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Imperial

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Posts posted by Imperial

  1. 2 minutes ago, Sangfroid said:

    @Imperial

    this is why the faq team has been emailed, in aos1 the only time you could use command abilities was the hero phase so this feels correct however it says count up the units in the combat phase of the turn (doesn’t say your turn or the player turn etc...) it’s specifically says combat phase so going back to the new core rules I think (as do some others) that this therefore means it can be used in any combat phase. 

    Am I right? Am I wrong? Not sure because the wording isn’t clear in the positive like it is with the lord arcanum but it also isn’t clear in the negative either I.e a clear wording would be “use this ability in your hero phase then count up the units in the following combat phase....” 

    the faq team will look at it and hopefully when they do the errata/faq over the next week or so it will be clarified (hopefully so that we can use in any combat phase as this will give IJ more tactical depth and also a boon in power... we need it.)

    I realy dont think what we will see FAQ about it, because we allready got info in core book FAQ about CA in old battletomes. I think closest hope for change something: warhammer legends orcs release and moonclan release... They dont even make FAQ about grot warboss ability before release, so chanse is TOO low...

  2. 1 minute ago, Sangfroid said:

    1) The core rules say use in the hero phase unless it says which phase to use it

    2) mighty waaagh and waaagh say count up the units in the combat phase of the turn (I.e. either turn....)

     the waaagh wording hasn’t changed from aos1 but the way command abilities now work has so because it says when to count up units (i.e. combat phase) it would appear to make sense that you use it in the combat phase not the hero phase. This is because command abilities are more reactionary now BUT cost a resource (use inspiring in the battleshock phase, lord arcanum on graph charger can use his in hero, combat or shooting phase. Etc...)

    it is not 100% clear (but does clearly say combat phase) It seems more than likely to point toward using in the combat phase but the Intention may not be so,Simon has emailed the FAQ team to get this cleared up definitively otherwise could be argued a bit either way which is a waste of good time when more dice can be rolled and heads krumped ?

    D54D52F3-AC2A-438D-864D-546E0E4E8E09.jpeg

    7E9514D0-C4D6-4823-A68F-445DB9869A60.jpeg

    You got this wrong! You dont use WAAAGH at start of combat phase! You count up units at start of combat phase! They didnot change WAAAGH, so it's works like before:

    Hero phase:

    Declare what Megaboss uses WAAAGH

    Start of Combat phase:

    Count up units, roll dice 

    Combat phase:

    Get bonus of WAAAGH

    Q: Many command abilities on older warscrolls don’t specify in which phase they are used. When can I use such command abilities?

    A: Command abilities that don’t specify when they are used are always used in your hero phase.

    • Like 1
  3. 24 minutes ago, Sangfroid said:

    Just as a heads up, I noticed on the warscroll that the Mighty Waaagh and Waaagh command abilities only say “at the start of the combat phase” I.e does not say WHICH combat phase you can use it. Therefore was discussed on the Ironjawz WhatsApp last night @Ben Johnson     is the admin if you want to contact him to get in, and one of the guys (Simon not sure if he is on here) sent an email for clarity from the FAQ team. 

     It does seem a strong case which if agreed it’s BOTH combat phases opens up some new tactics for us megabosses and also a nice boon  for Ironjawz such as screening with ardboyz allowing are selfs to be charge then having brutes Waaagh enhanced attacking over the top with 2” weapons (and many more I’m sure we can all come up with ? 

    If Megaboss uses this command ability = using in hero phase! So no! You cant use it in combat phase! We have old battletome for OLD version of core rules. 

  4. 16 hours ago, Malakree said:

    Honestly we don't know.

    We know allies can't have allegiance specific artefacts but up till this point we haven't had access to none allegiance based choices.

    Hopefully it will be in the faq soon. Would be such a massive boon if the realm artefacts could go on allies.

    It's not allegiance artefacts now. It's addition to allegiance artefacts list, so i don't see any trouble to take it. Same with realms spells 

  5. Yesterday i played cool game vs tzeentch. I forgot about +1 charge after 2 month break, but it's was good any way.

    Realm: HYSH, THE REALM OF LIGHT

    Hysh command ability just awesome with Aetherquartz Brooch (Each time you spend a command point, roll a dice. On a 5+ you receive 1 command point.)! I started with 2 CP and restored 3 points before turn 3 start! It's was just wow!

    I got first turn and used Gordrakk command ability on Gorefist. My main GG squad just move 33" and 12" charge LoC bypassing screen. With full buff it's was just wow! LoC left at 5 wounds and 1 destroed 1 unit of acolytes. Second GG unit killed 1 more unit of acolytes. Gordrakk roll 8 on charge and yes.... i forgot about +1 for him and third unit of GG and they dont charged....

    Second part of first battle round. Tzeentch summoned 2 endless spell (Maw and moving wall) and moved it in my Gordrakk, warboss and last unit of GG. I lost 1 GG after it. All rest magic was focused in my GG unit so they just die :D

    I got first turn in second battle round and charged with Goddrak and rest for GG. With warboss waagh they killed Kairos, LoC and Tzaangor Shaman :D On table left 1 pack of acolytes, 5 skyfires and gaunt summoner. It's as enough to kill all GG and finish Gordrakk.

    We finished game after start of turn 3 with IJ-7:Tzeentch-4 score after i found my fail with +1 charge :D

    Summary:

    I dont will take mages vs tzeench or death from now. It's just gift for them, because we don't have powerful boost to cast and unbind. Foot of gork still can make some damage, but i did not see less 10 on enemy unbind rolls yesterday (watched game tzeench vs death and played vs tzeench). Arcane bolt and mystic shield are trash now :D

    I will take 1-2 artillery next time and will split GG units like this: 6-6-3 or 6-6-6.

    If you playing with Lens of Refraction be ready to get many damage from endless spells, because you need to stay close to hero with artefact! 

    Allegiance: Ironjawz
    Mortal Realm: Hysh

    Leaders
    Orruk Warboss (140)
    - Great Waaagh Banner
    - Artefact: Lens of Refraction 
    - Allies
    Fungoid Cave-Shaman (80)
    - General
    - Artefact: Aetherquartz Brooch 
    - Allies
    Gordrakk The Fist of Gork (580)
    Orruk Warchanter (80)
    Orruk Warchanter (80)

    Battleline
    9 x Orruk Gore Gruntas (420)
    3 x Orruk Gore Gruntas (140)
    3 x Orruk Gore Gruntas (140)

    Units
    4 x Ironskull's Boyz (80)

    Battalions
    Gorefist (190)

    Endless Spells
    Balewind Vortex (40)

    Total: 1970 / 2000
    Extra Command Points: 1
    Allies: 220 / 400
    Wounds: 120
     

    Allegiance: Tzeentch

    Leaders
    Gaunt Summoner (180)
    Tzaangor Shaman (180)
    Kairos Fateweaver (380)
    Lord Of Change (380)

    Battleline
    10 x Kairic Acolytes (80)
    10 x Kairic Acolytes (80)
    10 x Kairic Acolytes (80)

    Units
    6 x Tzaangor Skyfires (440)

    Total: 1800 + 190 (endless spells) / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 93
     

    • Like 2
  6. 3 minutes ago, DerZauberer said:

    Mortal Realm: Is this official now?

    Is it part of pitched battle games, competitive and all alike? My Intention was it's only for narrative and open play games?

    So how exactly does this whole realm stuff work in competitive / matched play games, as far as I know, there are two sources with "alterations" to the normal game:

    • Mortal Realm where the battle takes place in.
      Special rules for the battlefield, similar to the ones from GHB17.
      • I think those will not be used and are only for narrative games? As those alter the game quite heavily, e.g. setting up neutral Monsters hunting each other.
         
    • Mortal Realm where your army originates from.
      Artefacts, Spell Lores and Command Traits which can be chosen instead of your allegiance Artefacts, Spells and Command Traits.
      • Those seem to be pitched battle usable? The new Warscroll Builder has the option to choose and modify your list with a Mortal Realm.

    I know it's maybe a bit too early as TO could easily disallow those rules, but I'm curious due to being a option in the warscroll builder (which is designed for pitched battle army lists).

    Mortal Realm part of core rules now so i dont see any reason why i cant use it in pitched battle. 

  7. My list for today vs Tzeentch:

    Allegiance: Ironjawz
    Mortal Realm: Hysh

    Leaders
    Orruk Warboss (140)
    - Great Waaagh Banner
    - Artefact: Lens of Refraction 
    - Allies
    Fungoid Cave-Shaman (80)
    - General
    - Artefact: Aetherquartz Brooch 
    - Allies
    Gordrakk The Fist of Gork (580)
    Orruk Warchanter (80)
    Orruk Warchanter (80)

    Battleline
    9 x Orruk Gore Gruntas (420)
    3 x Orruk Gore Gruntas (140)
    3 x Orruk Gore Gruntas (140)

    Units
    4 x Ironskull's Boyz (80)

    Battalions
    Gorefist (190)

    Endless Spells
    Balewind Vortex (40)

    Total: 1970 / 2000
    Extra Command Points: 1
    Allies: 220 / 400
    Wounds: 120
     

  8. 3 minutes ago, epokh said:

    A separate issue I'm seeing is: People have mentioned using the Fungoid command ability for the run and charge, but it can only be used if the Fungoid is your General. You can't ally in a Fungoid to Ironjawz and then make him your General according to the Core Rules (p17, first paragraph under ALLIES). He's still a fantastic 80pt wizard (-2 to be hit with look out sir, 6+ FNP), just don't get too excited over the neat command ability.

    Read MP FAQ about it

    • Like 1
  9. 3 hours ago, Malakithe said:

    Well I said the Ardfist was going to be useless even with the points reductions and the FAQ put he final nail in the coffin...now their only use will be objective holder and numbers for the Shaman 

    Bonesplitterz better for Shaman now. Same numbers, but lower points

  10. 3 hours ago, Garxia said:

    - Gore Gruntas: Pigs always do D3 damage on the charge if it's further than 8"" (about time!!).

    They changed last sentence! So i think sentence about measuring distance to nearest unit still active! 

    • Sad 1
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