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Blitzd

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Posts posted by Blitzd

  1. 19 hours ago, Paniere said:

    Anybody knows why they removed the HORROR keyword from the new Horrors of Tzeentch warscroll? Does this mean that they can't be used anymore in those warscroll batallions  requiring it? Ofc in those games where WB are still allowed

    Yes and no. Had this discussion with a friend the other day, all changes are for competitive play, casual play isn't considered in faqs and changes as if you're playing open play, or just casual with friends, you can pretty much just do what you want. So yes, it means you can't use them in warscroll battalions, but no because if you're using them, then it's not matched play, so as long as both players agree, you can still use them. 

  2. On 8/25/2021 at 3:03 AM, Lord Veshnakar said:

    This whole anti WH+ movement has the same flavor as people who get upset about paid DLC. You can obviously do what you want with all due respect, and I will too. 

     

    I don't agree with this comparison, it would be more like if you had DLC for a game and the company took it away, packaged it with the dlc of their other game you may or may not play for a significant increase in price, delayed re-releasing of the dlc, and when they release it, it may or may not even be in a usable state considering the comparative dlc from their other game was released 12 months ago and still is only just usable. 

     

    I play 40k on and off and the app is not worth playing wh+ for. 

     

    Hell, I would have been fine - note, not happy, but lived with it, if they just put the current app into wh+, but they have destroyed the wheel, are trying to rebuild the wheel, and while they are notorious for not being able to build functioning wheels. 

     

    I am hopeful the app works available I'll begrudgingly pay for it if we can keep getting digital battletomes, but I don't see any reason to not just stick with the warscroll builder website at this point. I was even considering getting a year pass just for the free model, but it looks like that won't be going out to people for 12 months even with a yearly sub

    • Like 4
    • Thanks 1
  3. 3 hours ago, Kadeton said:

    I remain unconvinced that the ability to stack save modifiers until you have an invulnerable hero is a "bug" and not a "feature". I'd suggest that the designers intended it that way, and it's something that needs to be played around, rather than "fixed".

    Yes, you are no longer entitled to just pick your opponent's most valuable piece within your army's threat range and automatically delete it from the board. If you throw everything you have at one tough hero, you might not kill them. That can be annoying, for sure... but how often does it actually stop you winning the game if you play smart, target more vulnerable pieces instead, and focus on objectives?

    One of the more frequent complaints towards the end of last edition was the feeling of "rocket tag". Powerful combat units would either annihilate their targets or get destroyed themselves, depending on who managed to attack first. Now we've got units that can face-tank those rockets and keep going - sounds to me like GW acknowledged the issue and provided counter-play. Save stacking generally requires considerable set-up in advance (e.g. using Finest Hour in your opponent's turn, casting Mystic Shield in the previous hero phase, etc). If you saw your opponent building up an impenetrable shield on their centrepiece model, and you threw all your killing power into it anyway and achieved nothing, then that was a terrible tactical decision and you probably deserved to lose?

    There are currently big problems with this design intent, for sure - mainly that access to high-save monster heroes and ability to output mortal wounds aren't evenly distributed across the armies. I totally acknowledge that some armies don't have what they need to be competitive under the new rules paradigm. But I strongly feel that the solution to that is to give those armies what they need, not to take it away from everyone else.

    Agreed, one of the biggest complaints about 2.0 was things dying to quickly, so they changed it and now people are complaining things aren't don't quick enough lol I had a game the other day, my opponent stacked saves on his mawcrusher, so I targeted everything else in his army and it was fine. 

    • Like 3
  4. 9 hours ago, yukishiro1 said:

    That's actually the post-edit version. The original version said shortly after release of 3.0 in July, now it says "before the first battletome." It also previously said it'd be part of Warhammer+ and be out before that release, but now it doesn't say that, instead saying it will "eventually" become part of W+. So that suggests at a minimum they're not planning to have it ready on August 25 any more. 

    https://www.warhammer-community.com/2021/06/24/a-new-warhammer-age-of-sigmar-app-is-being-forged-for-the-new-edition/

    I thought they had even walked that back now, but I can't find it right now, so maybe it is still supposed to come out before the new battletomes? 

    I will be shocked if we have it by the end of the year

    • Haha 1
  5. 3 hours ago, Neil Arthur Hotep said:

    I suppose getting a few extra wounds on Morathi if she happens to be in combat with you on your opponent's turn is not out of the question, but yeah.

    Can anybody think of any armies or units that can consistently deal a few wounds on your opponent's turn, actually? I feel like there could be one or two out there, but none come to mind right now.

    Endless spells and unleash hell can pop them on her pretty easily, and if she's not charging, I'm not overly concerned about her continued existence. 

    • Thanks 1
  6. On 7/24/2021 at 8:04 PM, Paniere said:

    A couple of rules question that arose during yesterday's game: 

    1) Kairos used his once in a game skill to turn a successful opponent's charge roll of 3-1 into 1-1. Opponent wanted to use a command point to reroll the charge but I argued that that dice couldn't be rerolled. Could he have rerolled only the other dice anyway? We thought he couldn't since , in order to reroll a charge , he should have rerolled both dices and one wasn't rerollable.

    2) The changecaster used his once in a game skill to cast a spell with 3 dices, but he failed. I had the chance to reroll. Should I have rerolled 3D6 or 2D6 only?

    Thanks for the help!

    With kairos, I'd say no rerolls, as you are only replacing one dice, it says rolls that have been modified cannot be rolled, so even though one dice hasn't been modified, the roll as a whole has

    • Thanks 1
  7. 1 hour ago, Ganigumo said:

    Yeah I know now it says after removing the slain model

    So then why are you saying it doesn't? 

    The TOs rules are still based on their interpretation and go against what the core rules state or are their interpretation of an undefined word that can be interpreted a few different ways. I don't even know what you're trying to argue at this point other than your interpretation is right and everyone that doesn't agree is wrong just because. 

  8. On 7/20/2021 at 7:39 AM, Ganigumo said:

    The rule is just broken.

    Maximum unit size isn't actually defined anywhere in the rules (or the errata) so we have to assume it's the starting size since that's what is implied in the rules and errata. This part needs a "house rule" because its just missing from the rules.
     

    Why do we "have to assume" that? Why would you assume the undefined maximum size is the same as the "unit size" listed when you can spend reinforcement points to increase the size. By your definition, if you spend reinforcement points to increase the unit over its listed "unit size", all those models are lost. Without an FAQ, we would have to assume maximum size is how many times a unit can be reinforced, so maximum size is 30. Yes, that would be broken. Yes it needs an FAQ. Yes how TOs are running it is pure house rule assumtions.

    On 7/20/2021 at 7:39 AM, Ganigumo said:

    Each time an Iridescent Horror or Pink Horror model from a friendly unit with this ability is slain, you can add 2 Blue Horror models to that unit after removing the slain model. Each time a Blue Horror model from a friendly unit with this ability is slain, you can add 1 Brimstone Horrors model to that unit after removing the slain model. Set up the additional models one at a time within 1" of the position that the slain model had occupied. The additional models can only be set up within 3" of an enemy unit if the position that the slain model had occupied or any other models from the slain model’s unit are within 3" of that enemy unit. If you cannot set up the additional models in this way, they are removed from play (they do not count as being slain).

    Comeon buddy, is it really too much to ask to read the whole sentence?

  9. On 7/16/2021 at 3:54 PM, CountryMou3e said:

    This is how I understand it too and how I will play it. 👌

    Sadly it seems TOs around the world are in agreement to house rule how horrors work, despite there being no rules conflict. 

    Cannot have more models than your starting number of models other than with sasa. 

    Wounds roll over to blues when pinks are slain, despite being the opposite of what the rules say. 

     

  10. 3 hours ago, Sinfullyvannila said:

    It doesn't say anywhere what it is. I believe they made similar rules in the past based on starting size. Now it seems like they wanted to formalize "Maximum size", but completely failed to define it. Its their typical technical writing malfeasance. They really need a technical editor.

    The problem is they've just added a new system that changes the maximum size a unit can be with reinforcement points, and looking at the plain English, that number looks to be what they are referring too. They also made a big deal about getting rid of unit maximums. While I suspect it should be starting size, without a definition, there's no way anyone can make a definitive statement like the poster I quoted did

  11. 51 minutes ago, swarmofseals said:

    I could see that if you're going Hagg Nar, but if you're Khailebron you've already got plenty of access to teleports and this list won't be very CP hungry. Mirror Dance might be enough as is.

     

    I think the extra cp would be good to put pressure on for teleports turn 1. I was looking at a 2x20 block list, but I'll definitely be trying an msu list

  12. 6 hours ago, swarmofseals said:

    Either way I don't think this is the strongest DoK shooting build. I'll need to test it but I think my other build is better (hag cauldron, 3xshrine, 9x5 stalkers). It has no single target that you can take out to cripple the list, has nearly as much firepower, and can be all over the board at the same time. It should work a lot better against Idoneth as you will have a greater ability to not waste shots. I think it's almost certainly better in the mirror match even though you can't dictate the turn order.

    I like this list, but I wonder if 7x5 stalkers with 2 units of shadowstalkers for the teleport threat would be better. It leaves 120 points for maybe an extra cp, snake spell and 30 point bid. Extra cp and a bid seem to be more and more valuable

  13. 6 hours ago, Peegee said:

    Agreed. It's just that the retreat+charge (that is pretty potent in the book now) doesn't synergize well with them. And the ability to put Bucklers on Witches now make them the go-to choice for both offense and defense.

    You've always been able to put them on witches, and you should have been. SoS fill a different role. I've won many games by retreating and using my 6 inch pile in to get on an objective. Witches blend high armour units, SoS are tactical insertions. 

  14. 25 minutes ago, Peegee said:

    Hey guys!

    What's your take on Allies? I see myself considering one or two Allopex in a gunline list, the protection is strong with the net. Also thinking about a Cities of Sigmar Battlemage, adding another -1 debuff in Khaleibron or +2 run/charge for the Witches is never bad.

    What do you think?

    I was considering the same, I think 2 allopex would be a good addition

  15. 15 minutes ago, Joseph Mackay said:

     

     

    I suggest sending it to the faq team just to make sure the wording isn’t a mistake. Currently the command ability is once per phase, you cant use it on multiple units and you can’t activate it from multiple Ironscales. The question here is was that the intention or was it supposed to be once per unit per phase like these things usually are?

    The wording has always been once per turn. And like I said, there is precident, at least with kroak, so I don't see why this isn't intended. 

  16. 11 hours ago, Joseph Mackay said:

    Hmm that’s an interesting wording. Usually they say each unit can only be affected by the command ability once per phase, but this one right at the start states once per phase. Question for the faq team maybe?

    I don't see why, it seems pretty clear. It's the same wording as kroaks, you can use the CA once per hero phase. 

  17. 2 minutes ago, DJMoose said:

    The description of Fanatical Faith says on a 6 the wound or mortal wound is negated. On the Hagg Nar entry it says you make Fanaticial Faith rolls on a 5+. 

    It says you make fanatical faith rolls on 5+ for the wound roll. 

     

    I can see both sides, the fact that FF does reference both as the wound roll in the last paragraph makes me believe the 5++ is for both, but they have used confusing words that I can see both arguments

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