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Champasaur

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Everything posted by Champasaur

  1. Ofc silly me. I'm still in a STD mindset where Mask of Darkness is my spell that teleports.
  2. I saw someone talking about how it might be a good idea to not bring casters/magic if your opponent has a super-caster on the field like Teclis/Kroak/Nagash. The super-casters are so dominant that it will be nigh-impossible to get spells off. So don't build an army that relies on magic like Translocation or STD Mask of Darkness unless you are also bringing a super-caster. Other than that I'm not too sure myself. I have a friend who plays Teclis and I have had a very tough time dealing with him. Most of my strategies involve just avoiding Teclis or distracting him as much as I can *shrugs*
  3. I will also be running them with my Lord-Imperatant. I'll be attaching an Arcane Tome to him as well to get extra value from the deterrent factor. The longer my opponent ignores the Praetors, the longer I will get value from a free command ability, 7" deep strike, and a spell. I hadn't considered running them in a larger group of 6. Might need to theorycraft with that.
  4. Again, the ability allows you to roll a dice to negate a wound before it is allocated. Just because the roll failed to negate does not change the fact it is a ward.
  5. And I think that is a perfectly valid ruling, because the ability fits into a 'yes - and' kind of situation with the ward rule. But because each wound is allowed one roll in attempt to negate it, I will be ruling towards the opposite unless a clear FAQ drops that clarifies things.
  6. It is defined as a ward here. Abilities that allow you to roll a dice to negate a wound before it is allocated to a model are wards. Which would encompass the Praetor Bodyguard ability. The rules are pretty clear imo, but it just doesn't feel or seem as intended. Again this subject has been beaten to death in previous posts and I'm pretty sure the general consensus is that it desperately needs a clear FAQ.
  7. I also agree this particular problem is super confusing. I, at first, was on the side that the Praetors and Yndrasta could interact with eachother, because surely GW wouldn't advertise them together so much but not have them be usable together. But after a lot of thought, I do agree with the ruling that all abilities that fit within the criteria of the first sentence of the rule are wards. (Although it pains me to admit so) If GW came forward with a clarification against that ruling, I would gladly change my mind.
  8. If the Praetor's bodyguard ability allows the player to roll to negate a wound before it is allocated to a model, then it is a ward. So even if you chose to have the Praetor ability proc first before Yndrasta's ward, you could not use both wards. I think the confusion might be in that people don't realize the Praetors ability is a ward because it allows you to roll to negate a wound, regardless of the other text around it.
  9. It's moreso I was trying to say you cannot follow this series: Armor save failed -> # of wounds calculated -> Yndrasta gets a ward ->Praetor bodyguard ability -> Yndrasta takes whatever damage that the Praetors do not negate or take themselves. After the wounds have been calculated. You can either take Yndrasta's ward or the Praetors' bodyguard ability. Because both abilities allow you to roll to negate a wound, they both count as wards. Both active would essentially give Yndrasta a 3+ armor, 4+ ward, 3+ bodyguard.
  10. I don’t believe that Praetors and Yndrasta can work together. Any ability that can negate a wound is called a ward. So the Praetors’ ability counts as a ward, And since Yndrasta already has a ward , you would have to choose between the two abilities since a wound can only be affected by one ward. See rule 14.3 on page 16 of the 3.0 rule book for clarification on wards.
  11. I feel like between Vindictors, Annihilators, and two spellcasters can have at least decent MW. And maybe I'm just overestimating Stormcast Deepstrike for objective control (I'm still pretty new at SE). I was gonna do both Annihilators and at least two of the Vindictors in deepstrike at the start. I was going Hold the Line because the list has 5 battleline units, so I figured it would be difficult for an enemy player to elimate all 5. And lastly I went all MSU because other than Azyrite Halo I do not have any big buffs to slap onto units, So I figured MSU would be better for more flexibility, but I still can drop 10 Vindictors on an obj. Again, I'm still new to SE. I came from playing Khorne daemons/STD Archaon. So I played very elite. Adjusting from a core of big monsters to a core of elite infantry is taking some adjustments. Thanks for the feedback!
  12. also for anyone that might be wondering what I'm referring to about the point changes, this is it. I know that EVERYTHING WILL CHANGE when the new battletome drops. But it's still fun to plan around what I can.
  13. Here's a potential list I've put together: 1990 Points Stormhost: Tempest Lords Grand Strategy: Hold the Line Core Battalions: Warlord, Vanguard Leaders: Yndrasta the Celestial Spear (300) Lord-Arcanum (160) - General - Command Trait: Bonds of Noble Duty - Artefact: Patrician's Helm - Spell: Azyrite Halo Lord Imperatant (160) - Artefact: Arcane Tome (Chain Lightning) Knight Vexillor with Banner of Apotheosis (125) UNITS 5 x Vindicators (140) 5 x Vindicators (140) 5 x Vindicators (140) 5 x Sequitors (130) - Stormsmite Mauls and Soulshields 5 x Sequitors (130) - Stormsmite Mauls and Soulshields 3 x Annihilators (190) 3 x Annihilators (190) 3 x Praetors (155) ENDLESS SPELLS & INVOCATIONS Dais Arcanum (30) The focus here is mortal wounds with a decent amount of objective control. I really do believe that with how much more effective saves are in 3.0, MW will be much more important in the meta (but we'll see). I've seen people stacking +2/+3 to saves on big important units to ignore rend and keep an insane save. A lot of elite monsters/heroes will have base 3+ saves and using Their Finest Hour, Mystic Shield, and All-Out Defense will give them a 2+ save ignoring 2 rend, which is theoretically insane. So having a good of MW I think will be really effective in the meta, especially when Vindictors go down to 130 points in the new battletome. Vindictors have 6's to hit deal MW, 6's to save deal MW with Azyrite Halo, and Blaze of Glory on a 5+ That's also why I'm trying to focus on more Thunderstrike units to get the Blaze of Glory proc. I went Tempest Lords so that I can have plenty of command points to keep my infantry line with multiple command abilities. The only units without a 3+ save are the Sequitors. Having enough command points to use All-Out Defense/Attack and Redeploy in the same turn and get the important unit to a 2+ save I think will be clutch. Also making Annihilators ignore 1 rend will make then nigh unkillable. The Praetors will be guarding the Lord Imperatant to keep Guided by Lightning and Chain Lightning up. I'm pretty worried about him being sniped by MW. I think this list could be better. Like I really don't need the Dais Arcanum (but I think it's just neat). And I could totally drop a unit of Annihilators for a unit of Retributors to get more MW. I also don't know how effective the Knight-Vexillor with Banner is, but I want to test it out and see how it will fare next to some annihilators. The Sequitors are there for decent damage, but I probably will be dropping them for more Vindictors when the new battletome drops and the points change. Let me know what ya'll think.
  14. I think the articles they released covering how each different faction "fares in 3.0" were absolutely terrible. They were boring and often just regurgitated the same information from previous articles. It was a cool concept, but not well executed at all. However, I don't think that in the example of Vanquishers it is a bad move for them to reveal the models and then wait for the warscrolls to be revealed later. I doubt we will have to wait for the new battletome before we see what these new warscrolls do. I'd imagine we'll get them spoiled in a couple weeks. Kinda like how most of the warscrolls for Dominion were spoiled.
  15. It's just about building hype. Slowly teasing and revealing the models and their warscrolls will build a lot more talk and social media activity over an extended period of time. Especially compared to just releasing everything at once but only having the hype last for 1-2 weeks.
  16. I personally believe the rules are quite clear in this case (to be fair I play a decent amount of Magic: The Gathering); however, a rules clarification would be very nice to ease our nitpicking souls. As for your friend.. listen Stormcast need cool stuff don't take this away from us
  17. There is no part in the "Blaze of Glory" ability that says the model is removed from play in the same instance as the mortal wound procs. It simply says "before the model is removed from play". Which to my understanding means that removing the model from play is a separate instance from Blaze of Glory. The FAQ for Core Rules 2021 states: "Q: If several abilities are used simultaneously, can one cancel out the effect of another? A: It’s important to note that ability effects are never actually applied ‘simultaneously’ in Warhammer Age of Sigmar. If two or more effects would be applied at the same time, they are instead applied one after the other in the sequence described in section 1.6.2 of the core rules. This means that applying the effect of one ability could change the circumstances pertaining to abilities that follow it. For example, one ability effect might cause mortal wounds on a unit, while at the same time another ability effect might allow that unit to fight if it’s within 3" of the enemy. If the mortal wounds effect is applied first, then the effect of the second ability can only be applied if the unit is still within 3" of the enemy after all models slain by those mortal wounds have been removed from play." Because Blaze of Glory and Cycle of the Storm (and Martyr's Strength) all happen on the same instance (when the model is slain but before it is removed from play), they would all occur before the model is removed from play. The only interaction I could see in the abilities that could mess things up is Blaze of Glory killing all available targets before Martyr's Strength activates (or vice versa).
  18. One or two things to note, I believe a unit must be on the battlefield in order to use an ability (I saw this addressed in an FAQ). So in order to use Soul-Forged Guardians, the Praetors and the target of the ability must be on the battlefield. I fully plan on (like the previous post) running a Lord-Imperatant w/Arcane Tome. But I’ll be giving the Praetors to him so he doesn’t get sniped by mortal wounds.
  19. Me after I theory crafted and debated over the Stormcast GHB points costs...
  20. Quick questions for the masses, Can you run multiple/duplicates of the same battalion? And benefit from the battalion abilities from each one? For example could I run two Warlord battalions if I had 6 leaders (all under 10 wounds) and at least two troops? Would I receive two extra enhancements?
  21. Does the "Shock and Awe" Allegiance ability not exist anymore for SE with the new Dominion release? It wasn't listed under Allegiance Abilities on the card that came in the Dominion box. I'm sure this has already been answered but I couldn't immediately find it.
  22. Hi all, I just realized a potentially silly combo (if it works) for Stormcast Eternal's new Blaze of Glory ability and wanted thoughts on it. Let's say I had a Lord-Arcanum and a Lord-Imperatant adjacent to each other on the battlefield during the Stormcast player's turn. The Lord-Imperatant takes 10 wounds (after all saves) during the combat phase. Blaze of Glory is proc'd at the same time that Cycle of the Storm would proc, and since it is the Stormcast player's turn, they can choose to have Blaze of Glory proc before Cycle of the Storm. SO you would roll the dice for Blaze of Glory, then heal the Lord-Imperatant one wound with Cycle of the Storm. Then the remaining damage would slay the Lord-Imperatant a second time and activate Blaze of Glory again? This would essentially allow Blaze of Glory to activate twice on potentially large models like a Lord-Celestant on Stardrake or Yndrasta all in the instant of wounds being applied. BUT the combo can only happen on the Stormcast player's turn since on an opposing player's turn they would simply have Cycle of the Storm proc first? Or would the first instance of Blaze of Glory still happen regardless of it being before or after Cycle of the Storm? Many thoughts confusing my head. Let me know what you think.
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