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BaldoBeardo

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Everything posted by BaldoBeardo

  1. Keep them guessing requires an *action* on a fighter card. Scurry required an FAQ because it explicitly states an action that is triggered as a reaction. Thundrik's reaction is not an action, so out of scope.
  2. If you don't already prep your models to perfection then you are a terrible human being and don't deserve nice things.
  3. It's 3. 25mm bases are less than 1", so no matter how you arrange them the 3rd model will always be within 2".
  4. No. Wounds are resolved simultaneously after all saves have been made.
  5. Pick faction. Other than leader, you can swap X number of wounds from that warband for X number of wounds from another? 'Allies' can only use/score towards/benefit from Universal Cards? Leader abilities can only affect same faction. Would *have* to be limited to universal cards. There's a reason faction cards don't get barred/restricted; they only work for a known entity. Allow the make up to change and all sorts of shenanigans ensue. Can you imagine Mollog's Mob with access to Restless Dead?!
  6. Yes. You declare an attack action. You are required to resolve separately so the rules don't get broken by reactions etc. The requirement to resolve separately doesn't change the fact it is a single attack action to begin with. The other option is... it's impossible to score. Which would mean GW invalidated a card intentionally. Which I very much doubt they would do, as doing it this soon would affect perception of the game.
  7. Im just wondering when we'll start seeing INNATE ploys and abilities for non-magic dice rolls. I'm guessing the Troggoth will be one - given it's billed as the workhorse, I'm wondering if it might have Innate (Block) or something to represent resilience. If there's a card coming that gives a Universal Innate upgrade for attacks that will shift units on its own...
  8. I'd go with your gut - objectives are scored simultaneously in the end phase, so effectively it's your glory score at the end of the last activation. Otherwise you could get in a weird situation where you and your opponent are effectively scoring objectives in an order.
  9. The action phase consists of activations and power steps. Whilst you can play all 3 cards, two things to bear in mind; Trickster charm is once per action phase (effectively the start of the "turn"), not before each activation. Shattered terrain only affects movement in the next activation - as the trickster charm/Earthquake comes in to effect before activations, the above combo wouldn't work.
  10. It's not that hard, but they had to cover the wording. If the boards are set up flush to form a square, nice and easy. Opposite is facing is opposite. Now, imagine the boards have been set up so the join runs from left to right as you look at it. The board closest to you is moved half a board to the right, to create that annoying Tetris 'S' block. If you have a mini on the left hand edge hexes of *your* board as close to the join as you can get it, technically it has *two* opposites - the right hand side of *your* board, or the right hand side (as you look at it) of your opponent's board. That's why the card specifies furthest.
  11. Get your point, but I think in this case assume "more than once" to prevent loss of teeth - definitely errata worthy as it also affects Ancient Commander.
  12. That's a fugly model, and not in the good troll way. Too busy. Worried the mushrooms-on-everything motif is the Moonclan hallmark. Ugh.
  13. Was going to say, Tyranid carapace design cues are typically a central ridge and fluted edges. Only kits I know of with the spray-kind of pattern like the rumour are the Trygon and Zoanthropes. Also, the gaps under the plates are big for static armour like Tyranid carapace - looks like armour on something flexible. So centipede gets my vote!
  14. Can't remember off the top of my head, but I'm sure that somewhere it's referred to as the Celestant Prime was previously a ruler from the Mortal Realms?
  15. It's an ability that allows you to heal a wound inflicted on a unit that can override the "slain models can't be healed" rule in the right conditions, and doesn't require a command point or casting roll. Puhtayto, puhtahto.
  16. Context needed - what are you trying to get out of casting a spell with no target available?
  17. Just had a lengthy chat with @Double Misfire about this. Very simply, the Free Cities aren't an allegiance or ally structure. They're simply an additional set of restrictions you accept for Grand Alliance abilities++. For example, you take a Sylvaneth force with a Deepkin Wizard in the Gnarlroot Wargrove battalion. You qualify for Sylvaneth Allegiance. You qualify for Order Allegiance. You *don't* qualify for Living City abilities on top of Order Allegiance because the Deepkin Wizard has none of the keywords permitted by the Living City list. The fact that the wizard was brought in to your force via a WSB with the Sylvaneth allegiance doesn't make any difference as Free Cities don't allow for 'allies' the way a normal keyword faction does - it's an absolute keyword list.
  18. Imma take a guess that the thralls are a subset of the Deepkin - overseen by the other more conventional looking ones. Wouldn't be surprised if there's some mechanic related to an area buff on to-hit rolls within range of a hero.
  19. Look, Doctor Who had sharks swimming in the air and that's science. So magic flying sharks are fine, okay? ?
  20. Also worth bearing in mind that abilities trigger on *results*, not *rolls*. So let's say you have a MW ability that triggers on to-hit rolls of 6+. You need a 5+ to hit, and have a -2 modifier from debuffs meaning you need to roll 7. You roll a 6. This is a successful hit by the rules of one, so you continue to your to-wound roll as normal. However, the MW ability *does not* trigger, as after modification your result is 4, which isn't the 6+ threshold.
  21. Looking through those images, that is a *big* hero 6...
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