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Lord Castellant

Lord Castellant (8/10)




Community Answers

  1. Heartrenders have better rend than Prosecutors, if my mathshammer is right they have higher damage output vs 2+ saves normally, and vs 3+ when they set up, Prosecutors being better vs 4+ or worse. Heartrenders have slightly lower points/wound, making them more resilient vs mortal wounds and high rend, but not by much. Obviously Prosecutors are much more tanky vs low rend. Heartrenders hit a lot harder in melee than Prosecutors, not that I'd recommend putting them there in the first place if you can avoid it, and the bucklers can deal some retaliation damage though again, it doesn't make a huge difference. Heartrenders are faster but I think the Prosecutors' longer range wins out there. Heartrenders have higher bravery but being single-wound counts against them, I'd say that cancels out though. Cheaper minimum unit means Khinerai are better for grabbing objectives I guess. If you want to run larger units than the minimum, the Khinerai scale up slightly better on damage output — but then why would you? I guess strictly speaking I should look at how the allegiance abilities compare and the role each unit plays within their respective armies, but I don't know Stormcast well enough for that. In conclusion I'd say they're about the same? But like I said, Khinerai are more specialised in taking on armoured opponents.
  2. See, this is why it's worth checking the date on posts. Back in May 2017 the rules were different.
  3. Probably "I'm in b2b contact with two enemies, so long as I remain in b2b with one I can move away from the other."
  4. Also note that some abilities have already been erratad to not stack.
  5. If Khinerai Heartrenders teleport by means of a Shadow Patrol or the Khailebron temple, does this trigger the -2 Rend effect of their Death From Above rule?
  6. Not yet, but I probably will be if/when we get anything more definite. Do you have a source?
  7. My feeling (though I agree it's not spelled out clearly in the rules) is that anything derived from your actual roll — adding, subtracting, multiplying, dividing, or anything else that takes the initial result as an "input" — is a "modifier". Anything that ignores the initial roll or simply sets the result instead of rolling, is not. On that basis, I would count 1. and 5. as modifiers, but 2, 3, and 4 are not.
  8. Hmm… rules-as-written I would say 24, but it's a little open to interpretation, and 12 sounds more intuitive to me. There's an FAQ to say that "suffered" means allocated and not saved, but the Jabberslythe rule talks about "inflicted". RAW it seems wounds are "inflicted", then "allocated", then "suffered". Excess wounds are still "inflicted", they just can't be "allocated", because there's nothing left to allocate them to.
  9. The core rules state that a successful hit roll "scores a hit", a successful wound roll "causes damage", a failed save means "the attack is successful", and then determining damage tells you how many "wounds" a "successful attack inflicts". It's counter-intuitive because it means a "Wound Roll" using the "To Wound" characteristic, doesn't actually inflict wounds, but it is spelled out pretty clearly, and backed up by how "special saves" (such as Death's "Deathless Minion" rule) have been FAQ'd to work.
  10. Also, Nagash gets double the number of models when summoning — if he summons a character or monster, he gets two of them (as separate units) with one spell.
  11. To decide if something is overpowered, look at how it affects the Nash Equilibrium of the game vs. how it's designed to affect the NE of the game. For instance, any option that winds up being an "auto include" is fine if it's designed to be an "auto include", but not if it's only supposed to show up maybe 5% of the time. The most broken option would be an auto-include in every army, yet would clearly not be intended to show up in every army. Those types are thankfully rare. The majority of "broken" options, though, only actually show up in about 33% of armies (but are intended to show up in a lot less). Like playing rock-paper-scissors, the armies that make up the meta-game can be divided into "X", "counter-X", or "counter-counter-X" (where counter-counter-X loses to X). Once there are roughly a third of each, a stable NE is reached. Again, this is fine if it's how the game is intended to play — but not if the option in question is warping the meta-game into something the designers never intended, something that isn't fun to play. Whether or not "counter-X" armies exist isn't the issue — the issue is whether the option reduces the game to a simple rock-paper-scissors. There's pretty much no better indicator of a "broken" option, than one that reduces the game to a rock-paper-scissors trio, with the option itself (or variants of it) making up one of the three. So yes, I think the Balewind Vortex is bad for the game.
  12. Officially the champion's armed the same way as the rest of the unit. A lot of players use a model with a sword in a unit armed with spears to help easily tell the models apart, I don't think anyone would complain about that so long as you use the rules for whatever weapon the rest of the unit has.
  13. Yes, if you get down to a 1+, the target is slain, because at that point you just keep on inflicting mortal wounds until it's dead. A successful roll does a mortal wound and gives you an extra roll, regardless of whether the wound was saved. You may as well do all your rolls first and work out how many saves they need to make. If you get down to 1+ they have to make infinity saves or their unit is dead.
  14. "Doing better than this other product they discontinued" isn't exactly much of an achievement, though.
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