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Liquidsteel

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Posts posted by Liquidsteel

  1. 4 hours ago, Ben__Halford said:

    For example, Putrid Blightkings' Blighted Weapons and Blades of Putrefaction. Do they both work, or do I have to pick one?

    You would have to pick one.

    You, as the person rolling the dice, get to choose.

    A question I'm not sure about is whether this is true if the effects occur from different results of the same dice roll, for example because of how Blades works, you can give them +1 to hit and it will trigger on 5s and 6s. In this case, you would still have to decide which effect is being triggered on the roll of 6, however perhaps you can still activate Blades on the 5s.

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  2. 21 hours ago, Howdyhedberg said:

    Hello!

    I usually play with Lumineth that always seem to have line of sight with sentinels.

     

    One thing to watch out for is whether your High Sentinel has line of sight or not. If he does, then he cannot use his lantern, meaning you might have other models in the unit that cannot see and thus cannot shoot.

  3. I think Crypt Horrors in particular have gotten worse, due to save stacking. They were already questionable before however the total lack of rend is a big problem.

    I think with Flayers you can comfortably run a big block of 6 or even 9. Yes you lose output but they still retain their rend and mortal wounds, their movement got better thanks to smaller boards and they can now unleash hell with their screams. Stick them in hunters of the heartlands and you can always guarantee to make them fight twice.

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  4. I imagine the next edition of GHB will feature something, new commands inspired by the realm of Ulgu. "Shadow Blades" or something to allow a unit ignore the enemies positive save modifiers etc

    Don't forget that we have access to Roar in this edition to somewhat counter stacking, I whiffed big time this weekend when I charged Nagash in to a Maw Krusha, I failed my Roar and he succeeded in his, meaning I lost my +1 to hit and he gained a crucial +1 to save. 

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  5. 24 minutes ago, Boingrot Bouncer said:

    I actually think that horde troops with some standard buffs should be able to take out a God character ! If there was someway to get increased rend to your troops a unit of for example 30 skeletons with Dance Macabre should be able to really hurt a God character.

    However, since there is very few if any ways to get increased rend I could have a 100 skeletons attacking and they would still not kill a god like character. In a lot of match ups there will be in pratice unkillable models which means you don't have to put any tactical consideration into how you use them. You should be risking something if you put your 3+ save hero close to an enemy, but in a lot of situation there is no threat what so ever which make the game boring. And also time wasting since you roll 120 dices to do 1-2 damage sometimes.

    For me, I would like to se a general spell which gives you -1 rend, and perhaps a CA to give you another -1. That means that you can actually be able to use a big unit of horde troop to do some heavy hitting if you put your resources into it instead of just be used to hold an objective and be something to stand still and soak some damage for a turn or two.

    Fair enough but that's not something I would agree with, something like Nagash or Archaon should only be tickled, even if it's 100 skeletons.

    The skeletons should not do more than a few wounds to the God character at best, what they should do is keep him busy for a turn or two, so that the actual threat behind them (Vhordrai, Grave Guard) can line up the ideal killing blow the turn after.

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  6. I wonder how things would change if All Out Attack / Defence came with trade-offs?

    For example All Out Attack could provide +1 hit in the shooting phase but +1 to hit and an additional -1 rend in melee, at the expense of -1 save.

    All Out Defence could still provide +1 save in both phases, at the expense of not being able to pile in or reducing your attacks in the combat phase.

    I'm loathe to say that giving universal access to 6s to hit do mortals could be a good thing, because then you'd get problems with hordes taking out God Models again, which is obviously something that was intended not to happen anymore.

     

     

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  7. 3 hours ago, Toeko said:

    So I'm pretty sure this is an easy question, I just for the life of me can't figure it out.

    Gorslav and Endless Legions. Are they mutually exclusive?

    So it's not actually clear either way, however everyone I've spoken to has come to the conclusion that they are not exclusive and it's how I would play it myself unless something changes.

    With the FAQ, both abilities are written with the exact same terminology.

    "Each destroyed unit can only be replaced once – replacement units cannot themselves be replaced.’"

    Gorslav effectively gives you the comfort of being able to guarantee when you get to bring the unit back, for the cost of a CP.

  8. 13 minutes ago, Neil Arthur Hotep said:

    There are so many good, underutilized small heroes in SGBL, though! Like the regular Vampire Lord, Belladamma and Gorslav. Maybe even Kritza or Radukar the Wolf if you are in Vyrkos. Although the Necromancer is probably one of the best generic heroes if you have an artefact to spare. Although if you are going for Warlord and then the artefact you get from that goes to the Necromancer, I think it's questionable if the extra drops are even worth it.

    Yeah of course, it just depends, Belladamma is certainly not underutilised though, she's almost always in if I can fit her!

    I'm not too keen on the Vampire Lord myself, not having the bodyguard mechanic is tough when you only have 5 wounds, too easy to remove at range in my opinion, of which there is far too much. Really a wasted potential model in my opinion, would have loved something to match the lore better.

     

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  9. Realistically you probably want them in a block of 30, with a Necromancer to support and have them in hunters of the heartlands so they can't be roared/stomped.

    Which is 255 + 125 points. It's not exactly a huge points sink as the Necromancer can be useful throughout the game, however a lot of people are going big on Monsters or other units and so 255 points on a battleline unit can often be too expensive if all you need is a screen or battleline tax, especially when you consider 230 points is 2 x 20 or 1 x 40 zombies.

    85 points for 10 is decent and I have used them in the past, however for only 30 points more you get an extra 10 zombies that offer a few additional tactical choices with their pile in shenanigans as well as coming back as 10 not 5 via Endless Legions.

    If they got to stand back up every time they took damage (a la Resurrection Protocols) they would be so much better. They're not even that bad, just the amount of shooting and spells you face these days reduces their effectiveness somewhat.

  10. I mean I disagree but I can appreciate your point of view and if you choose to play it that way that's fair enough. The clause "That unit has then fought" could be interpreted your way.

    My line of thinking is that when it's your turn to activate a unit, the picking of the the unit is FIGHT. Within this you are correct that in 12.1.1, you a) Make a pile in move and then b) attack with your all of your melee weapons. It does quote 12.3 in this which expands by saying you must attack if you are in range to do so which is then explained in 13.1.2.

    So my logic is that you have fought, because you were selected to fight and then you piled in, and did not attack because you were not in range.

    We had a similar issue with whether a command ability granted by a core battalion counted as having been used, because it was not issued and no command point was spent, it was only received. GW ruled that this counted as having been used and thus could not be duplicated.

    I would therefore argue a similar logic should take place here.

    Going a step further and slightly off tangent, if not attacking means you have not fought, then you could argue that the game state cannot proceed, because the fight sequence cannot complete without attacks being made. 

     

     

     

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  11. I think its quite clear to be honest.

    The rules say that you are eligible to fight if you made a charge move, and picking a unit to activate is keyword bold "fight".

    Fighting has two parts, piling in, then attacking. 

    So even if you only activate to pile in, you still count as having fought. 

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  12. 1 hour ago, Nqshou said:

    Good evening,

    I had a game today that went well, but we couldn't find the answers to two questions around Feeding Frenzy:

    1. I charged my Abhorrant Ghoul King on Royal Terrorgheist on a screen, that I killed, then I wanted to reactivate this model though Feeding Frenzy to pile-in into a hero that was 3,1" away from my AGKoRT, and use my attack that are 2" and 3". Could I? My understanding was no, I couldn't pile-in as my AGKoRT was not considered in combat with the hero as he was more than 3" away from him.

    2. I charged my AGKoRT, and thanks to Gristlegore trait Savage Strike, I could attack with the strike-first effect. I then used feeding Frenzy on the same AGKoRT. Next I wanted to activate a second unit as I fought with strike-first effect with my AGKoRT, but my opponent though that as I used feeding frenzy, it used a "second" activation, which meant he could attack next with his unit. Was he right?

    Thank you.

    Unfortunately both rules were played incorrectly, which in a weird way isn't so bad because now you have two bits of information to take you forward in your next games.

    1) The triggers for being able to pile in and fight are that you are within 3" of enemy units OR that you made a charge move that turn. So because you made a Charge, you were indeed eligible to pile in and fight the hero. Effectively from where you finish your charge, providing you kill the screen in the first activation, you have a 6" threat range with the Fanged Maw for the second activation (another 3" pile and 3" maw). For what it's worth, the hero being 3.1" away mean you could still use your 1" reach attacks.

     

    2) He was incorrect. Feeding Frenzy is not a separate activation as you are not picking a unit to fight, you are allowing a unit that just fought to immediately pile in and attack again. So thanks to Savage Strike and Feeding Frenzy you can fight 3 times before your opponent gets his turn to pick a unit.

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  13. 11 hours ago, Nqshou said:

    What's your two cents on Varghul vs Crypt Infernal/Haunter Courtier as a support unit for a blob of 6 Horrors/Flayers?

    I like the Varghulf, he does everything just a bit better I think. Though I don't actually ever use a regular Infernal as he looks too similar to the Flayers and I don't like that.

  14. 1 hour ago, cyrus said:

    In AoS 2 core rules was specified at pag 14 . that:   "If a unit has an ability that affects  friendly units that are within a certain distance of it, then the ability will also affect the unit itself."

    I can't find anything similar in AoS3 core rules/Faq : can some help me ?

    Thanks !

    I did a search and a quick scan over the Core Rules and the FAQ, but couldn't find anything that mentions it.

    Worth submitting in to the FAQ.

    Til then I don't think anyone will disagree that units are wholly within themselves, the rules do not say that they are not, and in AoS 2.0 it was clear that they were.

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