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Dogmantra

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  1. If you're trying to get to the FAQ page directly, try going from the Warhammer-Community homepage, the URL was updated lately and that might fix your problem. As for your question, I can see two potential things you're asking here: Can I bring a Fyreslayer priest in a different faction's army and chant a Fyreslayer invocation with it? Can I bring a different faction's priest into a Fyreslayer army and chant a Fyreslayer invocation with it? For question 1, the answer is practically, no. FAQ 27.1 says: So while the Fyreslayer priest isn't *technically* prevented from chanting invocation prayers while allied, you can't bring any fyreslayer invocations into a different faction. For question 2, the answer seems to be yes. Faction-specific endless spells and other factions' invocations all have a clause that says "Only [Faction] Wizards may attempt to summon this endless spell."/"Only [Faction] Priests can attempt to summon this invocation" but there is no such clause on the Fyreslayer invocations and it doesn't seem to have been updated in the FAQ. I could be missing something but I've checked core rules, the tome, and the fyreslayer/core FAQs.
  2. Don't like the idea of minimum 10 unit size in SCE since they're supposed to be elite warriors, but I can't help but agree with feeling the power creep seeing all the 4+ save 2W battleline with decent attacks around and 3+ saves on heroes. Potentially. Their only real advantage over other options given the cost imo is the fact they're conditional battleline for if you want to do a heavy shooting army. Judicators being 200 pts is silly and I can only think it's because they want to encourage you to take at least some infantry. If you're taking a Knight Judicator (or six) already, I think 40-50 extra points to upgrade one unit of battleline to Vigilors might be worth it, but I'm not sold on going beyond that. I think Vanguard Raptors will still win out in the sniping and volume of attacks department, and Castigators win out as cheap midrange shooting (average of 2/3 the attacks of Vigilors with a slightly better profile and at almost half the points).
  3. There's a lot of example stuff in the FAQ but the ruling essentially boils down to the one sentence in the middle: The key words here are per attacking unit, so each time it's someone's turn to choose a unit to fight, the limit resets. Based on your examples: Vulkites have been chosen to fight some Zombies. The Vulkites kill some Zombies which bounce MWs back and kill 5 Vulkites in return. The 5 dead Vulkites can now fight on death, and they kill some more Zombies. Another Vulkite dies to the MW bounceback. However because the Vulkites are still the unit chosen to attack and they have already fought on death, this Vulkite doesn't fight. Later in the fight phase, the Zombies hit back at the Vulkites and kill two. Because the attacking unit is now the Zombies, the Vulkites can fight on death again, and the two dead ones kill a couple of zombies. If any MWs bounce back and kill more Vulkites, those ones cannot fight on death. or example 2: Vulkites are in combat with Unit A and Unit B. Unit A attacks, killing 10 Vulkites, these Vulkites can now fight on death. Later in the fight phase, Unit B attacks the Vulkites and kills 20 of them. Since it's a new attacking unit, the Vulkites can fight on death again.
  4. Quite a few points changes: Sad that Sequitors are no longer the same price as Liberators, I really do see them as sidegrades. Some nice drops, especially for some of the more powerful units (Longstrikes getting a points drop!) The coherencey rules change for small units including 6 model units is specifically quite nice for SCE. Regular annihilators, mounted Evocators (if you can fit them in a line), a few nice buffs.
  5. I'm going to go on record and predict Nighthaunt and Blades of Khorne as the two other launch factions, for a few reasons. One from Death and one from Chaos to round out the GAs. Nighthaunt because FEC and SBG will read as more classic undead and I think they'll want a more AoSy spin on it. Also because I think they'll fit a nice surgical strike technical micro sort of playstyle faction wise. A daemon focused Blades of Khorne because StD has just a little too much overlap with SCE for dudes in armour. Khorne specifically because it works as an all in fighty melee faction and because Khorne feels the most recognisable to people who are tangentially familiar with warhammer, or not at all. Plus I think the anti-magic stuff might make for some interesting interactions between the factions.
  6. This is an interesting conundrum because the battletome does serve two (gameplay) purposes - an out of game unit browsing tool, and an in game rules reference. The former does benefit from having more explanatory text, but the latter is often a lot easier to reference, especially once you know the game fairly well it is a big benefit to glance at the 5 or so keywords on a unit and not have to reread any abilities. I'm not convinced that the keyword only approach is necessarily worse for readability than the current verbose AoS style, even if you have to look up nearly all the keywords. The flavour text being included in ability descriptions makes looking at warscrolls, especially complex ones like Nagash, very overwhelming at first as you try to filter out what is relevant to gameplay. I think using fewer words is actually only the second priority for this approach. IMO, the most important thing is standardisation, it not only helps learn the game because the same concept in the fiction translates to the same rule on the table, but it also opens up design space that would otherwise be quite clunky to access and difficult to word. Take Wards, for example. Okay, at the start of 3rd ed AoS it was a little unclear exactly what counted, but after it was clarified, it's very straightforward and there's now more stuff that plays with wards because they're properly codified. For another example, let's say we wanted to add a new phalanx type unit, and one of their abilities is to ignore impact hits. With the current rules we would have to write the ability something like: "When an enemy unit finishes a charge within 3" of this unit, this unit may not be picked as the target of any abilities that cause mortal wounds", or "This unit cannot suffer mortal wounds from abilities that cause mortal wounds at the end of an enemy unit's charge". This is clunky and also to go back to your first point, a little bit meaningless until you've come across impact hits elsewhere so you might not even know where to look in order to find out what this ability really does on the table. Compare with "This unit is immune to Impact Hits." Imo, much easier to parse what it actually does, and it can exist partially because impact hits are a codified part of the ruleset.
  7. It's pretty standard for impact abilities, especially those that key off the charge roll. There are a few that care about unit size, but many of them don't. Given the models are chariots and are able to be run as singles, I think the intent is for the ability to work at full power for an unreinforced unit, but regardless, as you say the battletome is pretty clear about how it works.
  8. Gameplay all looks like it has the potential to be fun. Looks to be Dawn of War 2 style with very limited base building and small squads of troops supported by heroes, which all makes a lot of sense. The one thing that I really hope they get right (and I hope improves from what we can see in the trailer) is the sound design. There's potential for some fantastically satisfying clunks of stormcast hammers or cracks of lightning that if they get it right will make SCE just so much fun to play.
  9. I'm not convinced that would help tbh, the issue with their slow movement isn't an issue of cross-board movement, if you want them on a specific objective or part of the board you can just drop them there with Scions of the Storm. I think the low movement is more of an issue of threat range. Enemies can sit 18" away and be totally safe from a charge by the truthseekers (barring edge cases like Ghurish battlemage or the run & charge holy command), and effectively come up somewhere about 14 or 15" away if they really want to and not be too scared of getting charged because of the high roll needed. It means their pretty strong melee is only really going to be used on the counter charge, and they're not so tanky that it's likely they might lose one or two models if they get hit first.
  10. This is 100% the worst thing about AoS at the moment. There's a game design axiom I read somewhere, it was about TTRPGs but totally applies to all games: same fiction, same rules. This really frustrated me recently with the new Questor warcry band. They include a Knight Relictor who can translocate them, but it isn't a priest, and doesn't use the actual translocation prayer. Just sloppy sloppy design that contributes to the game being more complex than it should without much reward.
  11. Correct, the unit did not finish a pile in move within 3" of the model, so it doesn't suffer the negatives. Note that it's if a "unit" finishes a pile in, so if even a single model needs to move then the unit has made a pile in and will take the penalty. It doesn't make it useless, but it does make it more niche, it means that enemies will have to roll higher charges and hit you front-on to maximise contact without piling in.
  12. Making a pile in move is an optional part of fighting: If the player sees no reason to make the pile in then they don't have to - and it would probably be silly to do so in such a situation.
  13. IIRC, Mortal Realms only split the two big capstone models over multiple issues - the Celestant Prime over 2 and the Mortis Engine over 4 (with the bases for those two coming in a separate issue together).
  14. It's frustratingly ambiguous. There isn't anything in the rules saying that you can arbitrarily remove your own models, so we'd have to look somewhere else. The Coherencey rules make the most sense to look at - after all, if a unit is not coherent, you remove models until it is. So the question becomes: if a unit won't fit in a given space, can you deliberately set it up such that it's not coherent, and just remove the models that don't fit? 1.3.3 Coherencey has this to say about unit coherencey: Both Translocation and setting up from reserve via Scions of the Storm are "set up" actions, so yeah it seems pretty cut and dry. You must set units up as a single coherent group. However, it goes on to say, two sentences later Which suggests that it is possible to set a unit up out of coherencey, otherwise why would there be a rule covering this possibility? I do find this argument much less compelling though as it requires you to second guess the designers' intent as to why they used that exact wording, whereas the previous phrase is extremely clear. Ultimately if I was asked to make a ruling on this as a TO, I would say that (unless I have missed something), you cannot voluntarily lose models to make a unit fit in a smaller space for Translocation or similar rules, I think "Units must be set up [...] as a single coherent group" is far too ironclad to really argue against. I can, however, understand people who would argue that the presence of a rule for if a unit is not set up coherently means you can do so.
  15. issue 15 is also the delivery that gets you Krondys if you went premium... I'm pretty excited! loving the contents of this run
  16. Would definitely like to see some warscrolls collapsed (basic infantry and paladins are the two obvious choices) but I'm in two minds about doing it to all the knights and lords simply because the warscroll format is not that great for listing options you don't use. Say they collapse the Knight warscroll into maybe three different ones, each would have four or five options which is a lot of text to slog through. If they found a different way of doing it that was more readable I'd be totally behind it. I also really want to see standardised attack profiles. Pretty much every knight & lord is 3+/3+/-1/2 but the number of attacks varies for seemingly no reason and occasionally you get a weird one like the zephyros or arcanum who have different damage for reasons(?) Unrelated but I took Xandire's Truthseekers out for a spin earlier and I'm pretty impressed. I think they might be a bit too unfocused to be a real top tier pick but they're a very versatile little unit. Shooting is about the same as half a unit of longstrikes, melee is pretty good (5 attacks at 1 rend, 3 at 3 rend), everything hitting on 2s with the lantern bonus, and they're pretty tough at 15 wounds total on a 3+. Downsides are 5" movement and despite being literally named after the leader of the unit they don't actually have a defined leader so can't issue themselves commands. Oh, and they're subfaction-locked to hammers because other subfactions don't get to have fun things.
  17. You are correct. The only real catch that affects one off purchases like this is limited stock, especially for the issues with big bargains like this one, I expect that this issue will be snapped up quite fast since the chariot is a desirable model but quite expensive cash-wise for the points. In the previous magazine run (Mortal Realms), you got some very steep discounts too, like the entire vanguard-raptors box including aetherwings with a single issue. I imagine it's a combination of having a bit of stock left from kits that didn't sell as well as expected, using the discounts to entice new players, and making up some of the lower profit margins from subscribers who occasionally pay over the odds for an issue with just one or two paints.
  18. From 12.1 Fight Sequence: A unit is eligible to fight if it is within 3" of an enemy unit and it has not fought in that phase, or if it made a charge move in the same turn and it has not fought in that phase. And then from 12.1.1 confirming that a fight includes a pile-in: When you pick a unit to fight, first you can make a pile-in move with each model in the unit and then you must make combat attacks with the models in the unit. That unit has then fought.
  19. It's tempting but it's a waste I think, even as a 6 it's only 18 wounds, and they're going to be a magnet for all the opponent's MW output. If dropping to snag objectives with small units is the way to go, I'd either go Gryph Hounds or Castigators. Both dirt cheap, Gryph Hounds get you 12 wounds and 6 bodies for 90 points, Castigators get you a few bodies and some decent shooting. If you're talking about Grandhammers... I love a block of 6. It is so so overkill a lot of the time but it's also really funny to charge into a Great Unclean One and just take it off the board from full.
  20. Not usually, no. Units have to be within 12" to be eligible to attempt a charge. Some units have abilities that allow them to charge from further away, for example the Stormcast Eternals Prosecutors have an ability that allows them to declare a charge if they are within 18" of an enemy. It depends. For the most part, units must be within 3" of an enemy to pile in. There are a couple of exceptions: If the unit made a successful charge in the previous charge phase but by the time it's their turn to fight in the combat phase there are no enemies within 3", they are still allowed to make a pile in move, even if they can't get into range to fight with that move. Some units have special rules that allow them to pile in from further away. For example, Soublight Gravelords Zombies have an ability that lets them pile in if they are within 6" of an enemy unit, rather than 3". There's a bit of nuance to this question, so I'll try to encompass everything you might be thinking. Firstly, because pretty much every unit rolls 2d6 to charge, that does mean even very slow units can move fast provided they're doing it as part of a charge. However, it's important to remember that charges must take you to within 1/2" of an enemy unit, or else the charging unit doesn't move at all. Let's say I have a unit of Liberators that is 10" away from your unit of Chainrasps. If I roll a charge with the Liberators, I have to roll at least a 10 for them to move at all, if I roll a 10, 11, or 12, I can move that many inches into close combat, but if I roll anything less, the Liberators won't move at all. So yes, you can sort of use charges to speed up slower units but it is very dependent on successfully charging, which might be tricky at long distances. Again, with Pile In moves, because you can only make a Pile In when you're within 3" of an enemy, it is quite tricky to use to purely speed up a unit, but you can certainly use the movement to reposition, for example to move a couple more models onto an objective to ensure you take control of it. This is a skill you'll develop as you play the game more. Welcome to Age of Sigmar!
  21. In Matched Play (which is the standard points based pickup game, and the format played in tournaments) you are required to bring a certain number of Battleline units in your army. In the 2000 point game which is the most commonly played, you have to have at least 3 Battleline units to make it a valid army. There are also occasionally rules that interact with the Battleline keyword. For example in the current Matched Play ruleset (in the General's Handbook 2022-2023 Season 2), certain heroes cannot be shot at if they are near enough to Battleline units.
  22. No, although the Cities of Sigmar units you have brought gain the Stormkeep keyword, they don't gain the Stormcast Eternals keyword. To be healed by Healing Storm, a unit needs the Stormcast Eternals keyword. Likewise, allied Cities of Sigmar units can't be healed with Healing Storm. However if you really wanted your Lord Relictor to be able to heal allied/coalition Cities of Sigmar units, you could give him the Heal universal prayer which can target anything.
  23. Beliman gives some excellent advice. Here are my thoughts as a mostly SCE player: Mirrorshield is a must. Putting it onto your Stardrake will force your opponent to either get in really close or shoot something else. Setting up in the heavens is going to be your saviour. If you're not on the board, you can't be alpha-struck. Annihilators seem like a good pick here, since they do so many MWs and can hit pretty hard, just make sure you have a Lord Imperatant that you can keep safe (top tip! you can set the Imperatant up in the heavens too, and as long as you drop him first, you can use his special rule to drop the annihilators closer) Beliman mentioned area MWs - the Celestant Prime is incredibly good at this. Each turn, automatic d3 MWs to everything within a 3" radius of your choice. You can play him in different ways, for this matchup I'd drop him turn 1 to make the most of his MW bomb and only go into melee with stragglers to mop them up. Go for as few drops as possible, ideally 1 drop. If you can force the KO player to take turn 1, he might do some damage to you with shooting but everything important will be off-board in the heavens, and you have the chance to double turn him. The stormstrike chariot might be worth looking at - they are mobile, tough, pretty cheap points wise, and they have the same impact mortal wounds that annihilators have. That gives you the same chance to pick off heroes embarked in ships, or just take the ships down a notch. Other thoughts maybe in the future as I ruminate more, but these are my immediate ideas. Oh, Bastian also does seem like he'd be good to keep. He's very tough, and doing 3-ish MWs for free to the Ironclad every hero phase is pretty great, especially if you roll hot and do more like 5 or 6.
  24. What have you played against him so far? What do you have available to you? What are you finding specifically difficult to deal with about Kharadron Overlords? Do you remember any games where you've done better and why that might have been?
  25. Yeah the Chariot probably does what you want it to do better. 15 pts cheaper, you save on the Imperatant too. 3+ save rather than 2+ hurts a bit but is probably on the whole made up for with 12 wounds instead of 9, and its mortal wound output doesn't diminish as it loses wounds, unlike Annihilators. The big downside is that it can't issue itself commands, but there are ways around that. The issue with deep striking flank harrier is that they are only 3 models so incredibly easy to outnumber.
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