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Tittliewinks22

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Posts posted by Tittliewinks22

  1. Have my first games with the new book in a week. (finishing up a few models)
    Opponents will be on Sylvaneth, Kruelboyz, and Skaven

    Here's the first list I am going to run:
    Barak - Zon
    Honour is Everything
    Always Take What You Are Owed
    Without Our Ships We Are Naught

    Warlord Battalion: 
    1 Admiral (Stormcaller, Masterwrought Armour)
    1 Navigator (Voidstone Orb)
    1 Codewright
    1 Grundstok Gunhauler (Drill Cannon, Coalbeard's Collapsible Compartments)

    Attack Squadron:
    10 Arkanaut Company (Pike, Skyhook, Volley Gun)
    10 Arkanaut Company (Pike, Skyhook, Volley Gun)
    1 Frigate (Heavy Skyhook)
    1 Frigate (Heavy Sky Cannon)

    Vanguard Battalion:
    1 Endrinmaster with Endrinharness
    9 Skywardens (Pikes)
    6 Endrinriggers (2 Aethermatic Volley Guns, 2 Drill Launchers)

     

  2. 11 hours ago, Beliman said:

    Just try to delete everything because your riggers are not going to be in Cover (they charged) and your admiral will be on the ground. If needed, you can redeploy your admiral in your enemies turn to embark again for that +1save and -1 to be hit.

    Great advice! One thing people need to keep in mind is the -1 to hit from being embarked is seperate from the +1 save for being in cover, so you retain the -1 to hit when you charge.

    • Like 1
  3. 14 minutes ago, AaronWilson said:

    19.1 CASTING SPELLS In your hero phase, you can attempt to cast spells with friendly Wizards. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different Wizard. In order to attempt to cast a spell, pick a friendly Wizard, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.

    No where does it say Arcane Bolt / Mystic shield can be cast more then once. 

    This is the conclusion we're sitting at as well, but seeing FB/warcom and other groups saying stuff like Nagash casting 8 arcane bolts and such had us head scratching.

  4. Faction specific generic command abilities table similiar to spell lores.

    More once per battle abilities (inspiring presence!)

    Removal of the grand alliances via lore and implemented well in game.

    The dwarf gods having more presence in a narrative form, maybe playable incarnates for Fyreslayers (Grimnir) and KO (Grugni).

    Better terrain rules.

    But most importantly, please let GW finally make the layout of their books coherant, and add indexes to the back...

    • Like 3
  5. 12 hours ago, EMMachine said:

    Well core rules Page 10 "Battleplans" "Objectives" paragraph 4 is the only point where the Check if you are controlling a Objective is mentioned. And it is at the End of a playerturn.

     

    After it is the only point were in the entire turn where the ccontrol is checked  (and Knife to the Heart uses the Standard Objective Rules) the Check for a major victory can only be at the end of a playerturn, not at the start of a round.

    The only concern is that Knife to the Heart says "starting from the third battleround, if any player controls both objectives, they immedietly win a major"

    So if they control both objectives at end of battle round 2, at the start of 3 they should immedietly win right?

  6. 8 minutes ago, EMMachine said:

    The Major victory criterion is enabled in turn 3 but checking for victory is at the end of a Player turn (when you look who controls objectives). So you can't automaticly win after turn two.

    Only if at least the first Player has ended his turn 3.

    Thats what we thought, but we could not find any source to back it up.  Do you know where this is written?

  7. 33 minutes ago, Gorthor21 said:

    Does anyone remember if fantasy really had much of a detailed setting speaking of the day to day lives of the mortal inhabitants aside from the role playing games prior to 7th Ed?

    I was thinking and I can’t really remember much and most of it was presented as 3rd person summaries or as anecdotes written in world by imperial scholars.

    I started fantasy in 5th edition, and iirc they definitely had expanded lore for many of the the empire cities, to include their citizens.

  8. 2 hours ago, Lucentia said:

    With OBR we saw them roll in the Morghasts and Arkhan, and the OBR were (in part) visually similar to those older sculpts.

    If I had to guess I would imagine a Soulblight release would be similar, I would suspect at the very least Neferata and the Coven Throne/Palanquin would be brought into the new book and the aesthetic would be styled to at least match in part.  The older finecast stuff would probably not make the jump.

    I hope they add in the vargheists and Mannfred as well, could make soulblight have a 2 pillar style, more lhamian vs more feral.

    • Like 1
  9. You can Fly High even if you are unable to use the Flying rules.

    Flying rule is clearly defined in the core rules as being able to move over obstacles and units but not being allowed to end within 3" of enemy models after the move.

    Fly High is unrelated rule defined on the war scroll itself.

  10. Friends and I think they are repackaging the Aleguzzler with an extra sprue with more options.  One of the rumor engine photos looks like the exact dimensions of the Aleguzzler's front torso piece, but had skulls and such on it instead of the skin look.  Would suspect that the Mancrushers will have multiple weapon options to ensure variety in playstyle.

    EDIT: Added Picture.

    61af86a2-rumor-engine-4-7-2020.jpg
     

  11. 11 hours ago, Scruf said:

    So with no FAQ answer on it, is the Zilfin “There’s always a breeze if you look for it” Hero phase Fly High legal?

    It gives you a hero phase normal move on 1 Unit and fly high is “instead of making a normal move”.

    Its answered in the Movement Phase portiom of core rules FAQ.

    Tl;dr no you cannot use fly high.

     

    MOVEMENT PHASE
    Q: Several abilities allow a unit to make a move ‘as though it were the movement phase’. Does this allow them to make use of abilities or special rules that normally only apply in the movement phase? For example, in the hero phase a unit of Kurnoth Hunters in a Free Spirits Battalion can move as though it were the movement phase. Would this allow them to make use of the Forest Spirits battle trait, where a unit can be transported to the battlefield in the movement phase?
    A: No, it does not. All it means is that the move is made as though it were the movement phase, so the distance the unit moves will be based on its Move characteristic, it can’t move within 3" of an enemy model, it can run and retreat (but if it does so it will have counted as having run or retreated for the rest of the turn), and so on.

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