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King Taloren

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Posts posted by King Taloren

  1. Balewind Vortex does not push units when it is set up. You must set it up 3” away from enemy units and within 1” of the caster or the spell fails. There is no ability to force enemy or any of your units to move with the balewind.

     

    You May be reading the old rules for balewind vortex which are invalid and have been replaced in Sigmar 2.0 rules.

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  2. 37 minutes ago, Sedraxis said:

    I think this is wrong.

    The Judgements of Khorne fall under their Allegiance abilities and there's a line that reads: "KHORNE PRIESTS in a Khorne army can summon Judgements of Khorne"

    Seems to me they have the same restrictions as the blessings & spell lores have.

    An interesting part. The Warscrolls for the judgements do not say there is any restrictions on allegiance they just state that a friendly Khorne Priest May summon it. 

  3. This section of the forum is more suited to discussing the actual game rules, abilities and interpretations more than anyone’s custom rules. You might have better luck in narrative open play section asking about this. 

     

    The rules sound interesting but there are a couple of factions which have no priests. destruction has no priest units at all and Death only has Nagash with the priest keyword. Khorne’s, Pestilens and the Chaos warshrine are only priests in chaos. So this might turn out very unbalanced when you see how many factions could actually use that kind of rule. The biggest problem is the factions with endless spells and no priest to cast them. Which is everyone but Stormcast, skaven pestilens and Nagash. Because Khorne and Fyreslayer have priests because theirs are cast by priests already.

  4. The rules are actually written that you roll every attack dice individually and settle each one before moving to the next dice. 

    So one 6 is d3 mortals and the other three that are 5s are now to wound rolls.

    Most people  tend to fastroll instead which is rolling all dice at once.  So just treat each dice as an individual attack that has no bearing on any other dice rolled for this attack sequence.

  5. The problem here is that.

    1. You must remove the unit/model first.

    if the general is removed from the table, he no longer exists in the battlefield. Essentially for the brief moment between step 1 and 2 he is in reserve. 

    2. Then set up 12” from the General keeping 9” away from enemies.

    How do you set up a model 12” away from itself when it is not on the table?  We’re placing the argument that when a model is being set up it counts as being within range of itself, but is there precedent anywhere else that setup model count in such a way?

    This ability is also not once per turn so potentially you can then redeploy several units and general across the entire map. Granted it’s not stupid powerful like some other abilities in armies. It just doesn’t feel like that is intended.

  6. I swear I have seen something from GW about how they stated some clarification to this about how since several (ie most) models don’t completely fit inside the bases. Given that problem, overlapping the models over the other model bases is fine but not overlapping the bases with other bases or models since they understand how hard it can be to get in range of certain models without overlapping with the parts sticking out.

     

    A good example is the Leviadon because it’s fins tail, and head extend way out across its base.

     

    Bonus question! How far above a model would you place another model to consider that it is not overlapping the other’s base or model?

  7. GW have now stated that any ability that makes a unit fight last now means that it fights at the end of the Combat Phase. Which means that it fights after all other units have been chosen and attacked and both players have no other units to activate.

     

    This does mean that there is a possibility that multiple units can fight in the end of the fight phase in which the rule of the player whose turn it is uses all their units that must fight at the end of the combat phase followed by the other player.

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  8. 6 hours ago, Kasper said:

    It is the step after saves are done, but before endless death and similiar abilities are in affect.

    Those don’t count for the unsaved wounds that this is looking for. Those are not technically saves but damage preventions you have to roll to stop all the damage totaled from the attack.

  9. 17 minutes ago, Isotop said:

    First of all, you always apply multiplication/division before addition:

     

    "Q: If two abilities affect a value, and one adds a modifier to the value and the other either multiplies or divides the value, do you apply the modifiers before or after multiplying or dividing the value? A: Apply the modifiers after multiplying or dividing the value."

    (https://www.warhammer-community.com/wp-content/uploads/2019/03/age_of_sigmar_core_rules_designers_commentary_en.pdf, page 6)

     

    I think a lot (if not the most) movement boni add to the movement characteristic anyways. This whole "characteristic" vs "total value" does not really make a lot of sense, as far as I can see:

     

    "Q: Some abilities and spells require you to take a test against another unit’s Bravery characteristic. When this is the case, do you use the Bravery characteristic after any modifiers have been applied, instead of the unmodified characteristic on the unit’s warscroll? A: Yes."

    (https://www.warhammer-community.com/wp-content/uploads/2019/03/age_of_sigmar_core_rules_designers_commentary_en.pdf, page 2)

     

    I realize they talk about Bravery in particular here, but this is kind of a precedence for other characteristics as well, is it not?

    First off the Soulsnare Shackles state explicitly that they halve the MOVE CHARACTERISTIC it does not say movement

  10. For casual play, of your group will let you go ahead. It’s really up to you guys how you want to run the campaign so if everyone is cool with swapping artifacts I don’t see any problem with it. There isn’t any rules for or against it.

  11. 14 minutes ago, Redbaron said:

    Hi, this might be the right place to ask this, but I also have a question about abilities. 

    If a force picks an allegiance (stormcast, lets say for example) it gets lots of allegiance abilities from the battletome - but does it also get the grand alliance-wide ability (for order) as well, or is it an either/or thing? 

    Grand Alliance abilities are only for mixed armies and/or allegiances that have no allegiance abilities of their own. If you choose a faction that has allegiance abilities then you are locked into that allegiance and cannot use anyone else’s or the Grand Alliance ones.

     

    also it is perfectly fine to create a new topic for each question you have. Or if they all run in the same line of certain factions or abilities you can do them all in one topic. 

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  12. The second one depends on the wording of the ability providing the save.

    If it simply says all units wholly within 18” get +1 to save then the moment the unit leaves that wholly within they lose the bonus.

  13. Don’t worry about multiple threads, it makes it easier to find answers for people with the sane question.

    The Godsworn Champion of Ruins battalion is 170 points. The point cost is most likely in the GHB.

    If there is a different battalion with a similar name then that one is not pointed. Battalions that are not pointed are only valid for open play.

     

  14.  

    3 hours ago, Slaves said:

    Can you let me know which manual/page it talks about using command points to reroll please?  Having trouble find it.

    It’s under the Hero phase in the core rules section. Command abilities.  Page 3 in the azyr app. 

    Forward to Victory: You can use this ability after declaring a charge for a unit with 6” of a HERO or 12” of your general. If you do so, reroll the charge roll.

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