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Mattrulesok

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Mattrulesok last won the day on September 15 2022

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  1. So I don't want to derail the conversation or suggest that it's not great you guys are using your time to moderate these forums but there was a discussion a few pages back about why TGA seemed to have slowed down and there was less chat. There was a pretty interesting and completely rational/friendly discussion happening in this thread that is now shut down,which is a common occurrence, participants are always encouraged to make a new thread discussing the topic but it rarely happens. I appreciate that this is the "Rumours" thread but it's often used as the general chat thread, there aren't enough consistent rumours to keep this thread alive daily but in its place interesting discussion about all things Warhammer constantly pop up. Is it worth continually squashing these conversations in the hopes new threads that are never actually started will appear or should this just become the general/rumours thread or something to that effect? Again I'm not here to dismiss the mods or take shots, I just know that this is the main thread I come to read and it's disheartening to constantly see interesting discussion squashed because it doesn't align with the thread title. Edit: quick edit to say not everyone might feel this way and that's totally fair but for me it's been a frustration for awhile 2nd edit: To clarify I specifically am referring to discussion being shut down for being off topic, the mods here are fantastic at shutting down arguments, people getting carried away and bigoted language or discussion ❤️
  2. Generally that's fine, you measure out the front models and any model where distance is crucial (maybe tagging an objective on a side model) then filling the back ranks behind. If the unit has shooting and the back ranks may be in a position where they could be out of range it's best to measure from the back ranks to the target and determine if that is less than the units move + range so you can confirm with your opponent it is possible. E.g. my judicators shoot 18 and move 5 (23 in total), they are set up in 3 ranks. I measure the back ranks and find they are 22 away. I can now move my first rank 5 and eyeball the next 2 ranks with both myself and opponent comfortable that I am indeed in range. Playing with intention is a really good habit to get into, being clear with your opponent about where your models are and the distances from one another, it makes the game much faster and cleaner
  3. Correct, miscast mortals are spread to whichever model the player wants
  4. This is what I was going to say. I don't think AoS is less popular recently I think TGA is. My local messenger group is pumping, discord is super popular, ever faction has its own WhatsApp and Facebook
  5. No it's still clear, the ruling is around how you distribute wounds to units with a Wizard in them, while the high sentinel is the wizard/caster the spell is still cast by that unit because the high sentinel is part of that unit. It's weird but unless the rule stated that the model that cast the spell must take the wounds you can spread them as you please.
  6. "maybe local scene is not always representative of the global playerbase?" Wow you really got me with my own point! Either way we're moving away from what I originally pointed out. Ignoring wards has existed for 4 years, it's not worth getting up in arms over, especially when you've noted that you don't play anymore so you have 0% chance of running into anything with this rule.
  7. And I've never seen the Roos in play before. I also just played a 40 person tournament with 2 Bonesplitters and 2 Big wagh lists so maybe local scene is not always representative of the global playerbase?
  8. What metric are you using to measure that Lumineth roo riders are more popular than dreadscythe harridans, Sigvald and the entirety of bonesplitters? And ultimately there is no problem with this rule as long as it is used correctly but this is on an expensive unit with a short range attack that has fairly soft defense so it seems pretty well balanced to me. In fact almost every book that has come out has been pretty well balanced with good rules so maybe it's not worth screaming into the void, especially when you're not playing the game anyway
  9. Tomorrow's article is going to be interesting, if it's gargants we might see them all arrive same time? Although I think more likely just tzeentch and Lumineth
  10. No? There have been abilities that ignore wards long before this one, this is no indication that we're suddenly getting wards that negate ward negation. I'm actually really confused why people are so up in arms about this rule other than maybe that it is on Lumineth and there is always severe amounts of panic around anything Lumineth does.
  11. It's been FAQ'd. 19.4 Q: Some effects inflict damage that can only be allocated to Wizards. Can you explain how such damage is allocated to a unit that is not a Wizard but includes models that are Wizards, e.g. a High Warden from a unit of Vanari Auralan Wardens? A: The wounds are allocated to the unit as normal (core rules, 14.1) So it's the third option. The unit would take 6 wounds however they can be allocated to any models in the unit
  12. So to make it clearer because you seem to have missed my point. If effected by this ability you do not pile in at all. "Until the end of the turn" is how long the effect lasts, it is not moving the action to a different part of the turn. "Until the end of the turn" is used on multiple rules and abilities to determine the length of time the specific effect lasts. It is a measurement of time and it's ridiculous to think that this single rules is somehow different. Also I never once suggested that the end of turn means the turn is over per se. There is still some housekeeping and the occasional ability that can take effect but the end of the turn is still the end of the turn, it's the last part before the start of the next turn and therefore a great place for abilities to end. The fact you decided I don't know the end of turn exists is a weird misreading of what I wrote and is concerning because you are severely misreading this rule as well. Edit: Added to this your logic would suggest the Kruleboyz Nasty Hex spell means opponent move their ward rolls to the end of the turn but what happens between their? I do damage, you remove models and at the end of the turn you roll wards and bring models back? Same with Seraphons Celestial harmony, do you think it moves battleshock tests to the start of your next hero phase? So a unit could conceivably roll 3 stored battleshock rolls in a hero phase? You're reading it wrong, you cant pile in during the end of turn unless you have an ability that lets you but this doesn't. It's a simple rule that prevents you pileing in, that's all.
  13. That seems like the wrong reading to me. You can't pile in until the end of the turn means you are unable to make pile in moves, once the game state has moved onto the end of the turn effected units are once again able to pile in when able. End of the turn is how long the effect lasts, it's a qualifier used across the entire game. Almost all buffs and debuffs say X unit is buffed/debuffed until end of turn/next hero phase, end of phase etc. Why would this be the only ability that acts differently to this phrasing? So RAW seems pretty clear, they have a set convention for the effect than the length of time the effect lasts. RAI is not a great way to measure anything but to me the rules are clearly designed to work together so I would say it's definitely RAI but who care what randoms think the intention is. Either way the unit effected cannot pile in that turn, at the end of the turn the debuffs turns off and the effected unit is able to pile in during combat next turn or during any other phase it has the ability to do so.
  14. Edit. Misread question -------_--------------------------------- Are you suggesting because the ability prevents pile in during combat that the units move their pile in to the end of the turn?
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