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Fert

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Everything posted by Fert

  1. The terrain rules allow you scale up and down terrain but that your base is assumed to be parallel with the board surface at all times via rule 9.3. So let's assume you have a terrain piece that is 1" off the board surface. Model A is being charged by Model B. Model A is on the ground level and model B can only make the charge by ending on the terrain piece... putting him with a vertical view within 1/2" but from a horizontal view 1" higher from the target model A. Thus, Model "B", when measuring his parallel base to A's base is more than 1/2" away and cannot make the charge move via rule 11.1 . Correct? If this is correct... then you can wreck anyone's charge by hiding just behind any terrain that is just higher than 1/2". Unless of course they have enough charge move/distance to navigate their entire base to ground level with your base.
  2. Fert

    Karanak

    Yes, they get to dispel as if they were a wizard. Any bonuses for dispelling are included. Heroic will power is great for a Runelord as well in that a Runelord gets to add +2 to dispell rolls. Also, if you are near an Arcane terrain piece also add the +1 to that dispel.
  3. They would retain their buff because they "fight before being removed from play". Thus, they are still on the board at the time of fighting and your buff is based on the number of models on the board.
  4. And it doesn't matter anymore... Arkhan just lost his ability to cast multiple Mystic Shields per faq.
  5. You are correct! Thank you! I latched onto that fug and isolation a little to hard. Nothing in the ruleset or errata prevents abilities from "stacking". That is actually really good stuff right there! I do feel that unless you know your about to get pounded by rend 2 or 3 (not too often), spreading the mystic shields will likely get you more mileage tactically. It's all situationally of course, but mystic shield plus AoD is usually suffices to shrug the very common rend 1.
  6. They do not, because abilities that have the same title cannot stack. For example, Grundstok thunderers have fumigators with an ability called Choking Fug that gives a -1 to hit bubble within 3" of a model with a fumigator. If you are within 2 fumigator it is still only a -1. However, an aether khemist has an ability called Atmospheric Isolation that gives a -1 to hit bubble within 3". This ability will stack with the fumigator as it is two distinct abilities.
  7. To expect a game to wrap up in 2.5 hours both players must be proficient with their army/rules and efficient with their time management. It takes time to master this. It requires practice and overall game plan. Other things that will increase speed; Measuring tricks (placing markers for accurately measured distances and specialized measure tools such as a 3" combat gauge). Quick dice rolling (of course let your opponent see the dice) and sorting. The best way is pick up your failed dice, leaving the successes. 1. Your opponent can verify the successes 2. you can then just scoop up the successes to roll or count. Quick counting. I find that group in 5's is the easiest to count. Especially when 10+ dice are being counted. Clear easy readable dice. Just my opinion of course! Happy Gaming!
  8. Q: Some abilities can be used ‘instead of a normal move’. Can I use these abilities if the unit is not allowed to make a normal move (e.g. when it is within 3" of an enemy unit)? A: No. So, no more pulling endrinriggers out of combat? No more Zilfin hero phase move with them either? We have new errata.. maybe new faq coming, as the previous faq clarified and let us do this...
  9. Sentinels, from Ilithia, can have one unit unleash hell, then have an adjacent unit unleash hell for free (granted it meets the stipulations)... So gross. Worse yet... Issue it for free from Shrine... then double it up from said Ilithia ability. All the while charging your opponent double for his command abilities via Total eclipse. Rough stuff.
  10. Too many moving parts for balance. So, this is how I feel; Hobby First. Over the years your collection should grow and embrace a few armies. With ebb and flow of power, some armies will get the shelf and other armies will shine again. Personally, I am sitting on 4 - 2500point armies, I play all regardless of powerlevel, but I certainly don't compete with all of them and demand that they perform or be sold/throw out. My original KO builds were ship heavy, as I loved the models. In their first tome the ships were lack luster, but they were fun. But now, they absolutely rip and the army is top tier with ships at the forefront! Ebb and flow! Enjoy the hobby, build a collection, roll with the meta, roll with with the powercreep, and remember that one day your skinks (or insert some trash tier unit) could be top tier...
  11. My thoughts on Cursed City... Yes, it was a one time production run. On that specific SKU/product #, it was a one time run. I believe we will see CC re-released with a new SKU/product #, maybe combined with an expansion, if the expansion rumors are true. What is the point of GW investing in expansions if only a limited their customer base can even use it? With this though, I can't believe from a business stand point that Cursed City is gone forever. Damn good marketing strategy for building FOMO... but crappy customer service/transparency.
  12. Awesome! Thanks for headsup! I have emailed FAQ team these as well. Good to hear they are listening!
  13. Where the hell is GW on some basic questions that really need clarification to put our community at ease. 1) Battalions drops occurring "at the same time" in regards to ships being placed first followed by units being placed into garrison on ship for "one drop" or multiple. Possible Answers: -- Kharadron battalions can be one drop even if you garrison units from the battalion into ships from the same battalion. Battalions are setup "at the same time" but the player may choose the order of what models are setup first. Eg. Place a frigate first followed by a unit from the shared battalion. -- The battalion setup must be split if you wish to place units into garrison on ships. As the ship is not considered to be deployed yet during an "at the same time" battalion setup. 2) Interactions with abilities attempting to utilize Fly High. - Can Zilfin Fly High in hero phase with their port ability? Can Hitchers tag along for this Fly High? Simple answers... Yes/No and Yes/No - Can the Iron Sky Attack Squadron's Ark Company disembark after a Fly High? Simple answer... Yes/No I don't want to heat everyone up on these again... but how do we get GW to answer these.
  14. @nissefika I think its a cool footslogging idea! Kinda shows some versatility in our book. Perhaps up the number of Aetheric Fumigators so that way you cover more unit and give out more -1's to hits. You sure you don't want at least one boat?!?!
  15. Never stated the admirals ability was "fine"... I said it was "odd". And that perhaps, being a book at the tail end of AOS 2.0 and half life of GHB.. maybe, just for brainstorming, those command abilities will change... as they have in the past. And my responses to you are not intended to be hostile, just opening discussion. I agree with you that proclaiming things to be awesome or other things to be complete trash, when the community/meta/faq has barely digested the rules, is a kneejerk. I feel, that every book GW writes, has redundancy (looking at you Admiral), lunacy (looking at you Petrifex), and shortsighted/lazy writing (looking at you FAQ website). Cheers!
  16. Just a headsup, Navigator is fine. He gives re-roll charges too. Plus, gunhaulers don't have an on board navigator. So it not as redundant as we think. And there is no issue with khemist... he is a ground support character/anti-combat/shotgun blast to the face hero. The admirals re-roll 1's ability is an odd one... only is good if you have Proclamator Mask-Hailer (then its free command point). But maybe future 2020 GHB wont have that generic re-roll 1's command ability? This book is not doom and gloom. It's filled with gold... Aethergold!!! Hur hur
  17. Khemist is dope for sure! Just don't want ppl to get so focused on one artifact.. we have utility all over this book. Kinda awesome actually!
  18. SPELL IN A BOTTLE.... I do not see the value in it. First it takes up an artifact slot when there are soooo many good choices here - looking at you Sven's flair gun and phosphor bomblets. In addition, you are spending points on a once per game cast. Opponent dispels it next turn and done. Points gone. We are talking 100 points.. that's 3 endrinriggers... that's three wounds back on a ship (maybe) per turn... that's drill cannon/volleygun/skyhook/aethersaw damage... that's objective grabbing.. etc. Sure it is neat.. but holy hell... I'd rather reroll all my hits, army wide, on one critical unit (flare gun) or phosphor bomb an OBR unit. Plus get more bodies on the board. Am I crazy?
  19. The answer is this, taken from the Flying Transport rule off the frigate; "Units cannot join or leave this model’s garrison if it has made a move or flown high in the same phase (they can join or leave before it does so)." The Iron Sky Attack Squadron only overrides the "move" portion of this rule. So, they can't get out following a Fly High, Hope this helps! It is still really strong tbh... especially with Zilfin's rules, you probably don't even need a fly high to get close.
  20. First game thoughts... KO are strong. Round 1 Opponent gives me first turn. 10 man Ark co with khemist (great combo btw) runs up right flank. 2 frigates (10 man ark co inside each and 3 endriggers per boat in tow - shooty setup) and 1 ironclad (admiral(war wound), navigator(sven's flare gun), endrinmaster, 10 ark co) all fly high to opponents right flank 24' (edit; parked within 12" of squig herd and 18" of big spider... holy ****** carbines hit hard) away to begin barrage with edrinriggers and 3x cannons. Heavy dmg to shaman on big spider and heavy damage to squig herd. Squig herd fails battleshock bad and squigs rip apart the shaman nearby. Right flank... toast. Opponent launches magic and shooting causing decent damage to boats. Round 2 Opponent steals for double turn. More magic and shooting damage and hand of gork/morks (whatever) unit of 10 boingrots near my ironclad. Opponent charges with spider riders and collides with frigate (9 wounds taken from magic and shooting). I bust out "without our ships we are nought" (it does not distinguish when to use this ability, so I used it to guarantee survival of frigate). Poor rolling didn't help my opponents cause. Opponent charges with boingrots... MAKES IT!!! He hands me 18 rend -1 saves on my ironclad with 8 wounds remaining. Aethergold to reroll saves... I take 2 wounds. My turn.... repair frigate and ironclad. But hold my ground in combat (ironclad is grounded still and too slow to disengage away from combat). Time to open fire. The navigator spends his gold to reroll hits from his flare gun and levels it at the boingrots stabbing the ironclad. Hits! Now, my entire army can reroll hits on them. Heroes, 30 ark co, and endriggers finish them off.. overkill. The ships level their guns at 50 remaining gobbos in range and whittle them down. Round 3 Opponent goes first. Magic finishes 1 frigate - no loss to crew. Boss on Mangler squig on left flank is still having trouble after being hit by two aetherstorms in turn 1 and 2. 35 Gobbos charge with little effect from -1 to hit bubble from khemist and aethergold for rerolling saves. 3 ark co die. My turn 3. Ships heal again. Iron clad disengages and remaining frigate fly's high to engage mangler squig. Opponent concedes before dice start rolling. Very fun... very powerful... Ark co with khemist on objectives... pretty damn tough. -1 to hit and 4+ re rolling saves. Dedicated combat unit will still rip em up... but still impressive.
  21. In addition to this... If you take iron sky attack squad, can you fly high and then get out with arkanaut company? The ability says they can disembark before or after a move (doesn't specify "normal move"). Fly high (9" away from enemy) then disembark (within 6" of frigate more than 3" from enemy) and blast away with pistols then charge if you are feeling froggy. Does this need an faq?
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