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Nico

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Everything posted by Nico

  1. The rumour engine is out. It's a big mouth - perhaps a Nurgle mouth or Cthulhu Aelves.
  2. This Dragon - especially the horns curling backwards - is very reminiscent of the Stardrake's head - it seems that this aesthetic is common to other Dragons in the Mortal Realms.
  3. Hammerstrike Force is still solid. At least two of the mega battalions are viable (Celestial Vindicators and Hallowed Knights). Wardens of the Realmgate is also excellent.
  4. You don't have to use Scions at all (although it has its place vs KO etc.). I'm talking about the ridiculously good rent-a-cover Trait plus Prayers plus Mirrorshield plus Lanterns.
  5. It's in one of the long lists of comments on the recent Facebook posts about the GHB2017.
  6. It's also not as if Stormcast and KO haven't got very strong Allegiance abilities.
  7. I can see that argument, but that also translates into nerfing the worst Grand Alliance, I.e. Death at the same time as deleting 40% of their units including all of their mid to long range shooting.
  8. There's a reference to "updated allegiance abilities for Destruction" on the Facebook page, which suggests that none of the existing allegiance abilities are sacred.
  9. Excited about this with one month to go. Booked the Friday off work. One observation - normally, the bad situation of having limited notice of a points change would result in one taking fewer models to a tournament than you were expecting to (one's undercosted filth getting pointed up higher) - this isn't onerous to such people. However, one curveball we've seen is the minimum size of Battleline units going up (e.g. Clanrats going to 20). This could force people to double the number of Battleline models they have to bring unexpectedly, which is onerous on the building and painting front.
  10. It's good news that allies are limited. I'm hoping that Stormcast cannot ally with Collegiate Arcane (stacking Mystic Shield with their existing automatic +2 to save) for example.
  11. Allies are limited to specific factions, as illustrated by the list under the Deathlords - not Grand Alliance-wide.
  12. Nighthaunt can deepstrike in the same way as Stormcast.
  13. Boom- Nagash 800. Neferata 400 so Allies!
  14. People could convert their Skyfires' bows into tiny violins. It would be a shame if the points came out and then something which is grossly undercosted in old points romps to victory anyway.
  15. Only the Filthful should be there along with other teams from the South London Legion. @Thanatos Ares @Bowlzee @Leonardas
  16. Nico

    FAQs for London's Calling 2017

    Updated FAQ 16 July 2017 I came up with these FAQs for London's #Calling - a 2,000 point AoS tournament using 5 of the 6 SCGT Battleplans. All comments are welcome. FAQs for London's Calling 2017 We're going to apply the following FAQs at London's Calling 2017. These FAQs supplement and add to the official GW FAQs (the December ones with the Magenta amendments on them); and the House Rules of the SCGT pack. Most of these are clarifications of specific rules, particularly new rules from the latest Battletomes, rather than changes to core mechanics which would have broader effects. They have been developed independently from the SCGT pack to address issues that are frequently discussed on TGA. The TOs at the SCGT may decide the answers differently. We've done a fair number of practice games on the DoT side of things in particular (stretching back to my Fatesworn Warband of summer 2016) and a lot of theoryhammering. We would welcome any feedback on these FAQ answers (from attendees or otherwise) both before and after the event. We may make further tweaks to these prior to the event. Stormcast Eternals Q: Can I use pointed Battalions in the General's Handbook (e.g. Warrior Brotherhood, Skyborne Slayers, Wardens of the Realmgate) even though they are not on the Stormcast Eternals Battletome? A: Yes. Q: Is the Baleful Realmgate included within the cost of the Wardens of the Realmgate? A: Yes (please note that this was ruled the same way at The Warlords and Heat One). Q: Do Aetherwings have the option of using Watchful Guardians to make a charge? A: Yes. This rule allows for a move in the start of your opponent's charge phase. Interpreted purposively this can be a charge but doesn't needto be a charge (you can but need not end the move within 3" of an enemy model). For simplicity's sake, any buffs to charge moves (e.g. reroll charge rolls) will affect any move using Watchful Guardians. If your opponent has any ability that activates at the start of the charge phase (e.g. Fanatics), then the opponent can choose the order in which these "simultaneous" abilities take place, as it is necessarily the opponent's turn (see the Hints and Tips in each Battletome). Q: How does the Shockbolt Bow (D6 wound rolls on a hit) work with the Vanguard Wing battalion's Bearers of the Storm ability (6 or higher to hit "make two wound rolls rather than one"); and the prayer Bless Weapons (6 or more to hit generates another attack)? A: If you roll a 6+ to hit, then the initial attack will cause D6+1 wound rolls (so the abilities do synergise but by addition, rather than multiplication - so it's not 2D6 wound rolls). Furthermore, you will also get to roll an additional attack with the Shockbolt Bow (which would lead to another D6 wound rolls if it hits). It's worth noting that the Lord Celestant's Furious Retribution Command Ability only works in the combat phase. Sylvaneth Q: How does the Tanglethorn Thicket ability of Kurnoth Hunters work? A: Tanglethorn Thicket can be activated at the start of any charge phase and lasts until the end of that turn! This means that it never works during any shooting phase (as shooting phase precedes the charge phase). Furthermore, as it happens at the start of the charge phase - the Kurnoth Hunters can never charge after using Tanglethorn Thicket (as a charge is a type of move - see the FAQ for The Rules - the table of types of move in magenta text). Q: How does the core rule "re-rolls happen before modifiers to the roll (if any) are applied." interact with rerolling failed saves from Tanglethorn Thicket? A: The reroll can only happen before the modifier takes place - so you must decide whether to reroll the failed saves on the basis of theunmodified rolls. The difficulty is that you cannot say whether the save would be successful until after the modifier has been applied. This means that - irrespective of the rend, cover, mystic shield or other modifiers) - only natural rolls of 1, 2 or 3 can be "failed" saves (as a 4+ is a "successful" save). In practical terms: As the rule is discretionary (not mandatory), if the Kurnoth Hunters are in cover against rend "-", then you can choose not to reroll a natural roll of 3 (as you know that you will pass the save once the modifier (cover) is applied. The situation where the result differs from the oversimplified "3+ rerollable save" is against rend. If the Kurnoth Hunters are in cover but against -2 rend, then the modifier is -2+1= -1. Here, a natural roll of 4 cannot be rerolled (as it's not a "failed" save - see above). However, once the modifiers are applied, the 4 becomes a 3 and hence that save does indeed fail. This is a small nerf to Kurnoth Hunters as it makes them more susceptible to rend. However, it is also an application of the core rules. See below regarding the Paradoxical Shield. Moonclan Grots Q: Does each unit of Fanatics need to be deployed as a "drop"? What is the effect of the FAQ answer on including several independent units of Fanatics within one unit of Moonclan Grots? A: Yes - each unit has to be deployed as a drop. Our understanding is that the purpose of the FAQ answer was to stop players deploying a unit of (say) 6 Fanatics within one host unit of Moonclan Grots and then releasing the Fanatic models individually as ones or twos - in order to reduce the number of drops on the army and gain an unfair advantage of flexibility (as small units being to block charges in the opponent's turn or as large units for offence in the Moonclan player's turn). Hence, you can still deploy (say) a unit of 6 Fanatics and a unit of 2 Fanatics within one host unit of Moonclan Grots (which would be two drops - three if you include the host unit of Moonclan Grots) and choose to release one Fanatic unit but not the other at the start of any charge phase (or you could choose to release both). Disciples of Tzeentch Q: If a Warscroll is a Wizard and has Mortal and Daemon can I take a spell from both the Lore of Fate and the Lore of Change? A: No - you can choose one spell total from either the Lore of Fate or the Lore of Change (not both). Q: Is "Flamer"/"Flamers" a keyword both times that it appears in the text of The Exalted Conflagration (rather than a unit name, i.e. intended to refer to Flamers of Tzeentch - a unit name)? A: Yes. It is a keyword both times (despite not being in bold - this appears to be a typo). Q: How do Changehost swaps work? A: You can swap different pairs of units, so a given unit can be in two or more different pairs of unit (provided that the exact pair is not swapped twice or more). If you have sufficient units in the Battalion (9, 18 etc.) for multiple swaps in the hero phase, then each swap is an independent ability; and there is no requirement to do the swaps simultaneously or one after another. Q: Can I use Changehost swaps to swap a Lord of Change or other wizard with another Hero Wizard in the Changehost battalion which is on the upper platform of a Balewind Vortex? A: No. While very inventive, this is just going to provoke controversy. The same would apply to Skitterleap. Q: How can I deploy The Changeling? The Changeling deploys after regular deployment is complete. The Changeling may deploy in the area of the Battlefield where enemy models are permitted to deploy (or you may choose to deploy it in your own deployment area). The wording as regards timing is ambiguous (it doesn't say "after set-up is complete" for example, which would be a defined point in the core rules). We've interpreted this as requiring that the Changeling deploy as a "drop" as normal along with your other units (rather than deploying after set-up is complete). The wording as regards location is also ambiguous. We've interpreted this as allowing The Changeling to deploy in the enemy territory (rather than only in the deployment zone as specified by the Battleplan). Please note that the first ruling is a nerf to The Changeling while the latter is a buff to The Changeling - the overall effect is broadly neutral. However, the opponent cannot simply bubble wrap the Changeling with chaff models during deployment as a trivial counter. The first sentence of Arch-Deceiver is optional ("you can set up"), so you can still deploy the Changeling in your own deployment zone as specified by the Battleplan instead (and the rest of the Arch Deceiver rule applies as normal, i.e. enemy units will still treat it as part of their army). Q: Are the debuff effects of Arcane Suggestion meant to last until your next hero phase? Yes. This is a typo. [The spell has a high 7 cast value; and has a random effect. The current wording leaves most DoT armies without an effective debuff.] Q: Are Mortal Wounds considered to be "damage" e.g. for the purposes of substituting a Destiny Dice for a "Damage roll" or for adding up the damage inflicted by a unit of Bloodletters attacking a Stonehorn in melee before halving? No. Q: Assuming that you have the available reinforcement points is it mandatory to use Split and Split Again? A: No. In general, the use of any rule that requires reinforcement points is at the discretion of the player (other examples include Neferata's Mortarch of Blood ability. Q: In Matched play, how do I deal with "undersized" units (e.g. when creating 6 Blue Horrors from using Split from 3 Pink Horrors or when I summon 2 D6 Dryads)? A: On the basis of "you get what you pay for" and to avoid excessive bookkeeping, when a new unit is created using such rules - you must decide how many reinforcement points you are subtracting from your pool. The points subtracted then determine the maximum size of the unit. You can top up the number of models to that maximum size even if the unit was summoned/set up initially below that size. For example, a Branchwraith can summon a unit of 8 Dryads after the player decides to subtract 120 points from the pool of reinforcement points. A Gnarlroot Wizard can then top up the unit by D3 models using Verdurous Harmony. However, if the result is that 3 models are added, then only 2 can be added as the player has only paid for 10 models (not 20 or 30). After 3 Pink Horrors die in the shooting phase, a player can subtract 50 points for a unit of 10 Blue Horrors, but only gets to deploy 6 models at the end of that phase. If 4 more Pink Horrors die in the Combat Phase, the player can top up the 6 Blues to 10 models (but not more) without paying reinforcement points (as normal); and optionally create another unit of 10 Blue Horrors (for a further 50 points), but only gets to deploy 4 models. If 8 Blue Horrors die on the combat phase, then the player can choose to spend 40, 80 or 120 points for a unit of 10, 20 or 30 Brimstone Horrors, but only gets to deploy 8 models at the end of that phase (in all 3 cases). These can then be topped up subsequently to the maximum size paid for (i.e. 10, 20 or 30). Q: Is a summoned Wizard a "Wizard in a Tzeentch Army" and hence entitled to choose a spell from the appropriate Lore? A: Yes. Q: Can I choose to deploy a unit of 10 Chaos Warriors as 9 models within the Fatesworn Warband even though the minimum unit size of the unit in the General's Handbook is 10 models? A: No. Q: How does the core rule "re-rolls happen before modifiers to the roll (if any) are applied." interact with rerolling successful saves from the Paradoxical Shield? A: The reroll can only happen before the modifier takes place - so you must (it's mandatory) reroll the successful saves on the basis of theunmodified rolls. The difficulty is that you cannot say whether the save would be successful until after the modifier has been applied. This means that for a 4+ save - irrespective of the +2 to save modifier from Paradoxical Shield, rend, cover, mystic shield or other modifiers) - only natural rolls of 4, 5 and 6 can be "successful" saves (as a 4+ is a "successful" save) - these must be rerolled. Meanwhile, natural rolls of 2 or 3 aren't "successful"saves and don't have to A few notes by way of explanation (bearing the name of the shield in mind): "If this was interpreted literally for a 4+ save, then it would lead to the absurdity (and literally a paradox) that rolls of 2 and 3 would be unsuccessful saves, so they wouldn't be saved, but then you would add 2, so they would then be successful (which is a paradox or a contradiction as the saves are both successful and not successful)." "On reflection, maybe that was what they intended. I'm starting to doubt myself - damn you Kairos - sowing doubts in frail mortal minds!" "the point here may be that it really is intended to cause a paradox/mess with your minds, as that's very Tzeentchy." Chaos Q: I have painted Slambo and want to include him in my army, what can I do? A: We of the South London Legion believe that one can never have too much Slambo. Slambo is so awesome that any Chaos army would welcome him with open axes. Accordingly Slambo can be included in any Chaos army (for his points cost) and can assume any allegiance - i.e. be taken without affecting/breaking allegiance (however, he does not gain any keywords during the game as a result). For example Slambo can be taken in a Tzeentch Allegiance army or a Moulder Allegiance army. Q: Can I wear a Slambo outfit? A: Yes. Reinforcement Points Q: Do I need to subtract reinforcement points from my pool in order to use Skarr Bloodwrath's The Slaughterborn, Vlad Von Carstein's Carstein Ring or the Flamespyre Phoenix? A: No. The FAQ answer regarding the Ring of Immortality (subtracting reinforcement points for this) was a specific nerf to that ability, when it could readily have been stated as a general principle. These abilities (which aren't automatic - especially the 4+ for the Flamespyre Phoenix) are baked into the costs of these Warscrolls. Q: If I dismiss a Balewind Vortex at the start of my hero phase using the Held Aloft ability, can I summon it back again later in the game (in a different position and optionally using a different Wizard casting the spell Summon Balewind Vortex) without subtracting an additional 100 reinforcement points from my pool? Yes. You've already paid for it. The words "until it is summoned again" suggest that you can bring it back after dismissing it. You still have to attempt to cast the Summon Balewind Vortex spell again when you summon it in the new position. You do not regain the reinforcement points when you dismiss the Balewind, so you cannot for example choose to dismiss the Balewind Vortex and then summon 10 Bloodletters instead using the same reinforcement points. The reinforcement points have been committed to the Balewind Vortex. If the Wizard on top of the upper platform is slain, then the Balewind Vortex is removed and your opponent is credited with kill points for killing the Balewind Vortex equal to the reinforcement points subtracted to summon it. Allegiance Q: How do I work out the Allegiance of my army? A: It's basically a two step process: List building: You write the list for the army on the basis of any Allegiance that you can satisfy. Choice of Allegiance pack: Then you pick the Allegiance pack based on any allegiance that you can satisfy. Significantly you don't then redo step 1 after doing step 2. The best example is Ironjawz, who have no inherent Battleline units and no allegiance pack of their own. They build a list using the fact that some of their units become Battleline if you satisfy Ironjawz Allegiance. Then they choose the Destruction Allegiance pack (invariably) - this doesn't stop their Brutes from being Battleline. Further important points: A unit within a Battalion can gain the Allegiance stamped on that Battalion. However, Battalions by themselves don't break allegiance, so "A Battalion can still be part of any allegiance that all its units have on their warscrolls." This is a new rule in the DoT book (page 95, point 4). A good example of point 2, is that 10 units (including at least one hero) with the Slaves to Darkness and Tzeentch keywords in the Everchosen Battalion the Fatesworn Warband satisfy the following 4 Allegiances: Chaos, Tzeentch, Slaves to Darkness and Everchosen. This means that you can take Knights and Marauder Cavalry as Battleline for list building purposes and still choose Tzeentch allegiance. Garrisoning Buildings Q: Can I garrison a building if there is an enemy unit within 3" of that building or within 3" of my unit at the start of the movement phase (which is the only time when you can garrison according to the Warscroll for the Skull Keep)? A: No to both questions. Miscellaneous Do First of the Mortarchs, the Balewind Vortex and the Astrolith Bearer affect all ranges of spells? Yes - they affect unit-to-unit ranges, all models/units within a range from a unit type ranges; and any other types of ranges within a spell. Slaying heroes/monsters with special weapons Q: How do weapons which have a special rule if they "kill" an enemy hero/monster work given that the opponent has the right to allocate damage from your unit when you attack with multiple weapons (e.g. Mortarch of Blood, Archaon's Triple Headed Monstrosity and Gordrakk's Strength from Victory). A: To avoid the opponent rigging this (choosing damage to another weapon as the final wound to allocate - assuming that this is even possible) or you having to roll attacks one at a time, if the weapon in question contributes any damage to the target hero/monster which then dies from the attacking unit's melee attacks (all in the course of the same pile in and attack), then the buff triggers. For Gordrakk, you can pick which of Smasha or Kunnin' gets the buff (not both weapons from a single slain hero).
  17. Nico

    Nico takes on Heat 3

    There were plenty of strong lists out there, perhaps fewer "big names" were there as many had already qualified. There were plenty of Skyfires about, but not many lists with 18 or 27. I gather Joe's 27 bumped into a Khorne army and got flooded with bodies and ground down. The KO were out in force and seemed to do very well. Ziflin reminds me of Clan Skryre in some ways. The Kroak list was rampaging on the top tables too. Perhaps fewer Mixed Destruction Filth lists than normal. Two Ironjawz armies were playing in the top 5 tables in the last round, which is noteworthy. I think it's a big positive for the game that some high body count Khorne lists trumped the new shiny pew pew filth in some games. Then there were the Squigs of course.
  18. Nico

    Nico takes on Heat 3

    Final results I came 6th and was the Best Chaos - take that Skyfires - probably my best tournament result to date (I managed 4th at SELWG Smash)! I was admittedly fortunate with my match ups - avoiding some of the worrying filth. I got 4 Majors and a Major Loss, together with 8,260 kill points. Very pleasingly given only two clubmates could make it, we came 5th and 6th! Ben also got a painting nomination! Hobby Hero!
  19. Nico

    Nico takes on Heat 3

    Game 5 Game 5 was almost a repeat of Game 3 - a relatively formulaic game against an MSU Ironjawz army. The only way I would lose would be if I failed key cast rolls. My opponent had an awesomely painted and nominated Ironjawz Army: Turn One He took turn one and managed to get his big unit of Ardboyz in turn one. Again the two units of 10 Chaffrats did their job by blocking and dying, then Archaon Derped, true to form. At least he managed to stay in cover, which would keep him alive. Then it was my turn - and what a turn. This time both spells went off and Archaon even summoned a Herald, although he ended up at the back of the board due to the 9" rule. The 40 Clanrats retreated, flew and charged into 3 units of Brutes plus the Megaboss and a Warchanter. Meanwhile the 30 Stormvermin and a Warlord went into the Ardboyz. Sayl blasted them for good measure. The Clanrats immediately killed the Megaboss and two units of Brutes. The Ardboyz didn't do much as their damage was split up between multiple targets. Archaon derped again, although Dorghar took out a Boy. Then the Brutes started activating and a horror show it was too. As the Clanrats started dropping, the dying models took out the Warchanter and eventually left only 4 Brutes alive from 20. Horrific! The Stormvermin chopped away and evenutally 12 or so Ardboyz were dead. Battleshock wiped the unit although none of the Brutes fled. Megaboss, Warchanter and 16 Brutes killed by 240 points of Clanrats. Battleround Two I won the initiative and completed the job. The Stormvermin flooded the Maw Krusha and the Verminlord went into the Brutes. With their remaining 20 models, the Clanrats charged the Weirdnob Shaman. The Brutes hacked about 6 wounds off the Verminlord, but the everything in the middle died. To my surprise, my opponent elected not to go for the hail mary pass of Foot of Gork on the Stormvermin. The Clanrats completed the job. This was my fourth Major and the third one with 2,000 points killed. He got my favourite player vote for taking a crushing 2 battleround tabling with grace.
  20. Nico

    Nico takes on Heat 3

    Game 4 - High Aelves Game 4 was decidedly more challenging. I faced 4 Bolt throwers and a couple of units of Waywatchers, together with undercosted (comes back for free) Tyrion and a Dragonlord, plus a Loremaster and 2 Spellweavers. I knew my opponent was a strong one as well. He deployed pretty well - resisting the magnet on the 12" line. This meant I had to do something inventive. Turn One I had fewer drops for a change and so I opted to go first. I deployed Archaon 36" away from the crew of one Bolt Thrower and just behind the 40 Clanrats on my 12" line. I cast Sayl's spell and Death Frenzy and buffed up the Clanrats. Now for the ploy. Archaon attempted to summon a Balewind. This would not only nudge the Clanrats in front of him forward some 6" or so, but it would also allow me to summon on a Herald to zap some crew or use Arcane Bolt for the same. Naturally, Archaon derped and failed the cast. Thereafter, I ran him away. The Clanrats also failed what was a 9" charge. The response was painful. The Bolt Throwers shot off the Verminlord as is traditional. They also killed about 5 rats. However, Tyrion and the Mystic Shielded Dragon came out to play with the rats. The Dragon chomped through 18 Clanrats, however, 10 of them piled into the Dragon on Death, while 8 went for Tyrion. Even with their great saves, the Dragon took 8 wounds and Tyrion died and then rolled a 1! Boom! Turn Two I lost the initiative and the wave of fire continued. Archaon died to my horror as did one of the Warlords. The Dragon limped back to its lines and breathed on the Clanrats. About 10 of them survived. The 20 Glade Guard moved off the far right objective into the centre. In my turn, the Clanrats went for the cheeky boltthrower which had shot around the edge of a building to kill my Warlord. The other Warlord started running quickly for the far left objective. I decided not to use Sayl's speed spell, so instead he summoned on the Herald, which proceeded to nuke the Dragon. The Clanrats bossed the crew of the left Boltthrower, while the 10 Stormvermin in the middle made a decent charge and piled in to kill one of the Spellweavers and damage the Boltthrower. I lost 3 in return. Having felt very nervous about how the game was going, I suddenly realised that if I won the initiative, then sent my 20 Stormvermin right to swamp Alith Anar and retreated the Stormvermin in his lines onto the far right objective, then I would immediately win a major. I probably could have achieved the same result by killing all his stuff, but this would be far quicker. Turn Three I won the initiative and that was that - Major Victory. I outnumbered him 7 models to 6 on the far right objective! Moving forward with the Glade Guard proved to be a costly error. I still got 920 kill points.
  21. Nico

    Nico takes on Heat 3

    Game 3 - FEC After a disappointing defeat (my combo is stronger than any melee army with the possible exception of Tomb Kings), I was hoping for a win to all but ensure qualification. Thankfully I got a perfect match up - FEC on Border War - Ghoul Patrol! It was pretty much text book, my opponent took turn one and surged forward in a line of MSU. I lobbed out the Clanrats - again Death Frenzy failed. However, the haul of damage was horrific - they took out a unit of 6 Horrors and 2 Units of 3 Flayers. After that it was rinse and repeat. The Stormvermin went left and killed the Terrorgheist. Then it was mopping up. My opponent's list was pretty soft - MSU and melee doesn't work (except possibly for Khorne due to Blood Tithe). It was gorgeously painted, with a cool Flayed man theme - Boltons!
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