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Saodexan

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Posts posted by Saodexan

  1. 1 hour ago, Andalf said:

    I had two questions though.  Can they really automatically come back to life on D6 if they die as long as they fight in the fight phase?  It’s sort of worded as such, but seems way too awesome, we laughed and said let’s have it work this way until the internet tells us it doesn’t; I’d still think they were extremely powerful without this (after rereading it like 7 times it doesn’t work this way, looks like they need to be alive to be removed from the table) Also, can I make them the general and get a free CP on 4+?  With Lyrior and a Calligrave in the Shrine I was able to push Commands without even thinking about it, even more might be too many!

    #1 They don't come back to life, can't heal a dead model. Healing wound never bring model back except when it say so.
    image.png.3005a155a559b7f4275716d3a9bb804e.png

    #2 The last sentence of the Realm Wanderers ability said "However, this model can never be a general."

    image.png.3c54fb7c46e199f19509afe7c4e4b197.png

  2. 19 minutes ago, Scurvydog said:

    Again that is not how Roar works either. You choose a monster rampage at the end of the charge phase. Roar more specifically then prevents the target unit from receiving or issuing commands the following combat phase. This does in no way prevent the unit from using unleash hell before that happens.

    I still think there is a lot of ability that can counter it. Like pile in 6'', Howling Gale from a windmage, thing like mighty destroyer or just killing them with ranged first. Charging with chaff is not the "only" counterplay, but still a good one too.

  3. 5 minutes ago, Scurvydog said:

    That is not how unleash hell works. The command is issued after the enemy unit finishes a charge. Then the unit that receives the command just needs to be within 9" of that enemy unit and more than 3" from other enemies. 

    The only way this can not be used is if that ranged unit is already engaged somehow. This is why this command is so dangerous, the only counterplay is to get that range unit charged somehow by either chaff or something sturdy first, but that might not be possible with ranged units sitting just behind an anvil.

    Not the "only" counterplay, you can also just charge a monster on the ranged unit and ROAR. Done bye bye archer.

    • Confused 1
  4. 26 minutes ago, PrimeElectrid said:

    “For free”

    Within 10” on a 3+
    On a 4+ after a 9” charge 

    It's not 4+ after a 9'' charge.

    You roll the number of dice and each 4+ is a mortal wound. If you charge for 6'' it's average 3 mortal wound. On every charge roll, not only after you deep strike them.

    It's free because you don't use ressource or are limited once a battle. It's not a choice, you just do it every time you deep strike them, or charge them.

    • Confused 1
  5. 3 hours ago, ACBelMutie said:

    There are two battleshock phases in each turn, one for you and one for your enemie, so you can use that ability once per turn.

    Greetings

    Sadly it's not true. There is only 1 battleshock each turn, so you must wait for the one in your turn. Battleshock is exactly like combat phase, each player do a battleshock test and the players who have the turn do it first. Soulrender in IDK have the same issue, he can only bring back model in his battleshock phase.

  6. 8 minutes ago, NicholasFlamelGames said:

    I have been taking a look throughout the book specifically for abilities to help with shooting based armies. I find in general I don't rate casting highly with murderers row running around (Teclis etc) and find the hardest armies to deal with have high mobility, MW output and shooting. We seem to lack MW output and shooting and high powered casting but who knows what is going on with 3rd edition :). Maybe there will be a nerf. I own a KO army and Deepkin army as well so I am not looking to smash every list I play but this book is going to take a little more work and figuring out. Should be fun! 

    I think the Kastelai artifact that increases the FNP to 5+ for a turn with blood knights and the innate re rolling ones will be awesome to help stop shooting alphas and the -1 to hit on a vampire lord on zombie dragon. I really didn't want to run a Zombie Dragon because the model is just....derpy. But -2 rend is so important to have. Also, the Vykros artifacts aren't out correct?

    Belladamma and Necromancer can pass wound to wolf/zombie, that make them pretty strong vs shooting. Zombie also do a tons of mw if you are looking for that.

  7. 9 minutes ago, Frowny said:

    Armies with almost no counterplay to him- 

    Sylvaneth (low damage spells, bow hunters are terrible)

    Nighthaunt (easily dispelled low damage magic, only 2 ranged spells, 10+ charges are unreliable at best)

    Fyreslayers (i guess auric hearth guard? A few prayers will never get it done consistently)

    FEC (buff magic, no shooting)

    Iron jaws (low damage magic, no ranged units)

    Thorne (prayers would take prohibitively long and good luck to manage, the cannons are terrible)

    Nurgle (some magic bit can likely be healed through or dispelled and certainly can't get rid of him in a timely manner)

    Fyreslayers and FEC have access to always strike first ability. Big Waaagh have impact dmg and arrowboys who are pretty good lately.

  8. 1 hour ago, kozokus said:

    RAW it is clearly written that non-predatory endless spells models cannot move under any circumstances.
    This faq doesn't counter that fact.

    i do agree with the intent. i perfectly understand what they wanted to say, but they write the exact countrary..../facpalm

    RAW also clearly said endless spell model cannot be targeted by a attack. Do that means the caster can't be targeted since they are now the same model ? Use this logic. 😅

    Since they are the same models you can't move the caster without the endless spell, the faq seem pretty clear to me. 

     

    • Like 1
  9. 10 hours ago, Yoid said:

    If im not mistaken these guys cost 130pts, the pile in shenanigans can be done all the time in certain subfaction (they also got +1 attack with the bows if within 3 of an enemy unit in the same subfaction, so more attacks in close combat) and got -2 rend. They can pile in out of combat (can ignore the pile in to the closest model) so they can freely disengage an enemy that charge them, since LRL activate two units every time, you can disengage two of these units as your first counter-activation, making them a total pain to remove from the table.

    Yes you are mistaken. No subfaction change the pile in shenaningans. And they dont get +1 attack with the bows. They get +1 attack with missile weapons, which don't work with the bow in "melee weapons" form. It's honestly the worst subfaction bonus, since you need to survive 2 melee fight to use the +1 atk on missile weapons. They can only pile out of combat if nobody touch their base or they have charged, or they are wholly within a hero in the batallion. What the points of charging 2 units and disengage them both the same turn without attacking? It's fun theory shenanigans but in real games, they are really not that good. NOTHING stop you from just charging them and kill them. 130pts for 10 wounds is not cheap at all.

    • Like 2
    • Confused 1
  10. 23 minutes ago, Ggg said:

    Currently having some issues with the recent FAQ regarding Thanquol. Having 4 flamer provide 4 dice per ennemy model within 8" or just one?

     

    The FAQ does read :

    Q: If Thanquol on Boneripper has more than 1 Warpfire 
    Projector, can he make 1 attack with each one? For example, if 
    he had 4, would he be able to make 4 Warpfire Projectors attacks 
    and roll 4 dice for each model in the target unit each time? 
    A: No.

     

    What's your input on this?

     

    The rulling on Thanquol is really clear. You roll x number of dice per model for x number of warpfire thrower. 

    This FAQ is only there to confirm that you only do that ONE time. You don't roll x dice for x warpfire thrower for x number of time. Yes, some people was thinking that because you have 4 warpfire thrower you can repeat the attack 4 times, which is madness.

  11. 1 minute ago, Inquisitorsz said:

    Well that's why I asked the question because maybe we've always been doing it wrong.... 

    but seeing as it happened to me in every single game at Cancon recently, I just assumed that was normal. 
    I'll go hunting for the rules in a minute and see what I dig up. 

    Well... I looked through the core rules, GHB2019 and all the relevant errata/FAQ. 
    I can't find anywhere that says Battalions can be dropped as a single deployment... and therefore can't find whether or not the units within can be split out during deployment. 

    Can anyone point me to the relevant rule? I think maybe this was something in AOS1.0 that people just carried over without realizing it's gone now? Maybe? 
     

    Core rules p15 ( https://ageofsigmar.com/wp-content/uploads/sites/12/2018/06/AoS_Rules-ENG.pdf )
     image.png.bcc40c33306a65bd565b59c937fe77a1.png

    • Thanks 1
  12. 5 minutes ago, Gwendar said:

    Precisely why I've only used them like.. twice and then promptly stopped. I was really hoping for Stormvermin to go down enough to justify them (better sculpts, easier warscroll, damage potential still there without buffs) but I really don't think it's going to happen.. for some reason GW seems bent on making them over-costed. I can see why they would want to be cautious at the same time however; stacking the right buffs with a lower point cost would make them nuts, just like Monks.. but I mean, everyone has the ability to stack buffs on a unit to make 1 thing a heavy hitting pick that you'll take 99% of the time.

    Also, it should be noted that Hearthguard Berserkers also got a max unit change down to 20, but I don't think that quite compares to losing a whole 3 Fiends like we did. 

    40 Stormvermin for 450 pts, or 40 Mortek Guard for 440 pts. No idea where GW get their points sometime...

    • Haha 1
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  13. Skaven can use skitterleap and the gnawhole in the same turn, and i think both wording are the same as the wood and the summon.  I think those ability dont want you to move AFTER, but really don't care of what happen BEFORE them.

    image.png.02ee7ae76b09e5bbe26d32beea3c5cf3.png

  14. 45 minutes ago, Chase said:

    I have a question about the gnawholes. Can I cast skitterleap on the Corruptor, appear within range of a gnawhole, nuke a blob with Dreaded Plague, and vanish back to safety in that movement phase? 

    I sort of doubt it because of the last sentence about the gnawhole ability 

    You totally can do that. It's in the  Skaventide Battletome FAQ 
    image.png.68f48f7fe05330e6f3d8e57d41b235bd.png

    • Thanks 1
  15. 2 hours ago, Obeisance said:

    I didn't really play against any magic heavy armies. In fact, I've never played against one. Incantations, sure.

    I've only been playing this year, though.

    I found the Warpfire Thrower to be pretty lackluster against everything but Orruks tbh.

    I don't think Skitterleaping for WLV is a valid use of a Seer, you're basically trading him for one attempted cast unless you can get a really good defensive position to cast from.

    Is WLV worth 220pts? Nope. I'd prefer to toss regular spells through a Spell Portal.

    But yeah, I'll be cutting some stuff and trying Jezzails. They're so damn expensive, though. I feel like all Skaven shooting is either very expensive, unreliable and kills itself or both.

    I do want to run Globadiers, but I can't find any awesome looking cost-effective conversions I really like.

    You skitterleap your grey seer near another gnawhole closer to the ennemy to cast WLV and bring him back with the gnawhole in the movement phase, you dont give him away. But yeah it's a lot of set up for that.

    • Like 1
  16. 3 hours ago, ByronicHero said:

    Ah yes, my mistake. I suppose instead of the 20 rats/catapult I might just take a Grey Seer then. Would also be superior for plans tat require wizards or heroes for objectives. 

    Yes sound good, and you should try Sword of Judgement on the corruptor, without artefact i found him very weak.

  17. 3 hours ago, ByronicHero said:

    Hello,

    I am sure some variation of this question has been asked many times, but I have been trying to decide which army to try next and have had a last minute pivot to the rat boys in my mind. I have a lower point total tournament coming up and am thinking of playing Skaven Pestilens. I believe this would be a very standard list, but am I missing anything obvious with the below?

     

    Plague Furnace (General: Master of R&R / Liber) = 200

    Verminlord Corrupter (Spell: Frenzy) = 280

     

    Plague Monks x 40 (Blades and Staves) = 280

    Plague Monks x 40 (Blades and Staves) = 280

    Plague Monks x 20 (Blades) or Plagueclaw [I am not sure which is best, but in the interest of not painting 20 more rats, and using the SC box, probably the Plagueclaw? ;D) = 160

     

    Total = 1200 / 1250 with CP.

     

    Verminlord don't choose spell from the spell lore. 

  18. 4 hours ago, Drib said:
      Reveal hidden contents

     

    But in the "Matched Play Rules" that's written differently. (p. 52 ghb2019)

    "The Meeting Engagement rules that feature later in this section build on the precedent set by the Pitched Battle rules, but add a new dimension."

    The Battleline requiremts could need an FAQ.

    Maybe it need a FAQ. For me it's like battletome rules. It always take priority over ghb/basic rules. When meeting engagement have special rules , you take the rules from the meeting engagement, if they dont talk about it, you take the pitched battle rules. 

    The meeting engagement "picking your army" are very well writed and take priority over the "picking your army" in the pitched battle rules. I hope it make sense.

  19. 1 hour ago, michu said:

    Since when? Meeting engagements rules are in addition to normal Matched Play rules. You still need 2 Battlelines. That. table only states you have to put at least 1 battleline in the main body and not that you only need one for your army.

    You can make your list with https://www.warhammer-community.com/warscroll-builder/ You will see what you NEED, and it's not 2 battlelines. 

    On the rules of meeting engagements, picking your army section, it said exactly how to build your army and it do not said in addition to normal pitched battle rules. ( p.72 ghb2019 )
    image.png.8f58d85e57e0e7890b8efc917617e8f2.png

    The "Picking your army" in the Pitched Battle and Meeting Engagement are totally different, both are well writed in the ghb2019.

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