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NinthMusketeer

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Everything posted by NinthMusketeer

  1. Man I wish I had the programs needed to make my docs look that good, nice work adapting the official layout & artwork effectively!
  2. Thanks! I am glad my communication didnt come across the wrong way Fighters don't have to pile-in when in melee, nor do they have to pile all the way into base contact; they could stop 1mm away. (all they have to do is attack if in range)
  3. I agree that making them flat out immune to low-damage weapons is a good way to mechanically represent the narrative of fortifications, good call! The situation that defenders on a wall cannot be attacked at all from its front side (minus fliers) feels too much to me. I think it is perfectly fine for melee (especially because the siege ladder battalion exists), but for range it doesn't make sense. After all, walls are built with crenelations and the like specifically because people on the wall get shot at. In my opinion it would be better to say units garrisoned on a wall can be shot at (with the listed penalties) from any angle, but gain a 4+ ward against wounds allocated from attackers that were in front of the fortification. I think the sappers battalion is fun and thematic, but I notice that even if the underground unit dies to cave ins one still gets to keep rolling to damage the fortification--is that intentional? Tunnel Team, IMO, is bad for the game. As someone who regularly runs Skaven with 6" teleports/deep strikes I know from experience how tremendously powerful being able to arrive closer than 9" is, and with the only restriction being 3" is will be near impossible for the defender to block out an interior of any decent size. I understand the randomness of only coming in on a 6+ acts as a counterbalance, but that ultimately just makes it far more likely that a match will be decided by one good dice roll (or lack of it). I also feel that narratively, it kinda craps on armies that bring their own tunneling/infiltration mechanics by going 'oh everyone can do that, and potentially better than you'. Apologies if this comes across as harsh, I just don't want to understate things. Spotter I also feel would be better off either removed or overhauled. As it stands a hero could sit in a tower/wall/other high point to get view of the whole battlefield, then allow cannons to teleport their shots through the wall in front of them to hit enemies on the other side without penalty. I feel a better alternative would be special rules for garrisoned artillery on fortifications getting extra bonuses by default. IMO prepared defenders really needs to be a 3" range or at least 1", because otherwise it just means attackers will always want to avoid charging/piling into base contact and instead stay just within melee range to attack but not risk taking damage from this battalion. I love the rune-warded defenses battalion on multiple levels! First off it is giving wizards a defensive benefit rather than further buffing their offense/spellcasting like so many other wizard-based boons do, and it actually depends on the units in the battalion for the benefit. So many battalions have required units but offer literally nothing for having optional slots filled and this battalion avoids that, which I really appreciate. Questions would be what "in your line of defense" means and why priests cannot also fill slots?
  4. Annihilators vs Brutes is easy; the winner is the one who charges. And that will probably be Annihilators when they drop down 9" away, likely dealing MWs, and charge with a re-roll, likely popping 1-2 brutes from that alone. At the end of the ensuing combat the brutes are at a real risk of battleshock failure, the Annihilators aren't. The matchups with Goblins listed, we really need specification of which unit. There are a lot of grot units and they are not at all equal!
  5. OK this is a great idea for a thread. I am definitely going to need to think about it, there are so many miniatures I like!!
  6. Well to determine who 'should' win, or to put differently what the baseline expectation would be, one simply needs to run the numbers. Calculate the average damage output on the initial swing, then the average damage what what would survive to swing back, and so on. The difficulty being that would be the average result in a vacuum. As an old friend of mine once said 'there is a reason we roll dice and play the game rather than compare lists and do math to figure out the winner'. Luck hates the average result XD
  7. Ugh, so now we have Schrodinger's bonus, which both is and isn't a modifier. Wonderful /s
  8. For that price it'd need to have the full rulebook before I'd recommend it, unfortunately
  9. I can't say if it was an oversight or intentional but I can say that the trigger is indeed per unit, meaning that if two units of 1 seeker chariot charge the same enemy it triggers twice, while if one units of 2 seeker chariots charges an enemy it triggers once. Hellmower ability triggers along the same lines, though as a sidenote it is not an 'impact' ability as it simply goes off at the start of the combat phase regardless of charge status. Really it just hammers home that it is not worth reinforcing those chariot units.
  10. The Core Rule restrictions on fighting are: -When you pick a unit to fight, it must be eligible to do so and a unit is not eligible if it has already fought in that phase. -A unit cannot fight more than two times in a phase, regardless of any abilities, and this overrides the normal principle that abilities take precedence over core rules. The Avengoraii ability says they immediately fight, as Tibus mentioned there is no restriction of 'if it has not already fought this phase'. Meaning it absolutely can do so even if it has already fought once before in the same phase. What would prevent it from doing so is if the ability would be making it fight a third time. In practical terms this means the following two scenarios are true: Scenario A -Atella the Vengorian Lord uses Unstoppable Nightmare at the end of the charge phase. -In the subsequent combat phase, the opponent picks a unit to fight first and wipes out a different friendly Avengoraii unit within 6" of Atella, triggering the ability and causing her to fight immediately. -It is now the priority of Atella's controlling player to pick a unit to fight. However, Atella has already fought that phase and is thereby not an eligible unit to pick. Scenario B -Atella the Vengorian Lord uses Unstoppable Nightmare at the end of the charge phase. -In the subsequent combat phase, Atella's controlling player picks a unit to fight first and picks Atella, causing her to fight. -The opponent then picks a unit to fight and wipes out a different friendly Avengoraii unit within 6" of Atella, triggering the ability and causing her to fight immediately. She does so even though she already fought once, because the use of the ability does not put her above the hard limit of fighting twice per phase. Ultimately the ability can be an extra fight in the same phase but only if you play it right.
  11. I feel as though some confusion has been caused by cutting out the first sentence of the modifier description for the core rules "Sometimes a modifier will apply to a dice roll. Modifiers are applied after re-rolls. Rules that refer..." Modifiers are not defined as being 'anything that applies after re-rolls'. More importantly, "If you choose to use an ability to re-roll a casting, unbinding, or dispelling roll, you cannot use primal magic dice to supplement that roll." So any theoretical interaction with magic re-rolls is moot, because they cannot occur. But going back to the original question, the important sentence is "The player can continue to roll additional primal magic dice until the caster suffers a primal miscast (below) or there are no more primal magic dice to be rolled." Because this specifically establishes that a spell can go from not being a primal miscast to becoming a primal miscast due to the addition of primal dice. A primal miscast is defined as "an unmodified casting roll that includes a double 1". Thereby: -Playerius decides to cast a spell and rolls a 1 and a 5. They decide to roll a primal magic dice and get a 2. -As per the above quoted rule they can continue to roll additional primal magic dice, so they decide to roll another, which is a 1, meaning the cast now has two 1s in it. -We know from the same rule that the addition of a primal dice turn the spell into a primal miscast, so that is what happens and Playerius' wizard takes d3+3 MWs to the face. -We also know that a primal miscast is only triggered by the results of the unmodified roll, so by extension we know that primal dice must be a part of the unmodified roll. (Put differently, if primal dice were not part of the unmodified roll, they would never trigger a primal miscast, ever.) Does that make sense? TL;DR - Yes, primal dice are part of the unmodified roll and yes, you can trigger abilities related to high unmodified rolls this way. While powerful, the counterbalance is the risk of a primal miscast and that whenever you get a primal dice so does the opponent, making them a guaranteed tool available for unbind attempts.
  12. Always cool to see people put their work out there! Not sure if it needed two threads but hey it isn't like the narrative section of the forum is bustling, thanks for adding something
  13. It slipped my mind to update warband tables with the new heroes from Harbingers, now done.
  14. So I went to watch some shows tonight, and the Warhammer+ site won't let me sign in! I keep clicking the link but it just cycles back to the main Warhammer+ page. Anyone else have this problem, or a solution?
  15. So it came to mind the other day that the Soulbound Artifacts of Power supplement has a lot of lore regarding realmstone, including its gathering and transport, that could be of great use when writing a story like this.
  16. I still remember from back in the day when Wrathmongers had an ability when they died to force an enemy model to fight its own unit... cue a unit of 30 death-frenzied (fight on death spell) stormvermin charging a 10-man unit of wrathmongers. They basically exploded. 😆
  17. I remember back towards the start of 3rd a WD article or two from the AoS devs talking about how they wanted to refine their writing abilities and (more or less) expressing a desire to do better. Pretty sure I've mentioned it before but it is nice to be seeing that play out in the details. Little things like a rule referencing 'unit that slays a warlord' rather than 'unit that slays the warlord' are largely trivial in terms of the big picture but speak to a higher degree of competence than we saw in previous editions.
  18. Obligatory plug for Road to Renown as a narrative style system! Though it is quite different from modern PtG (lack of points coming to mind here). But to segway into something more on topic; narrative content is a bit like RPGs, feel free to change/add/subtract whatever you want! If your group is having fun you're doing it right
  19. I dunno if I'm really qualified to be offering C&C, but I can definitely say that it's hard putting ones own work out there and I respect you for that! Thanks for giving this dusty old narrative section some narrative to chew on!
  20. I am a lot happier to see the anti-magic counterplay measures being introduced. The game needs them; right now the only answer to a powerhouse magic army is to play one of the few armies which can field said answers.
  21. I am a lot happier to see the anti-magic counterplay measures being introduced. The game needs them; right now the only answer to a powerhouse magic army is to play one of the few armies which can field them.
  22. Again for 40k, but I am super happy GW has launched another narrative campaign where the players get to submit results which ultimately have a real effect on the setting. I fondly remember the Seeds of Hope global campaign, as well as drinking the tears of the numerous naysayers who insisted things had not changed and the results would be ret-conned within a year XD.
  23. Couple big ones here, first is being super glad GW has continued the trend started with Warcry to offer free rule downloads. It is a great relationship-building move with the community and further, the community was more or less already getting those rules free online anyways. Secondly, and just as important, THANK YOU GW for going back to 1 GHB per year. Every-6-mo was going to be too much for my local community to sustain excitement for, and many others from what I heard. Keep up the good work on the balance scrolls and I think AoS will keep heading in a positive direction!
  24. ...like the entire Narrative section of the forum (which near everyone ignores -.-)?
  25. (Very) IMO the biggest part of being inclusive is simply.... not being exclusive. There's promoting inclusiveness in a healthy manner and doing so in a manner that kills the point, where 'excluded' people become demographics which are pandered to. It's a tricky thing to manage but the only way to really fail is to stop listening. As for paint, I always tell newcomers it is about 'cheating'. We painters use all sorts of special paints, techniques, etc to make it look like we painted details we didn't. A shade, for example, makes it *look* like we painted this nice gradient shadow effect into all the recesses but really it was just one thick coat!
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