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Duke of Mousillon

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Posts posted by Duke of Mousillon

  1. @Schulzyit is just aethetics since a Pike formation needs swords. I love this little detail. You cant fight in a Pike formation without the sword backup. Pikes are horendously horrible weapons when out of formation.

    And now Eltharion is definetly not a caster as per warscroll and with him being named we also have no opportunity to make him a caster via artifacts if that possibility should exist in the book. Though that would be odd too since all our heroes allowed to bear artifacts. 2. that is 2 may i remind you. are level 1 wizards by default.

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  2. @elfheadJust rules for now as far as i know and yes it is an annoyance with vague times. I would accept those "soon" things if it is a secret. For example if we dont know the whole Lumineth selection and they suddenly suprise us with 2 more units. I would take being so vague then but we know whats coming. There are no secrets anymore. For some people it would be just more comfortable to be able to plan their spendings ahead since we know how expensive this hobby can get. 

    On another note. Am i still correct that we have to allocate wounds one after another? That if going by normal rules for example if a unit with 1 wound per model take 5 wounds you allocate 1 wound. Then remove the first model. Then allocate the second wound. Remove the second model. etc. Is that still how the rules work? I remember it like this since there were janky shield mechanics in other factions.

  3. 1 hour ago, Jaskier said:

     

    The three core choices (pike-aelves, archers, cavalry) are all very good for different reasons. The cavalry have incredible theoretical mobility with the double movement spell, are quite cheap and will decimate infantry (remember, all those bonus attacks on their lances can do mortal wounds too!) The archers seem to have a tame profile at first, but their 30" reach in conjunction with ignoring line of sight means they are actually premier character snipers. With the spell active, those shots do mortal wounds on unmodified (meaning Look Out Sir doesn't affect it) 5+ to-hit, meaning a unit of 20 averages about 7 mortal wounds without any other buffs. They are also fantastic for clearing off annoying objective holders/takers like Tree Revenants who often hide away until they're needed. The pike-aelves are just unreasonably scary to charge as they should be, as 2 attacks per model with a 3" reach means they have absurd mortal wound potential. They get damage buffs for being charged, and have a bunch of rules catered to improving their durability beyond their respectable base stats. If you charge a block of 20 that has Power of Hysh active, you'd better hope they're getting decimated or they'll mercilessly kill most anything that charges them. 

     

     

    just to make sure you people do the mathhammering right. A unit of 20 Bowmen has actually only 19 "Bowmen" because the leader has no bow. I do not do mathhammer myself but thought id throw it out there that in the German version of the warscroll it is stated that the leader has the sword and birdcage instead of the bow. So you only get 9 or 19 ranged attacks instead of 10 or 20 out of a unit. 

  4. 3 minutes ago, texhnology said:

    I'm soo soo disappointed with this release :(

    Feels like I've been waiting for Aelves a very long time, and when they announced Lumineth I was really excited to finally get to play an elven faction!
    But after seeing the choices in the book I'm really disappointed.

    The unit choices and variety is abysmal, the character choices and variety is also abysmal, there isn't even a single common fighting hero!
    It's like there is no actual no choices at all in the book. I don't think I've seen this week a release in a long time when it comes to actually no named army choices!

    So even if I like the models, this release seems to be a huge letdown :(

    I feel you. I was hyped when I saw Pikes and Silverhelms and Bowmen. I mean. I really dont like the cowhelmet dudes but whatever. Whoever likes them good for them. I want my White Lions back. Nevertheless after that it was like hot air. Nothing came anymore. Oh we got... 2 generic lords. both level 1 utility casters. Not necessarily the same yet similar. The 3 units that got me hyped are now without weapon options too. So. Yeah it was all a big start but. everything was at the start thats why it was big. nothing came afterwards. I am still contemplaiting if I really wanna start this army or not. With tomorrow coming close idk if I should buy the box set or not.

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  5. 2 minutes ago, Acid_Nine said:

    See the thing I just dont understand is this. What Vanari units can use command abilities? From what I have seen there are no vanari heroes that can do it. Do you just pick one and let it go for Iliatha?

    What i think if you are refering to the reroll 1s is that every unit can use it on itself? because it doesnt talk about any hero unit and initself. We have a generic comman ability doing the rerolling 1s already dont we? so i would assume it is smth like that the infantry unit can do it on itself if they want to? it would be the only. reasonable thing with generic command abilties existing

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  6. Hey I am a native German speaker and thought I could help out in this forum and just give a translation for the leaks we have.

    Skipping the point table since it should be self explanatory even in German. Though if questions arise feel free to ask.

    Great Nations:

    Iliatha

    Add 2 to the bravery characteristic of VANARI- and AELEMTIRI-Units from ILIATHA  .

    After a friendly VANARI-Unit from ILIATHA  uses a command ability, you can choose one friendly VANARI-Unit from ILIATHA  within 3'' of said unit. If you do so, the chosen unit can also use that command ability without spending a command point. You can only use this ability once per phase.

    Command ability: You can use this command ability in your shooting- or combatphase. If you do this, choose 1  friendly VANARI-Unit from ILIATHA  with 2 or more models. You can reroll hit-rolls of 1 for that unit.

    Artifact of power: The first time the bearer dies roll a dice. On a 1-3 the bearer dies. On a 4-6 the bearer does not die, all wounds allocated to him are healed and all wounds yet to be allocated to him are discarded.

     

    Syar

    SYAR-Units start the game with 2 aetherquarts instead of one.

    Command ability: You can use this command ability when a friendly SYAR-Unit could use an aetherquarts ability, even if a friendly SYAR-Unit already used one in that phase. If you do so, choose one  friendly SYAR-Unit with at least 1 remaining aetherquarts and is completely within 18'' of a  friendly SYAR-HERO. The unit can spend 1 aetherquarts to use the aetherquarts ability. 

    Command trait: At the beginning of the combatphase you can choose 1 enemy HERO within 6'' if the bearer. The chosen enemy HERO can only choose this general as a target in this phase. In adition you can add 1 to attacks targeting the chosen enemy HERO. (Here i would like to add that is does not specifically state that its only your generals attacks. So putting your general behind or into your pikemen would mean that those also get the +1. It would be synergistic with all heroes of us being noncombat oriented at least for the non named ones but it could also be sloppy writing on GWs part.) 

    Artifact of power: Choose 1 melee weapon of the bearer. An unmodified hitroll of 3+ always hits. An unmodified woundroll of 3+ always wounds. An unmodified saferoll of 3 or less for wounds from this weapon are always failed.

    Ymetrica

    The trait "Hard as Stone" changes the rend characteristic of attacks targeting  ALARITH-Unit from YMETRICA  to "-" if the attacks targeting the unit have a rend characteristic of -1 or -2.

    Command Ability: You can use this command ability at the end of the combatphase. If you do so choose 1 friendly  friendly ALARITH-Unit from YMETRICA that has just for the first time this phase forced an enemy unit to move with the "Tectonic Force" ability  and that is completely within 18'' of a friendly ALARITH-Hero from YMETRICA.  You can use the ability "Tectonic Force" again by choosing another enemy unit within 1'' of the chosen friendly unit.

    Command Trait: When this general fights instead of piling in and attacking you can choose him to make a single powerful blow.  If you do so choose an enemy within 1'' and roll a dice, on a 2+ you deal d3 mortal wounds. 

    Artifact of Power:  Choose 1 of the bearers melee weapons.  Once per phase you can add 1 to the damage inflicted by 1 of the weapons attacks. Aditionally whenever the bearer suffers a wound or mortal wound roll a dice. On a 6+ negate it. Aditionally whenever the bearer is affected by a spell or endless spell you can roll a dice. On a 5+ ignore the effects for the bearer.

    Zaitrec

    Add 1 to the first cast-, dispell- and unbindrolls of each friendly ZAITREC-WIZARD in each herophase. In addition each ZAITREC-WIZARD-HERO knows 1 additional spell from his lore of magic.

    Command Trait: This General can try to unbind an additional spell in each of your enemies herophases. If he tries to unbind his second spell in the same herophase you may reroll it.

    Artifact of Power: Roll a dice whenever assiging a wound or motal wound to the bearer. If Teclis is part of your army and on the battlefield add 2 to the roll. On a 6+ it is negated.

    Lore of Zaitrec: Each ZAITREC-WIZARD knows this spell in addition to any other spells. This spell has a casting value of 7. If succesfully cast choose 1 enemy unit wholly within 24'' and visible to the caster.  Half the movement characteristic of the chosen unit until your next herophase. The roll a dice. When the roll equals or exceeds the savecharacteristic of the chosen unit suffers d3 mortal wounds.

     

    This has taken some time and i dont want to spam this forum. If you would like me to translate the warscrolls and spells for you i would do that tomorrow. If this is too much spam and not needed i apologise.   

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