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Fert

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Posts 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. 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. On 8/23/2021 at 7:40 AM, Liquidsteel said:

    Unless you can provide the core rule for abilities not being able to stack, then this is not correct.

    The reason the fumigator doesn't stack is because of the way it's worded, it's simply a check if enemy models are within range and then the effect is applied.

    You can stack Mystic Shield. You can cast debuff spells such as Overwhelming Dread or Fading Vigour and if they proc twice from Locus of Shyish, you are free to resolve the effect for a second time on the same unit, providing -2 to Hit / Attacks respectively.

    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.

  4. 3 hours ago, Grimoriano said:

    Can Arkhan cast it 3 times on himself? For example, to nullify a -3 rend attack.

    Thanks.

    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.

  5. 9 hours ago, RuneBrush said:

    The way I improved my dice counting was to have my dice in distinct sets of ten - so ten blue, ten red, ten green etc.  I've probably a dozen "sets" of dice like that, which means I can quickly pick up 23 dice because I just need two sets and three odd.  Rolling in a dice tray also helps to contain dice you're rolling - easier for your opponent to see the results and means you've less chance to lose a dice under a piece of scenery.

    That's an awesome idea!

  6. 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!

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    • Thanks 1
  7. 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...

  8. 12 minutes ago, Doko said:

    Now handgunner have got a 33%(more even if they havent +2 hit) nerf where sentinels as allways nothing.

    So now the numbers are betters for sentinels and this is being wizard and having DOUBLE range than handgunners

    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.

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  9. 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... 

  10. 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.  

    • Confused 1
  11. 34 minutes ago, Scruf said:

    At the 11:15 minute mark of this week's Warhammer Weekly, Vince says that GW is aware they broke stuff with this FAQ answer and that they're gonna fix it but I have no idea where he got that info and what the time frame is.

    Awesome!  Thanks for headsup!  I have emailed FAQ team these as well.  Good to hear they are listening!

  12. 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.

  13. 5 minutes ago, Kramer said:

    @Fert & @Forrix I personally agree with most of both your points. There are some weird things in there but overal it’s not as bad as some reviews proclaim. (Not specifically WW) 

    I think a lot of it comes down to not having a lot of nuance in the reviews and Conversations. There so much hyperbole. And when you call people on that... usually the response is: ‘no, I know it’s not that bad/good’. So most people understand they are exaggerating things, but apparently feel they won’t get a response with a nuanced statement. 🤷‍♀️

    Totes Mcgotes!

    • Like 1
  14. 17 minutes ago, Forrix said:

    I was aware of everything you stated when I wrote my post and I'll continue to stand by it. I'm glad you find this book to be perfect and why I agree this book is not all doom and gloom I am not going to blindly proclaim everything to be awesome because this is these is some obscure niche it could be semi-useful in. Hell, if you want to state that something is fine because maybe the core rules will change in the future then literally everything in this game and everything that could ever be added to this game is fine.

    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!

    • Like 1
  15. 1 hour ago, Forrix said:

    I watched it to and while I don't share their negative outlook overall either I also can't really find fault with most of their criticisms of the book. There is definitely an overabundance of reroll 1s to hit and anti-synergies. The aether-kemist issue is a pain (I also hadn't realized he can't buff ships, my bad) and stuff like the Navigator granting ships reroll run rolls when both the Frigate and Ironclad have that ability on their warscroll (not to mention fly high) is just annoying.

    The two things I felt WW weren't fully appreciating is that while KO damage is on the weak side, point for point, the ability to bring it to bear on select targets via range and mobility is a major force multiplier for it. The other thing is they seemed to dismiss Aethergold which I found to be a majorly impactful tool. As I stated in an earlier post, I've only played one game against KO so far but I was surprised by them even having read through the book and been writing my own lists.

    I do plan on emailing in some FAQ/Errata questions about the point of the Navigator reroll runs/charges (why not +1 or 2 to runs/charges?) and the Arkanaut Admiral's ability to grant a skyvessel he's garrisoned on reroll 1s to hit in the shooting phase (literally just a more restricted version of a generic command ability).

    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 :)

  16. 3 hours ago, GDD said:

    It's another tool in the army. A khemist is nice to have sitting on a point with some arkanauts for example, and there are endless spells that cost 50-20 points that can augment our army with amazing plays we don't usually have.
    Some of these endless spells like the warp-lightning vortex are also hard to dispel as others are pointing out, and others are game changers that just need one round to do their job. I'm really eyeing those that slow or impede movement for example.

    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!

  17. 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?

  18. 7 hours ago, SireScott said:

    Hi all

    Quick rules question if you are playing iron sky squadron can your arkanaughts deploy within 9 of the enemy after their frigate flies high? I thought they couldn't but I cant see a rule stopping this

     

    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.

    • Like 1
  19. 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.

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  20. 2 hours ago, Kurkulem said:

    Barak Zilfin footnote say one unit can make a normal move in heroes phase. Boats rule say I can make fly high instead of normal move. So can I use the ability with the footnote?

    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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