to game the system with this huge fallacy of an argument of App vs printed rules just submit the error on the app to GW and let them sort it out.

  11. Your group is overlooking the part that the balewind and slaan are treated as one model. 

    This means that for the teleport ability you remove both models  and setup both because they are not two separate models right now but treated as one model for all abilities and rules in the game until the balewind spell is removed from dispelling or the slaan/kroak is killed and both are removed from the battlefield. 

    • Like 1
  12. The “save after save” is actually a damage negation not really a save. That is just what a lot of us (myself included) call it.

    ”when this model suffers a wound or mortal roll a die and on a x+ that wound is ignored”

    This means it is done after the damage step because no wounds are actually suffered until that point.

    Number 2 is the correct way.

    • Like 2
  13. No because it is looking for any model with this ability not for each shaman. Any means one or more so it is only looking for at least one to give the ability and cares not if there are two or five more.

    • Thanks 1
  14. 14 minutes ago, EMMachine said:

    Stormcast Eternals don't even have that problem. @stato had already quoted that part.

    Ok. Hmmm.. the Stormcast still have to follow the 50/50 rule which makes for interesting things that an opponent can force fewer units to be deployed in reserve if he blasts the Stormcast off the table before he gets a chance to setup. 

  15. 7 hours ago, Grimnir said:

    No deepstrike and other reserves. 

    ARRIVAL TIME Each contingent has an arrival time, which is when it must be set up on the battlefield. This will be indicated on the map included in the battleplan, and will specify either ‘Start’, ‘Turn 1’ or ‘Turn 2’. Contingents with the ‘Start’ arrival time are set up before the start of the battle. Contingents with the ‘Turn 1’ arrival time are set up at the end of the controlling player’s first turn; contingents with the ‘Turn 2’ arrival time are set up at the end of the controlling player’s second turn. Any units that cannot be set up at their contingent’s arrival time for any reason are destroyed.

    RESERVE UNITS In a Meeting Engagement, reserve units cannot be set up on the battlefield before the arrival time of the contingent those units belong to. If a reserve unit has to be set up on the battlefield at a specific point – e.g. at the start of the controlling player’s first turn – but that point comes before the contingent’s arrival time, that unit cannot be used as a reserve unit in that battle – either set that unit up with the rest of its contingent or do not use that unit.

     

    Cant deploy before and cant deploy after

    It does not say that a unit cannot be set up in reserve. Nor does it say that the unit cannot deep strike. It says they cannot be be setup on the battlefield before the arrival time of the contingent they are a part of. The part you helpfully bold and underlined.

    If reserves were not allowed why the sentences about timing and just flat out say NO UNITS CAN BE PLACED IN RESERVES. They say it pretty explicitly in battle plans like Total Commitment  which you cannot place a unit in reserve.

     

    Also setup does not specifically call out that they have to be on the battlefield. Merely that they must be setup.

    This does not stop units that say “instead of being setup on the battlefield place the unit into reserve”.  It does stop units that require setup in reserves at the start of the battle from being used in later contingents. Clan Moulder and Stormcasts come to mind as units that would have that issue. As I believe the rules for their deep striking require they are setup before the game begins. And moulder requires they deploy on the first turn. I could be wrong about that...

     

    And I am willing to bet actual money that the Unit cannot be setup is destroyed is for units deploying on the battlefield. If you can’t set it up following deployment rules it’s destroyed. Like the normal 9” away from enemy units if your opponent bum rushes to the end of the field and makes it so you can’t deploy your units then they are destroyed 

  16. 1 hour ago, EMMachine said:

    It's actually a valid point because "Arrival Time" only mentions "set up" and not "set up on the battlefield " like "Reserve units" does.

    This is what I am reading. There is nothing to say that setup cannot be in reserve in for  deep-strike later in the game/turn. Merely that the unit cannot be setup, in reserve or the battlefield, until the arrival time.

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