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EMMachine

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  1. Strength and Toughness will create an entirely different problem. How will you prevent that a shooting unit is equal as good as a close combat unit + having ranged weapons. This was the problem of WHFB. all humans had a strength of 3, so a model with a sword and shield or Spear had the same strength as a model with a crossbow or Handgun. The system we have now gives us the chance to say that someone who has a ranged weapon doesn't wound as good as someone with a close combatweapon. The Handgunner that wounds with his dagger on a 5+ compared with the Swordsman wounding on a 4+. It would as well basicly mean. Every warscroll has to be changed with a strength value for the model, a toughness value for the model. A value for each weapon, if the weapon gives a bonus (if the weapon itself doesn't have the strength), a ruling how strength and toughness should be compared and we still will have modifiers to either the strength or the woundroll. And this bloat of rules with the only reason, because we want that monsters get tougher? Make a rule that monsters are targeted with -1 to wound if the attacker is not a monster as well. Than it isn't the doubleturn, but the case that the player with the shooting list and 1 drop can deside to go second on first round. This could be fixed with rolling of on first turn (and giving the player with the 1 drop initiative in case of a draw), so basicly the rule they had at first in the corerules before changing it with an FAQ if the last point wasn't seen as it's own thing but as a tiebreaker with the start of the sentence after it isn't its own sentence but a part of the sentence of "if the roll-of is a tie, ..."). This was a ****** up of the FAQ team, not of the rules itself. Still, you will get shot twice if you remove the double turn, the point that you are most likely unable to charge in second turn because the shooting units have moved back will make no real difference. You lose your chance to get the charge in the second turn with only getting shot once for being shot twice anyway.
  2. In case of the double turn discussion. Does it really change anything if the rule is removed? If the shooting unit has range 12" or less maybe yes, if it has more more likely no. If the shooting unit has 16-18" range and you didn't fokus on cavalry (for example Fyreslayers) see what happend. He moves his unit to the 16" mark (if he has to move at all, for example because you started) and shoots at you. You move your 4-5" and try a 11" Charge most likely to fail, or run to get closer. Guess what happens next. He moves back to be at 16" again shoots you a second time (and you are in the same situation as in the battleround before). Without the doubleturn your units will get shot 2-3 times before you even get into combat (and if he can't retriet further), he can still shoot, charge you and attack before you if you he doesn't have a better target (or charges you with another unit). With the doubleturn (and you as the second player) you could move + run in the first round and than move and charge in the next turn so you maybe only get shot once before being in combat. For such situations a minus 1 to hit (not the old fantasy rule where long range is the upper halve to maximal range but maybe 12"+ could help in such a situation. WHFB made shooting very underwhelming because most the time you were basicly hitting on a 6+ or 7+ rarely on a 5+, but your units were as strong as the close combat once, because (they had the basic strength and could have shields as well), so they often were more expensive close combat units with the option to stand and shoot.
  3. Ahm ... to this case.Undying Guardians of the Aegis Immortals has actually a assigned wounds part. The Ability is referring to Soulbound Protectors, which triggers if a wound is allocated to a Ossiarch Bonereapers hero. I think not able to shoot with a unit that is in combat would make weapons like throwing axes or Javelins completly obsolet because they rarely have the chance to fire outside of combat. The restriction that you can only shoot at units you are in combat with is already a restriction. Not shooting into frendly combat would be more possible. I think the main problem with this is, that shooting into combat doesn't have any disadvantage maybe it could help gaving a -1 to hit or something instead of banning it completly. I actually like the mechanic of losing models. Mostly for one reason. It's hard to describe that a hero isn't dead if he loses the last wound when fleeing models are moving. If fleeing models are removed as well, the char can simply say, "I have enough, we meet next time" and runs off. In case of Inspiring presens, after the model has to be in range of a hero, using the bravery of the hero could be an option too, but I guess, that heroes should have a higher bravery for this.
  4. I actually made my second Sologame in the first week of january, but haven't posted it yet because here was basicly no responce to it. Here the rolls between the rounds So I'll do the preparations for how things will continue. The exploration table. 2-4 is Warlord Encounter 5-7 is a deadly encounter (the type of battle we had in the first game 8-9 is a short break (each hero heals D3 wounds) 10-11 is a long break (each hero heals D3 wounds + another hero joins on a 4+. 12+ Hidden Treasure (I find a relic) No matter what the roll, the danger level increases by 1, and if the value is 5, there is a warlord encounter. After the current fight, the value is 1 Roll on the table 8 (6 + 2) The heroes heal the wounds they have suffered. Value increases to 2 Roll on the table 11 (5 + 6) Heroes are already fully healed. However, another hero joins. Knight Heraldor Walter joins the group. Value increases to 3 Roll on the table 7 (6 + 1) expected counter army 4 servant units Rolls 2,3,4,5 Since I still don't have any Wrathmongers, I do a reroll and roll 1. In the next fight, where I still have to see when it takes place, the following enemy models will appear: 11 Bloodreavers 5 Blood Warriors 4 skull reapers 4 Flesh Hounds I still have a few models to paint. --- So, here is round 2 of the campaign (which I actually wanted to do in the New Year's Eve area but the models weren't painted yet. I gave Valten the Stormfury Blade, by the way. Mission 2: Fight in the Wild. Each player has a deployment zone of 5 " There is no usual initiative roll against each other. Instead you roll 1d6. On a 4+ the player starts, otherwise the opponent. And there are rules of ambush. At the beginning of every round except the first one rolls the dice. On a 1, an additional enemy unit comes into play. Lists Stormcast Eternals Lord-Celestant Valten Blazenheart Lord-Castellant Victor Brightsoul Lord-Relictor Morbius Knight Heraldor Walter Blood Bound 5 Blood Warriors Goreaxe and Gorefists and a Goreglaive 11 Bloodreavers with Meatripper axe 4 Fleshhounds with a Gorehound 4 Skullreapers with a Skullseeker Round 1 Stormcast Eternals win initiative Hero phase: Victor points his lantern at Valten (+1 Save) and Walter points "Forward to glory at Valten (running and attacking) Movement phase: All heroes move forward (Valten tries to run but only rolls a 1). shooting phase: Walter uses his thunderbolt against the Reaver's terrain, rolls a (1) and kills a Reaver. No charges or combat Bloodbound: Action phase: Skullreapers have the action attack (Walter in 12 ") move 5" and then attack 11 "(5 + 6), Bloodreavers have the action attack (Valten in 12 ") move 6" and attack 6 "(4 + 1 + horn) Blood Warriors got the hold action (2) Flesh Hounds attack (Victor in 12 "), move 8" and attack 10 "(5 + 5). Combat phase Fleshhounds attack Victor: 16 attacks, 12 hits (1,1,2,2,3,4,4,4,4,5,5,6,6,6,6,6); 5 wounds (1,1,1,2,2,2,2,4,4,5,5,5,5), 5 saves (3,4,5,5,5) Morbius attacks Skullreapers: 4 attacks, 3 hits (1,3,5,6), 3 wounds (3,4,5), 1 save (1,3,5). 2 damage to Skullreapers Skullreapers attack Walter: 16 attacks, 8 hits (1,1,2,2,2,2,2,3,3,3,4,4,5,6,6) cause 2 fatal wounds, 4 wounds ( 1,2,2,2,3,4,6,6) and Victor Saved 2x (2,2,5,6). 1 attack mutation of the Skullseeker, 1 hit (4), no wound (2) Walter suffers 4 wounds. Valten attacks Reavers: 4 attacks blade, 4 hits (3,3,4,5), 4 wounds (3,3,5,6), no save thanks to rend. 4 dead reavers 1 attack hammer, does not hit (3) Reavers attack Valten: 7 attacks, 3 hits (2,2,3,3,4,4,4), 2 wounds (2,5,6), 1 save (2,3) lantern and rend cancel each other out. Valten suffers a wound Victor attacks Fleshhounds: 3 attacks, 2 hits (1,5,5), 2 wounds (4,6), no save (4,6), 2 deaths Fleshhounds Walter attacks Skullreapers: 4 attacks, 3 hits (1,3,3,4), 1 wound 1,3,6), 1 save (5) Battleshock: Reavers have courage 6 thanks to the icon and roll a 1 + 5 dead Reavers (no Reaver flees). round 2 No ambush Bloodbound have the round. Action phase Skullreapers hold the action (2) Reavers have the action Raging (6) 7 attacks against Valten, 4 hits (1,2,2,4,6,6,6), no wound (1,2,3,3) Blood Warriors have an attack action (5), movement 5 "+ 9" attack (6,3) Fleshhounds Rage (6). 8 attacks, 7 hits (1,3,3,3,5,5,5,6), 2 wounds (1,1,1,2,3,5,6), 2 saves (3,6) Skullreapers attack 2 Skullreapers + Skullseeker attack Walter 12 attacks, 7 hits (1,1,2,2,2,3,3,4,5,5,6,6), 6 wounds (1,3,3,3, 4,5,6), 3 saves (1,1,3,4,5,5) Walter suffers 3 wounds. Mutation 1 attack, 1 hit (4), 1 wound (6), 1 save Walter returns to Azyr. 4 attacks on Morbius. 4 hits (4,4,5,6), 3 wounds (1,3,3,4), 2 saves (2,4,5). Morbius suffers a wound Victor attacks Flesh Hounds. 3 attacks, 2 hits (1,3,4), 1 wound, no save (1), 1 dead Flesh Hound Bloodreavers attack Valten 7 attacks, 1 hit (1,1,1,2,2,3,4), no wound (2) Valten attacks Reavers: Blade 4 attacks, 3 hits (2,34,4,6), 1 wound (1,2,3), 1 dead Reaver Hammer, 1 attack, 1 hit (6), 1 wound (5), no save (3) a dead reaver Fleshhounds attack Victor: 4 attacks, 2 hits (1,2,4,4), does not hurt (1,2) Morbius attacks Reavers 4 attacks, 2 hits (1,1,5,5), 2 wounds (6,6) 2 dead Reavers. Blood Warriors attack Victor. 9 attacks ax, 6 hits (1,2,2,3,3,3,5,5), 3 wounds (1,2,3,4,4,4), 2 saves (1,5,6), Victor gets a wound 2 attacks glaive, 2 hits (3.5), 2 wounds (4.6), 1 save (2.6). Victor suffers two more wounds and is now on 3. Battleshock phase Reavers courage 6 by icon vs litter 4 + 4 dead. the remaining 2 reavers flee Stormcast Eternals Hero phase: Morbius uses Storm of Healing to heal Victor (6,5) and heals 3 wounds. Victor points his lantern at the Flesh Hound (since Valten is in the same range of the Fleshhound and the Skullreapers and therefore could not move up). and does 3 damage (6) and kills the Fleshhound. No movement as all models are in 3 "units Shooting phase: Valten sets up his hammers against the Blood Warriors 2 hammers, 1 Mortal Wound (3.6) No Chargephase Combatphase: Valten activates Furious Retribution and Soulrage blade. Valten moves towards Skullreapers and attacks: Blade 6 attacks: 5 hits (1,2,3,5,5,5), 3 wounds (1,2,3,3,4), no save (1,3,3) Hammer 1 attack no hit (1) 3 wounds on skullreapers, 1 dead skullreaper. A mortal wound of violence to the last breath (6) Skullreapers move up and 1 Skullreaper + Skullseeker attack Morbius 8 attacks against Morbius, 5 hits (1,1,2,3,4,4,5,5), 2 wounds, 1 save (1,4) Mutation 1 hit, no wound (2) 1 wound on Morbius 4 attacks against Valten, 4 hits (3,4,5,6), 1 fatal wound, 4 wounds (3,4,5,5), 1 save (1,2,3,6). Valten return to Azyr. Victor attacks Blood Warriors. 3 attacks, 2 hits (1,3,3), 2 wounds (5.5), 1 save (1.6), 1 mortal wound to Victor by Gorefist, 2 damage to Blood Warriors, 1 dead Blood Warrior. Attacks with no respite: 2 attacks, 1 hit (1.6), 1 wound (6), save (3) Attack Blood Warriors: 7 attacks ax, 5 hits (2,2,3,3,3,4,5), 2 wounds (2,3,3,4,6), 1 save (2.5), 1 wound to Victor 2 attacks glaive, 1 hit (1.5), 1 wound (3), no save (2). 2 damage to Victor. Morbius attacks 4 attacks, 3 hits (1,4,4,7), 3 wounds (4,4,6), 1 save (1,4,5), 1 skullreaper dies and uses Until the last breath (6, 5) and causes 3 mortal wounds to Morbius. Battleshock Phase: Blood Warriors roll a 1, no one flees. Round 3 No ambush Bloodbound win initiative. Action phase: Skullreapers have the action hold (2) Blood Warriors got the action hold (2) (The wound dice slipped to 7 at that point, it should actually be a 4) Melee: Skullreapers attack Morbius: 8 attacks, 5 hits (1,2,2,3,4,5,5,5), 3 wounds (1,1,3,6,6), 2 saves (1,3,3) . 1 attack mutation. does not meet. Morbius returns to Azyr from the damage taken. Victor attack Blood Warriors: 3 attacks 1 hit (1,2,6), 1 wound (3), no save (1). 1 Blood Warrior dies using "no turning back". 2 attacks 2 hits (3,6), 1 wound (3), 1 save (6) Attack Blood Warriors. 5 attack axes, 4 hits (1,3,4,5,6), 1 wound (1,3,3,5) 1 save, Glaive attacks. 2 attacks, 2 hits (3.6), 1 wound (2.4), no save (2) Victor returns to Azyr. This ends the game with the loss of all Stormcast Eternals. So definitely not as planned The Bloodhounds have a hell of a lot of attacks, but in the case of the game they still have to get through the save, so they weren't effective in this case. The Skullreapers were really bad for my heroes, with Mortal Wounds on hits of 6 and W3 Mortal Wounds on dying models on 5+. Even if I hadn't used the Soulrage blade, Valten would have died there. It was probably a mistake to move forward, as it would put the enemy models on lap 1 at 12 "and attack (if they were more than 12" they would only have made a normal move. Basically, only a refused flank would probably have helped, i.e. a stronger concentration on isolated units and the refusal of the others to get into close combat too early. Still the experience is not that bad in case a story should be the result of this (even though I haven't wrote the story set). Maybe next time it could be more of an army (like with the troggoth rules, instead of a heroes last stand).
  5. I think I would like to see some clean ups. Stuff like how "wholly within", "battalions & allegiance", how "start of phase & end of phase" abilities are handled, should be described in the rules, not only in the FAQ. Give Battalions faction keywords (that way it would save FAQ and Errataspace if a Battalion can be used in more than 1 allegiance). make endless spells part of the corerules (so the rules are in the corerule pdf) and change predatory endless spells from activating alternated by players to a role if you have control over the spell ("at the start the battleround, role a dice for each of your casted endless spells on a 3+ you control it otherwise your opponent gains control until the end of the battleround). That way we would still have the nature of the spell but it would be a disadventage if only one player uses a predatory endlessspell. Rework prayers, so we have corerules with a pool how many a priest can use (at the moment Fyreslayers and Khorne can speak up to 3 prayers each round (with the oppenent can't do anything about it) while wizards are bound to 1 or 2 spells. (it can include the ruling for dispelling/unbinding as well). I could see a change on battleshock, the way 40k does. (you role for your bravery, if you lose 1 model flees and all other models that unit have to role if they flee too). An "rare rules" secton, where stuff like if a unit has attacking at the start of the and at the end of the phase at the same time. not a corerule entirely, but changing if a model get's attacks for each model in x", that the attacks have to target that unit (so if you are in contact with unit 1 having 3 models in range, unit 2 with 5 and unit 3 being a hero, that unit 1 is targeted with 3 attacks, unit 2 with 5 and the hero with 1 instead of making 9 attacks on the hero). In my oppionion the overhaul should stay (because it can discripe how a single attack can kill multiple units at the same time) but things should be more specialized some times. (Decimators that are good against hordes but not good against elite or Monsters). Often stuff that is good against hordes is as good against elites. Units that are specialized against monsters or heroes, getting a bonus only when attacking those. I don't know if I like that idea. It would mean that it is not possible anymore to play a 100% cavalry army as an option.
  6. So, es geht rund, oder viel mehr wird Rund. Ich hab noch ein paar Artikel für Fyreslayers, Khagras Verwüster und zum Schluss die nächsten Magazine von Mortal Realms ergänzt. Dadurch haben wir jetzt die 2000 Artikel geknackt. --- So, it goes round, or much more becomes round. I added a few more articles for Fyreslayers, Khagra's Ravagers and finally the next magazines from Mortal Realms. As a result, we have now cracked the 2000 Articles.
  7. What gaming mode do you play, because the answer is depending to this? If you Play Pitched Battle (Generals Handbook 2020, Page 72.) or Meeting Engagements (Generals Handbook 2020, page 88), both have the following rule. So if you are playing a gaming mode like this. In case of Mortal Wounds you can either use the Chaos Runeshields or Protection of the Dark Gods, most likely prefering the Runeshield because of the better roll requirement, but not both In case of normal wounds you have your 4+ Save and the Protection of the Dark Gods roll after it. If you play a game mode that doesn't use the special rule above (Open/Narrative play) you can use both for mortal wounds.
  8. I know that they still have points, but you really need the boxes for the rules and its maybe not easy to include them because of Keywords.
  9. Their is actually another problem with the Subfactions in looking from the Lore Perspective. We have factions were many armies are part of that subfaction and where besides named Characters most heroes and units exist multiple times (Stormcast Eternals, Cities of Sigmar). On the other hand we have other Factions where the subfactions where certain units are only included once. (A Fyreslayer Lodge normally has only one Runefather and one Runemaster in the entire lodge, so if you play for example Vostarg, your Runefather or Runemaster is most likely a named one from official lore where but we maybe don't know all Runesons or other members of the lodge, so you maybe could have your own Fyrd inside the Lodge as long as your General is a Runeson (but nearly nobody thinks like this). Okay another way is that you have your own lodge that had ansestors from the Subfaction. That way, you're restricting yourself by creating your own army when taking a subfaction.
  10. It would be really nice, if Legion of Azgorh would become a Games Workshop release. Forge World releases have often the problem that they are not as accessable as GW releases and often have next to no lore. We maybe could get more lore on the "Furnace Kings" what were part of some Stories and should be part of the Legions as well.
  11. If you want to give points to subfactions you have to price the alliance itself as well. It is a little of a mixed bag. It would have the aventage that units could be balanced better when they are in multiple Alliances. At the moment, if a unit is too strong in a alliance of subfaction often the model gets nerfed, making it worse for the other alliances where the unit wasn't too strong. One downside I see (thats for example a point why we shouldn't have specific points for artefacts, or command traits. Because what gaming history in case of WHFB showed us is that it makes searching for the most cost effective build even worse (nearly nobody would buy an 6++ aftersave if he had to spend extra points for it. As well as nobody would have paid points fot light Armour in WHFB when you have an 6+ save after it as the only save (shields on the other hand were bought because of the parry rule). Costing no points at gives the feeling that you can take something that is most likely not the most effective but fits your character maybe (I gave my Lord Celestant in a Sologame the Soulrage blade (even though I'm not sure if I even had the option, but my models are at least Celestial Vindicators), mostly because in my lore he has rageproblems when he is confronted with Khornefollowers after he died to a Slaughterpriest using Boiled Blood. If I use the Celestial Vindicators faction I'm forced to take the artefact what is partly bad because not it would mean that literally 20+ Chambers would have one character each with the same type of artefact. I really think the best way would be if their would be things in the Allegiance that you don't get if you are playing a subfaction, so if would be core a correction to fit the lore instead of just more free rules. The main problem in the end is that often stuff isn't played because of lore-reasons but instead because the stuff is better. And that way more effective stuff is played more often.
  12. I have the feeling, in case of Points GW could have a better way than the generals Handbook + Battletome story. We see with 40k that GW is able to give entire pointlists as PDFs. Making it the same way with AoS would solve 1 problem. Points would be at the same place, they would be free and we wouldn't have the problem that factiones needed an Errata for the Points instead.
  13. Oh, well if you want the english rules you have other ways to get them (AoS App, epub). But if you want them for example in german translation, you are forced to buy the printed book. But I also like to flick through the book instead of doing it on my smartphone. In the end I buy them mostly for the lore. Has somebody tried to use the official name of the "Kangaroos". They are called treerunners. But it's interesting that lions or dragons are not the problem, but those treerunners are. I can only guess that they needed the Lumineth for the lore early, so they couldn't wait until the rest is ready. But they just could have handled it as a campaignbook like they did at the beginning with the Realmgate Wars. That way it wouldn't have felt that the Battletome lost value so quick.
  14. In my oppinion I would wish that the subfactions were like the cities of Sigmar, so not every subfaction has literally the same charakter (because of Command Trait and/or Artefact). Getting rid of the "generic" faction would still be a bad thing, because not every city is Hammerhal or Anvilgard for example (what made Cities of Sigmar worse was the fixation on Aqshy and Ghyran). I think the books would need a mechanic like with Flesh-Eater Courts, where you trait of the Delusions for the Battletrait of the Grand Court. Basicly a set of customized Battletraits und or Command Abilities that you can't use if you play a specific subfaction.
  15. I'm more a general collector (especially for the lore) so maybe I'm not your targetaudience @HollowHills but I would see it like this. For me the announced battletomes feels a little early. GW could have done the Campaign (bringing new models with it), bring out the new edition and after that start with new battletomes. That way would have been written in an optimal way for the new Edition, not in a strange mixed state. In case of the Daughters of Khaine we have the problem at the moment, that Updates are Split between Broken Realms Morathi and Shadow and Pain and I was wondering why they couldn't have printed the Daughters Warscrolls into Broken Realms Morathi (after both would have been in the same month in their original release). And we do not know if the changes of Broken Realms Morathi + Shadow & Pain + Endless Spells are the only changes. In case of Lumineth Realmlords, the first Battletome felt rushed. They wanted to bring in Teclis and the Realmlords into the lore, but it was basicly too early, they maybe could have released the Lord Regend and second temple in the first book. Their is one thing that will be interesting, and this is what date the Pitched Battle Profiles will have. So if the releasedates are the original ones are if they are delayed as well. To compare (month outside Brackets is the Pitched Battle date, and inside Brackets in the delayed release) Lumineth Realmlords was April (limited Box in May and Solorelease in September) Sons of Behemat was April (release in October) Broken Realms Morathi and Shadow & Pain were August (both Released in November). So, will the new books have Pitched Battleprofiles of October/November and they are delayed as well, or are they closer to their official release and that way the time between releases was shorter.
  16. The problem with this sentence is, that if everyone thinks like this you will not have something like lexicanum because nobody could write Articles for it (its basicly a form of Hivemind). It needs people that buy the books and bring the lore together in a short way so you can consume it.
  17. After there were solo rules through Corona in the White Dwarf 458, I decided to go back to the realms of the mortals instead of just being Sigmar's librarian. I use the solo rules to spin the lore of the event from 2017 called "Heldengemosche" or "Battle of Heroes" a little further. Mission 1: Fight in the Wild. Each player has a deployment zone of 5 ” Lists Stormcast Eternals Lord-Celestant Valten Blazenheart Lord-Castellant Victor Brightsoul Lord-Relictor Morbius Blood Bound 5 Blood Warriors Goreaxe and Gorefists and a Goreglaive (Bloodreavers 1) 8 Bloodreavers with Meatripper axe (Bloodreavers 2) 8 Bloodreavers with 2 Reaver blades Turn 1 Stormcast Eternals: Hero Phase: The Stormcast Eternals did not use any abilities Movement Phase: The heroes all advanced their normal movement Shooting phase: The Lord Celestant directed his hammers at the Blood Warriors, throws 3 hammers but throws them (1,1,1), so no wounds Since they are too far away to attack effectively, the Stormcast Eternals end their turn. Bloodbound: Action Phase: Reavers 1 have the Hold action (2), Blood Warriors have the Hold action (3), and Reavers 2 have the Advance action (5) No close combat or battleshock Turn 2: In the forest behind the Stormcast, the rustling of leaves and breaking branches can be heard as a Khorgorath breaks out (ambush 1). I had started to paint it at some point, but I didn't expect it to appear today, so it is not finished. Stormcast Eternals Hero phase: Morbis and Victor Brightsoul turn their attention to the Khorgorath. Victor points his lantern at him and inflicts a wound on him, Morbius conjures up the storm of lightning and causes 3 wounds, whereby the Khorgorath loses 4 of 8 wounds. Movement phase Valten Blazenheart leaves the Khorgorath to his two colleagues and moves towards Reavers 2. Shooting Phase: Valten turns his hammers against the Blood Warriors again (5 dice and 1 wound) Charge phase Victor rolls 4 inches and Morbius rolls 4 inches and goes into close combat with the Khorgorath. Valten rolls 9 inches and goes into hand-to-hand combat with the Blood Warriors. Combat phase: (I could have used Furious Retribution here but somehow saw it as a hero phase ability) Valten attacks the Bloodreavers rune blade 5 attacks by charge, 3 hits (2,2,4,4,5), 3 wounds (4,6,6), no save by rend War hammer with 3 attacks by charge 1 hit (1,2,5), 1 wound (6), Bloodreavers lasts with 6. 3 Bloodreavers deaths The Khorgorath attacks Morbius with 5 attacks and makes 4 hits (1,5,5,6,6), 3 wounds (1,4,4,5) and Morbius manages 2 to Saven (throws not noted) through the 2 damage Morbius suffers 4 wounds per wound and still lives with one. Victor attacks the Khorgorath with 3 attacks and makes 1 hit (1,2,3), 1 wound (4) the Khorgorath does not make the save through Rend (4) and suffers 2 damage The Bloodreavers surround Valten and attack with 6 attacks that make 5 hits (3,4,4,5,5,6) with 2 rerolls of 1, 2 wounds (not noted) and 2 saves by Valten (not noted) Morbius attacks the Khorgorath with 4 attacks and makes 2 hits (1,2,6,6), makes 1 wound that has not been saved so that the Khorgorath suffers another damage (7 wounds) but still lives with one. In the Battleshock phase the Reaver 2 roll a 4. Since they have lost 3 models, 2 more models flee Bloodbound Action phase Reavers 1 have the Advance (6) action and move towards Victor, Blood Warriors have the Advance (4) action and advance towards Valten. The Khorgorath has the action Angry (6) and attacks Morbius again with 5 attacks, makes 1 hit (1,1,1,2,5), but no wound (1), (phew Morbius is still alive) Reavers 2 have the action Rage (6) 4 attacks against Valten, 2 hits (2,3,5,6), 1 wound (2,4), but Valten Saved (4) Combat phase Khorgorath attacks Morbius again with 5 attacks, 5 hits (3,5,5,6,6), 3 wounds (1,1,4,4,6) but with Sigmar's help Saved Morbius all 3 (4,4,6) Valten attacks the Reavers rune blade with 4 attacks, makes 4 hits (3,3,4,5), 1 wound (1,1,2,4) that cannot be saved War hammer with 2 attacks 1 hit (1.5), 1 wound (3) and the Reavers fail to make the save (5). The Reaver Champion is the last survivor. He attacks Valten with 2 attacks but does not hit (2,3) Victor attacks the Khorgorath and makes 1 hit (2,2,3) and no wound with 3 attacks Morbius attacks the Khorgorath makes 4 hits (3,4,5,6) 3 wounds (1,3,5,5) and the Khorgorath saves only one of the attacks and is thus defeated Battleshock. The Reaver Champion passes his test with (2) Turn 3 There's no ambush and the Stormcast Eternals have the round. Hero phase: Morbius speaks the storm of healing on himself and rolls 2 6s (the first so that the spell goes through and the second as D3 for the healing) and thus heals 3 wounds again Move: Victor and Morbius move towards the Reavers 1. Shooting Phase: Valten tries to kill the Reaver with his hammer cloak (maybe to be able to carry out a charge on the Blood Warriros) but only throws 1 hammer and does no damage. Charge phase: Victor rolls 5 inches and Morbius rolls 12 inches and both go into hand-to-hand combat with the Reavers 1. Combat phase Valten finally uses Furious Retribution (I actually announced it incorrectly in the hero phase but now I am entering it in the correct phase, Victor attacks with 3 attacks, hits 2x (2,3,4) and Wundet 1x (2,4) no save by Rend, 2 dead Reavers. The Blood Reavers 1 attack with 3 attacks against Morbius, make no hits (1,2,3) and 4 attacks against Victor and make 3 hits (3,4,6,6) and 2 wounds (1,6,6). Victor doesn't make a save and suffers 2 wounds. Valten attacks the last Reaver rune blade 4 hits (3,4,4,4), 2 wounds (1,1,4,5) + war hammer with 1 hit (2,6) and 1 wound (6) which is not saved ( 2) Morbius within reach of Furious Retribution, inflicts 3 hits (1,5,6,6) and 3 wounds (3,4,5) and kills 3 more Blood Reavers. Battleshock Reavers 1 roll a 2, but since they have lost 5 models, 2 more flee, leaving only the champion. Bloodbound round Reavers 1 have hold of the action (3) Blood Warriors have an charge action (5) and after a movement, roll each of them 3 "to Valten and roll 12" to attack Combat phase: Blood Warriors attack Valten. Axes with 9 attacks make 7 hits (1,1,3,4,5,5,5,6,6) but scramble the wounds to such an extent that they do not cause a single wound. (1,1,3,3,3,3,3) The glaive attacks, makes 1 hit (1,3), 1 wound (4), which is saved by Valten (5) Victor attacks the remaining Reaver and makes 3 hits (3,4,5) and 3 wounds (3,4,5) that cannot be saved, so the last Reaver dies. Valten attacks the Blood Warriors. Rune blade 4 attacks 1 hit (2,2,2,3) and 1 wound (5) that is not saved (4) so the warrior dies The war hammer hits 1x (1.5) wounded (4). However, the Blood Warriors manage a save of 6 causing Valten to suffer a mortal wound from blood fists. Battleshock. The Blood Warrors manage to roll a seriously 6, causing another Blood Warrior to flee. Turn 4 There's another ambush. But I have something to say about it. I actually rolled Wrathmongers. Now Wrathmongers are the only Bloodbound unit that I don't have to this day. Since I didn't feel like looking for another unit and it was already after 2 a.m. I sent another unit of Bloodreavers to the field instead, which in this case came with 7 models. In addition, the Bloodbound had the first turn this round. Bloodbound round. Action phase: Reavers 3 got hold of the action (3) Blood Warriors got the action (3) Combat Phase Blood Warriors attack Valten. Axes hit 4 hits with 5 attacks (1,3,3,4,5), 1 wound (1,2,2,4) which is saved by Valten (5) The glaive hits 2 hits (3,6), 2 wounds (5,6) and Valten only manages 1 to Saven and takes 2 damage Valten attacks back. Rune blade makes 2 hits (1,2,4,5) and 2 wounds and the Blood Warriors Saven 1x (2,5) The war hammer hits 1 hit (2,4), 1 wound (4) and the Blood Warriors fail to make the save (3). A dead blood warrior Battleshock Blood Warriors pass their test with a 4 Stormcast Eternals Hero phase Victor points his lantern at the Reaver and kills one with it. Morbius makes a storm of healing on Valten Würfelt (6,6) and thus heals Valten's two wounds. Movement phase. Victor and Morbius move towards the Reavers. Shooting combat. Valten turns his hammers on the Blood Warriors makes 6 attacks but only 1 fatal wound (1,1,1,1,2,6) Charge phase Victor rolls 3 inches and Morbius rolls 5 inches so that both of them go into hand-to-hand combat with the Reavers. Combat phase Valten ignites Furious Retribution again Victor attacks the Reavers and makes 3 hits (4,4,5), 2 wounds (2,4,6) and kills 4 Reavers. The Blood Warriors attack Valten. Axes hit 1x (2,2,3) wound 1x (5) the attack is saved (6) The glaive hits 1x (2,3) and does not wound (2) Morbius attacks the Reavers, makes 3 hits (1,2,4,5) and 3 wounds, causing the remaining Reavers to die. Valten attacks the Blood Warriors. Rune blade: 3 hits (1,4,6,6), 1 wound (2,2,6) which is saved with a 6 and therefore returns another blood fist mortal wound. The hammer hits 1x (1.6), wounds 1x (5) and this time the attack does not save (1) causing the Blood Warrior to die with the glaive. Battleshock Blood Warriors pass on a roll of 1 Turn 5 luckily no ambushes. Stormcast Eternals have the round. Stormcast Eternals Hero phase Victor aims his lantern at the Blood Warrior (1 wound) Morbius leads another storm of healing on Valten, but only heals 1 wound this time. Movement phase Victor and Morbius both move towards the Blood Warrior. Shooting Phase. Valten uses his hammers again, makes 2 attacks and makes the one hit he needs (3,6), which kills the last Blood Warrior. and the battle ends. After the game Lord Celestant Valten suffers 1 wound and 9 kills Lord Castellant Victor suffers 1 wound 8 kills Lord Relictor Morbius suffers a wound 6 kills Since it was a great victory (because none of my heroes died, even if Morbius was very close once) I can roll twice on the reward table (D66) and roll a 61 and a 64, which gives me a relic, a spell or a blessing . I give Morbius the prayer “Bless weapons” but I'm not sure about my other decision. I wrote down Hammer of Might (on wounds of 6 double damage) for the rune blade, whereby the Stormrage Blade could perhaps be more suitable, because it could in a way represent Valten's recklessness since he got the spell from the boiling blood (i.e. the decision to have two more attacks but to suffer a penalty on the Save if he does this). And before somebody asks. I completly forgot the No Respite rule for the Blood Warriors the three times it would have activated.
  18. The funny thing is. 40k listbuilding becomes a nightmare when playing with points. With Powerpoints it should ne quite equal because 40k Powerpoints is basicly the Pointsystem AoS has. Hopefully 9th Edition will make some points better. I mean, a problem of 8. Edition was for example that Chapter Approved at the beginning only containted changed points. Now you could guess of your codex has the newer points or if parts were from the Codex and parts were from Chapter approved. In AoS I do at least know, that once a year all points have a reset with the Grand Alliance Book and books that came after have the newest points. One thing that GW could do better is making an Errata if a new 2 player Campaign Box is released, stating that their is a newer Warscroll (see Shadow & Pain) and print the point changes into the Errata. Because as we have seen here: https://www.tga.community/forums/topic/27320-points-in-azyr-vs-ghb-2020/ Warscroll and Point changes that were part of such a box are quite often under the radar if you didn't buy that box.
  19. Has nobody ask this question at AOSFAQ@gwplc.com in halve a year? This would have been the way to get an official solution either with an FAQ or an Errata Change of the Chalice. I still think checking if an opjective is captured is an ability that belongs to non of the players so it should be checked after both players have made their end of the turn abilities.
  20. In case of the Banner I would guess, if it is death, that it is something reanimated. I don't think that Blood Knights would have such a ripped banner (after the finecast unit has not a single hole in the banner). Todays picture could be some sort of Mace for Adeptus Mechanicus.
  21. In case of the Plaguetouched Warband it is one Mortal wound for each 6, because it is the result of the role itself. In case of Share the pain the main effect is negating the would. And after the rule only states that the target suffers a mortal wound when a mortal wound is negated (not for each negated wound) it is only one their. In case of the Daemon Prince it is D3 Mortal wounds if "any" hit is a 6 (which basicly means 1 or more) so it can trigger only once . The Point for the "Melee Weapons" is, that it is the enemy attack with a hitrole of 6 and it should only target on Melee Weapons not on ranged weapons (the bile wouldn't fly 18" inches to hit an archer unit what shot at the Target unit of Bloated blessing).
  22. The Stormvermin are actually closer to the Squigherd with having nearly the same weapon profile.
  23. Hi, I would say the rules look quite good their is only one thing I don't know if it is intended or an error. I maybe would switch the unit Size for Stormvermin and Giant Rats. Stormvermin do have a quite elite profile while Giant Rats have is even worse than clanrats (they would have more use for double unit size).
  24. So, ich habe gerade den von mir erstellten Discord Server in Sigmarpedia eingebunden, sodass dort auch Hintergrund für das Wiki diskutiert werden kann. Man muss angemeldet sein um auf Server über das Widget zu kommen. Nachdem es ein ausschließlich deutschsprachiges Wiki ist, ist es auch ein deutschsprachiger Discord --- So, I have just integrated the Discord server I created into Sigmarpedia, so that the background for the wiki can also be discussed there. You have to be logged in to access the server via the widget. Since it is an exclusively German-spoken wiki, it is also a german-spoken Discord
  25. Yeah, that was my first thought as well when I first saw that Rumours Engine.
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