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Dogmantra

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Everything posted by Dogmantra

  1. Lord Relictor does not get +1 to banish invocations, because it is a banishing roll, not a chanting roll, see 20.3.2: You can give a Lord Relictor additional prayers known by picking a prayer scripture enhancement, but you can't give it the ability to chant more than one prayer a turn. There are no invocations it can summon in Stormcast Eternals, but if you were to ally one into Fyreslayers, it can summon those invocations (Daughters of Khaine have an invocation but it specifies that only Daughters priests can summon it). Summoning invocations is a chanting roll, so the Lord Relictor gets +1 to summon. Priests can indeed dispel endless spells in the same way as a wizard. Attempting in your own hero phase loses you a prayer attempt (like how a wizard trying to dispel gets to cast one less spell), but in your opponent's hero phase you don't actually lose anything for attempting to dispel an endless spell, whereas a wizard loses an unbind attempt for trying, so priests are generally better to have to dispel endless spells.
  2. Although Kruelboyz might not be the best performing army at the moment, they do have mortal wounds in spades. Stormcasts have pretty good saves across the board but you pay for it in high points costs. If those saves are bypassed, you're more sad than the average army. So it's not entirely the case that you're playing against a really weak army and losing, they do have some specific strengths against you. Seeing a list of models you own would help. In general, try to focus on playing the objectives. With SCE you have an amazing tool for this in Scions of the Storm. Off-board deployment is very powerful to threaten objectives and battle tactics, even if you just leave 5 Liberators in the sky.
  3. To add to this: it's a cities of sigmar model, so not strictly keeping in the sacrosanct theme. The spell also adds 2 to run rolls, which is a nice combo with Steadfast March for 4" extra threat range.
  4. One minor optimisation note: you only need one troops option in Warlord. I'd say put the Castigators in the troops slot, and the two units of 5 Sequitors in Expert Conquerers. No change to number of drops but it makes them a little bit better at holding objectives. I think it's a bit of a scorcher but I'm not sure the Lord Relictor is going to do all that much for you. You have Lauchon already, plus the LA on Gryph's inherent mobility. Personally I say switch out for a Knight Incantor. With Purple Sun being so powerful and common, being able to deny it even just once a game will be huge. You also save the arcane tome artefact, either letting you pick up something else (I quite like steadfast march for evos on dracs although it always feels bad when you roll a 1 for that run), or swap the Warlord for a Battle Regiment and be able to control the turn 1 initiative better.
  5. I can't find somewhere that explicitly rules it out, but the core rules suggest quite strongly that garrisoned models do not contest objectives: 18.1.2 Contesting Objectives A model must be within 6" of an objective in order to contest it. 17.2.1 Joining a Garrison Units that garrison a terrain feature are removed from the battlefield and are assumed to be ‘inside’ the terrain feature. The key part here is that models in a garrison are removed from the battlefield, which means that they would not be within 6" of the objective as they are not on the battlefield. Defensible terrain features are also called out as being controlled only by the player that garrisons them rather than the traditional way. While this isn't direct evidence, you could infer support for my reading here, because if models in garrisons did count towards control, there would not be a need for a different way to control defensible terrain (as the models inside would almost certainly outnumber those outside).
  6. It's not a command ability. Command abilities explicitly say that they are command abilities. Lord of Geists is one of those slightly frustrating abilities that does two unrelated things. You don't need to issue all out attack with him at all to benefit from the second paragraph.
  7. Yes, that's the easiest way to look at it. It's a little bit confusing because the GHB is designed to serve two purposes, as a rulebook for the game in general, and as the latest Pitched Battles battlepack. But what's helpful is that the current GHB is all you need to play the current Pitched Battles battlepack, which is the most popular way to play. According to the core rules, a battlepack consists of: - Army selection rules (e.g. a table telling you how many battleline to bring, whether you can bring endless spells) - Special rules - this is where you get your grand strategies and battle tactics. - Battleplans The GHB splits this section out using the tabs, and it's the very first section in the book, labelled Pitched Battles 2022-2023 Season 1 (and then the subsequent battleplans section). Everything else in the GHB is not part of the battlepack and is just a vehicle for updating and distributing the core rules. The battlepacks currently published for AoS3 Matched Play as far as I know are: - Pitched Battles 2022-2023 Season 1 (the current GHB) - Pitched Battles 2021-2022 (old GHB) - Contest of Generals (matched play core rulebook) - Strife in Thondia
  8. The last set of battle tactics I was tentatively happy with, on the assumption that they were testing a new system and didn't want to get too adventurous with the tactics. The new ones confirmed that suspicion and I think they're great, for the most part. My main critiques of the current crop are that some are very specific (kill a galletian vet holding a proving ground is quite tricky to even be eligible for). Grand Strategies are fine, but as with artefacts/spells, the obvious easy always useful option is going to be the default for most lists. I would much prefer if these were able to be chosen at the start of the game after seeing your opponent's army, and perhaps make them a bit more niche so that there aren't any real no-brainers. Still, I like the current crop more than I did the previous crop.
  9. That's a great core template - I would move the heroic actions and rally before spellcasting because they happen at the start of the phase, so you can just read things in order. As you learn bits of the game, start deleting parts of the cheat sheet that you don't need. After a game, look through the sheet and think about what you didn't need last time and consider if you really won't remember that rule. One prime candidate here is the miscast rule. After a couple of miscasts you should easily remember that it's d3 mortal wounds and no more spellcasting on a double 1 to cast. Once you are confident that you do, delete it from the sheet. The idea is that if there's too much information it can slow you down just as much as you try to find the bits you need. Cutting it down to just the stuff you know you'll need to reference really helps. I say that works as a core template because I would highly recommend customising it to each list you play. What I do before a game with a new list (usually the day before) is go through my list with the book to hand and break down all the models by phase. I find that splitting up my models' rules by phase is much better for actually playing than having them split up by model as in the book because during the hero phase you only care about the options you have in the hero phase, you don't care that, say, Lady Olynder does mortal wounds in the shooting phase, but you have to look at that info anyway to find what her spell does. So I would go further and where you have the generic spells listed, also put down everyone's spell choices and warscroll spells, I like to break it down by character, so my hero phase section has bits that look like this: Guardian of Souls Spectral Lure - CV6, wholly within 24". Heal summonable d6, or return d6 wounds of models Seal of Shyish - CV5, wholly within 12". Friendly unit has 5+ ward until next hero phase. I also find it helpful to just write out the entire combat stats for each unit I've brought in the combat phase section, like so: Chainrasps Weapons 1" 2/4+/4+/-/1 +1 attack for leader. 6s to hit auto-wound. But yeah, I suppose the overall thing I'm saying is to treat your cheat sheet as a living document, update it often to keep it useful, otherwise you'll start to ignore it.
  10. If you're using a generator like aosreminders to generate a cheat sheet, I suggest switching to making it yourself. The process of writing it out helps you to remember things and you may not need to reference it. Don't copy text directly from the books, summarise it in a way you can understand and read quickly. You can also customise what you put in based on what you find tricky to remember. I usually list out everything that I can do in the hero phase and all the attack profiles of my units, as well as any abilities that happen at the start of a phase. I break it down phase by phase. Find a formula for telling your opponent what they need to roll clearly and succinctly, especially for saves. Mine is something along the lines of "three saves at minus one rend, two damage each". It nips any questions in the bud right there. Similarly, if you're rolling attacks with a unit that has multiple profiles, combine as many as you can and use different coloured dice to differentiate. My general rule is that if they have the same hit and wound value, roll them all together and then worry about splitting them up when it comes to rolling saves. You can do this with effects like "on a 2+ the target suffers d3 MWs" where you specify one colour of die as the d3 and just roll damage at the same time. It doesn't sound like it would save much time, but it does add up. Movement trays! If you're playing an army with a lot of units of 10 or more models, these will speed you up no end. If you have access to a 3d printer or know someone who does, there are loads of free designs on thingiverse.com. If you can't 3d print them, you can make pretty passable extremely cheap movement trays but cutting cardboard into the rough shape of the unit, covering the top in magnetic tape, then sticking a washer under each base. And finally, use the time when your opponent is acting to think about what you're going to do and measure things. Look at the board state, work out what you need to achieve on your next turn. For example, while your opponent is moving, look for weak spots to see if you can achieve a battle tactic next turn. Even if things change and you see a better opportunity when it comes around to your turn, the time you spent evaluating the board and looking at your options will speed that decision up.
  11. Had my eye on KO for a bit, and I've read through the tome but I feel like I don't quite get aether-gold. When you use it, you "pick a triumph the unit is eligible to use". So I'm reading that as you can only pick a triumph on your army list, and then only if you come to fewer points than your opponent. But that seems incredibly niche, and weird to have a faction ability that straight up does nothing if you spend all 2000 points. On the other hand, I keep reading the ability and I can't see another interpretation that doesn't leave me with more qurstions. I checked the FAQ and there's nothing there. Is there a consensus on how this is played?
  12. In open play or a casual game with the approval of your opponent, yes. In strict matched play though, you follow the rules for a single battlepack, so if you were using the current GHB battleplans, that means picking a grand strategy from the GHB or from your battletome/white dwarf. You can't use Thondia grand strategies for the same reason you can't pick a GHB 2021 Grand Strategy, you're not playing that battlepack.
  13. They don't stack. It doesn't say they count as three times as many models, it says they count as three models, so it sets the number of models they count as to three. Imagine if you had a weapon with 1 damage by default, and an ability that said its damage characteristic is 3 if you charged this turn, and then cast a spell on it that said its damage characteristic is 3 until your next hero phase, if you charged you would not expect to do 9 damage. There is a small merit to putting Stormkeep GVs into Expert Conquerers though, and that's that you can count as 3 on all objectives on the board from turn 1. But I don't think it's worth it.
  14. It doesn't give them the WIZARD keyword, so no, if they don't have the WIZARD keyword when you give them the muttergrub artefact they don't gain it and therefore won't count for corrupt arcane nexus.
  15. That looks like a fun and pretty useable version of a dracoline list. I'd probably swap the Lord Arcanum's mount trait out for Scintillating Trail (-1 to unbind aura) because getting your Empowers and Lauchon off will be really important, and anything that helps is useful. The castellant + mystic shield will really help with survivability for the dracolines. You might struggle a bit with having enough bodies on the table but that's not really unique to that list. Having played a handful of games with the new GHB and two units of three bounty hunter dracolines, I can say they will obliterate any galletian veterans they come across. Just make sure you hit them first.
  16. Please point to where it says this in the rules. If we are doing a strict RAW reading (which this argument relies on), then we need the rules to explicitly tell us flying models can move through other models. It only says they can ignore other models when tracing the path of their move, which is explicitly a different step from moving the model. I'm actually suggesting that if you are making an argument strictly from RAW, then you need to examine the moments at which you are bringing your own assumptions into play. Here you are assuming that flying works as intended because it fits the trick being presented in the OP. Either commit to a full RAW approach (i.e. flying does not work as written), or accept the "it is clearly not intended this way" argument against it. In this case you are trying to have your cake and eat it (appeal to rules as written [the idea in the OP] while using an argument from rules as intended [that flying actually works])
  17. 9.0 Movement tells you how to move a model: "To move a model, first trace a path over the surface of the battlefield showing the route the model will travel. You can trace the path in any direction or combination of directions, as long as it does not pass through other models or over the edge of the battlefield, and as long as the length of the path is not greater than the distance the model is allowed to move. Then, move the model along the path to the new location. You can pivot the model freely as you move it along the path. No part of the model’s base can pass across the base of another model or over the edge of the battlefield, and at the end of the move no part of the model’s base can be further from its starting location than the distance the model is allowed to move." You trace a path showing the route, then the model moves across that whole path. Flying specifies that you ignore other models "when tracing the path of its move". This is explicitly a different step to actually moving the model as demonstrated by the word "then" and the fact that the second bit is in a different paragraph. The flying rule is clearly there to override the "as long as it does not pass through other models" part of tracing a path.
  18. I mean if you want to go strictly by the word of the rules, it says that each quarter is treated as an objective "for the purposes of abilities, grand strategies, and battle tactics". Summoning and placing terrain does tend to count as an ability from what I understand, so I think the rule is you can't put them on the table because there is nowhere more than 1" from a table quarter. However I think that this is perhaps a bit too harsh on those abilities and I don't think it was fully intended because it would probably just say that you can't use those abilities in this case. I fully expect that if this gets FAQed they will find some compromise to allow you to use these abilities. In friendly games if you didn't want to forbid abilities like that outright, you could consider just allowing them anywhere, or perhaps something like you can only summon into table quarters that have no enemy presence or maybe you can't gain control of a quarter by summoning? Something like that.
  19. Worth mentioning that as of the latest FAQ/Errata that Fulminator Glaives do not benefit from being in Bounty Hunters on the turn they charged, since modifiers were ruled to be overridden by "set" effects (i.e. the damage of 3 on the charge sets the damage characteristic and therefore overrides any +1s to damage from other sources). You may want to reconsider your battallion choices on the second list, but then I think there's a decent enough argument for keeping them in Bounty Hunters to increase their damage on off-turns if they don't totally wipe a unit, and the Dracoth's claws will always benefit. Personally I'd pick the first list to play because it seems more fun but the comet does always entice me
  20. I think the Lord Exorcist is an awkward one simply because his main draw is incredibly powerful and useful, but also might just do nothing against certain armies. He has potential, and adding models back to units is becoming more common what with things like the new battleplan that gives units a 5+ rally on objectives, or a 4+ for Galletian Veterans. I'm hopeful he will become a useful pick but it is very dependent on what your opponent brings. In terms of other useful wizards, Knight Incantor! Cheapest wizard in the faction and one of the strongest utility abilities with the once a game auto-unbind. In fact, the Knight Incantor is why I am currently unconvinced that the Knight Arcanum will find a place in an endless spell world. It's obviously early days and so I can't really say for sure how things will pan out, but a 3" bubble around a single 40mm base doesn't seem like enough space to protect all that much from Endless Spells. Considering that something like the Purple Sun's instant death effect works within 3", you'd need a few Knights Arcanum to really screen out a decent area and keep key models safe. And of course you run the risk of the effect being useless if your opponent has not brought any endless spells. I would rather have a Knight Incantor and use the auto-unbind to stop them getting the endless spell onto the board in the first place, remember that a single unbind can keep you safe for up to 3 hero phases if you go on to double turn them. The other benefit is that it works against all spells, so while you still run the risk of it being useless vs a non-spellcasting army, it's going to be useful more often than the Knight Arcanum ability.
  21. Ghur Battlemage is the obvious one and it is incredibly effective. +2 to run and charge is already good (+2 to charge after a translocation brings it down to a very doable 7+ on the charge roll), but combine with Steadfast March to double tap the bonus, and that's 4 extra inches of threat range on a key unit once a game. Combine with a Stormstrike Chariot or your preferred mounted bounty hunter unit and bam you have an average 17" run plus an average 9" charge for about a 26" threat range. From a flavour perspective it does feel a little silly having an army of huge elite supersoldiers and just one little human sized guy casting a spell but it's powerful and fun.
  22. I just used them as a screen this game to avoid being bounty hunted, but I have a tournament next weekend with the same list, five games so I'm for sure keeping that trick in my brain pockets.
  23. I have several silly stormcast list ideas owing to the fact they have so many warscrolls. Gryph Hound spam: point for point they're the cheapest source of wounds and of melee attacks in faction. Hallowed Knights with Gardus for a 5+ ward bubble, or Hammers of Sigmar for a wider reaching 6+ ward. Lord Relictor with Curse, Judicators for minimum battleline for a little ranged threat, then 10 units of gryph hounds. Endless Spell Spam: bring several knights-incantor alongside any mounted model so you can take Scintillating Trail for a -1 to unbind aura (ideally with a stardrake too for +1 to cast) and then just load up on endless spells. Purple Sun, Gnashing Jaws, Quicksilver Swords, maybe Suffocating Gravetide too. The idea isn't that endless spells are necessarily individual powerhouses, but that once there are enough on the board it's difficult to neutralise them all. These are my two current obsessions.
  24. Had my first game with the new GHB today. It was very fun, we played Prize of Gallet and at least for that battleplan I think the double turn is "solved" because going second is so good that I chose (or would have chosen when I lost the priority roll) to go second every turn rather than double my opponent, except on round 5. Anyway, this is the Stormcast section, so some observations: I forget who was talking up Gryph Hounds a while ago but I am inclined to agree after one game with them. They made a nice screen, are not Galletian Veterans, and 25 attacks is nothing to sniff at, even if they're on 3s and 4s with no rend. The retreat messed up my opponent's otherwise very nicely calculated attack order. The temptation to put them in Bounty Hunters just because of the sheer volume of 1 damage attacks is actually quite high. Lord Arcanum on Gryph Charger my beloved. I think this guy is really good. Scintillating Trail as a mount trait is I think a lot better than it looks on paper. -1 to unbind spells cast from wholly within 12" is almost functionally equivalent to +1 to cast. For spells with low CVs, the main thing stopping them from going off is the unbind roll. A -1 to unbind turns your 55% chance to win vs the unbind roll into a 66% chance. That's pretty big. He's also super versatile for battle tactics. Make him your general and you have a decently killy model who can pick off small units, he can teleport so he can always threaten Desecrate their Lands/Barge through Enemy Lines (combined with a deep strike or another teleporting unit). Evocators on Dracolines continue to be pretty much my favourite unit in the faction. 3 of them in bounty hunters rips any veteran unit to shreds. They just die frustratingly easily. And they're drawing my eye even further to Vanguard Palladors, who I think are possibly an underrated unit but I've not had the chance to try them. 215 points is a bit steep, but throw them in Bounty Hunters and they're going to do a ton of damage with axes, or give them the javelins for a super mobile ranged threat that can even be battleline in a really useful subfaction.
  25. Au contraire! As per 18.1.1, you do have control of your home objective. Before the first turn, you automatically gain control of all objectives you are sitting on:
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