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peasant

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Posts posted by peasant

  1. 3 hours ago, Painbringer said:

    You should be still able to use the ability under the new rules. In this particular case, this will cause simultaneus triggered effects (sections 1.6.2 and 1.6.4 in the core rules). Which means that first your opponent will have to chose one of his effects if he rolls 6s to hit, and then you will have to choose one of your effects that trigger on other player gettng 6s to hit.

    Here is the quote from the section 1.6.2: "if the effects of two or more abilities would be applied at the same time in a turn, the player whose turn is taking place applies the effects of their abilities first, one at a time, in the order they desire. Their opponent then does the same."
    The section 1.6.4 (triggered effects) only describes what happens in the situation when multiple effects are triggered by the die roll - but still you manage yours and your opponent does the same. I'm pretty sure that your opponent cannot bypass your ability by choosing it not to trigger.

    Here's an example:

    • Opponent hits you and scores several 6s
    • Let's say that two of his abilities trigger on 6s to hit. He now has to choose one of them and apply the effect.
    • However, let's also say that you have two abilities that trigger if your opponent rolls 6s to hit. Now you also have to choose one of them and apply the effect.

    Too bad I cant give you more praises

  2. 3 minutes ago, Ganigumo said:

    Per the new rules on triggered abilities if multiple trigger the person rolling the die picks one of them. So if you have two instances of exploding 6s you can only pick one instance of it to trigger.

    I run nurgle's munificient wanderers any 6 to hit my units causes 1 MW, so units that do something at 6 to hit are inmune to my subfaction trait?

  3. 1 hour ago, Grimrock said:

    Ok, page 251, triggered effects. If two or more effects are triggered on a 6 then the rolling player has to pick a single effect to trigger. I believe this was written to prevent people from double dipping on effects, ie. you have two abilities so a 6 to hit gives extra attacks and a mortal wound in addition. Unfortunately as written that means if I have a defensive effect (players must reroll sixes to hit for example) and my opponent has an offensive effect (mortal wounds on a 6 for example) then my defensive effect will never work. The player rolling just gets to ignore my effect because they have their own bonus and pick their triggered effect instead of mine. Absolutely magical writing on GW's part.

    My nurgle daemon army cries

  4. Just now, whispersofblood said:

    That is still only 7 dmg to a unit without a ward and a 4+ save, and given that most LRL units are 5 men outside Wardens that is a valuable reinforcement point for each unit.

    Its a good unit, its hardly impressive. 

    20 Irondrakes do almost 9 dmg, plus the grudge hammer for 20 pts more. So in the ballpark as far as Unleash Hell is going.

    Once you get passeds the emotional impact of MW and just deal with the dmg you can move on from the boogeyman.   

    Thats the point shooting is OP so in 3.0 It should be controlled somehow, not favored adding more Ranged MW delivery and additional activations. 

    • Confused 1
  5. 1 minute ago, PJetski said:

    If this Reinforcement thing is correct then that is the single biggest change in the entirety of 3rd edition. Unleash Hell won't be a big problem at all if unit sizes are smaller, both as the attacker and the defender.

    Sentinels are 10/20 so not affected

  6. 29 minutes ago, JonnyTheKing said:

    No risk if you’re behind a warden screen (which you will be) 

    Are we still pretending Sentinels aren’t OP? (and most likely more so now)

    They are not, is just that in their hands are OP. IS incredible there still are some lumineth and seraphom players that try to convince others their factions arent broken

    • Haha 1
    • Confused 1
  7. 6 minutes ago, Marcvs said:

    As much as I think that UH is a move in the wrong direction, i wouldn't take the worst case scenario as an example of the problem. This is of course a castle which includes half of an army, you shouldn't be charging there anyway and force them to move by scoring objectives.

    worst case excenario is not the same as unlikely scenario because a lot of list tayloring will go on that direction. The problem is being shooting so OP at the moment UH just punishes more to the armies that dont/cant invest in more quality shooting.

    And if you want to play a melee oriented army but you must play the objectives game whats the point? This rule favours extreme lists in top tier factions. We dont know the full picture yet but this is plainly moving in the wrong direction please GW prove me wrong because I really love to jump in the 3.0 train

  8. 6 minutes ago, Ragest said:

    Do people really think any lumineth player with more than 2 matches played is going to risk his unit of sentinels just to make 2-3 (4-5 with 20) mw to the unit that is charging?

    People must stop posting such bs

    Please can you elaborate on that? Which Risk if the sentinels are not being exposed to use UH? 

    Maybe hoy shall reconsider what is bs

    • Like 3
  9. 1 minute ago, JackStreicher said:

    I'll wait and see what other rules are in store before I judge the entire new edition. :)

    Who knows maybe the Unleash Hell ability costs 3 CP? :D

    That would be even worst. Because "standard" shooting units (ungor raiders) would never pay that for use this rule, but superb shooters in factions that can gather more CP will benefit more (sentinels).

  10. 6 minutes ago, Beliman said:

    It depends.

    The rules for this forum expect a bit of constructivism in our complains:

      Hide contents

    Users are free to express their own opinions, positive and negative, on the forums. We do, however, expect that when users express their frustrations/displeasure/disagreements, that they do so in a constructive manner

    I mean, everybody knows that Unleash Hell is going to be a pain in the ass if we don't have tools to play against! Repeating again and again the same thing will not change the rule nor give any insight to how to play against (and remember, we still don't know all the rules...).

    I don't have any problem if it's just that. 1mw every 6 shots is not something big (that will be a lot less dmg than 20 handgunners shooting at 3+/3+). The problem of mortal wounds from ranged attacks comes from diferent things:

    • 5+ instead of 6+ to hit
    • Rerolls to hit
    • Volume of attacks (10 shoots= meh, 40 or 80 shoots... ehy, that will hurt!)
    • Ignore LoS (that will not be a problem for Unleash Hell)
    • High range+teleports (again, not a problem for Unleash Hell).

    I dont know too well to complain constructively (worsening with the fact my english is poor). But it can go something like that "unleash hell risks being exploited by shooty armies and unbalancing even more the matched play. It would be better if they dont write it but we can manage it avoiding its usage in non tournament games."

    something like that?

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