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angrycontra

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Everything posted by angrycontra

  1. 1. No, you only re-roll 1 dice. You can have multiple horns but only use for that is protection against some specific model snipers (which are rare) 2. Your special guys (standard bearers, musicians etc.) Are always counted as if they have the same weapons equipped as the rest of the unit. Also as a side note, with vulkites you must equip entire unit with same weapon type (some units allow free weapon mixing, always read unit description for this). 3. Unless specifically noted, all attacks happen same time (so technically you can roll seperately or together with the rest of your units with different colored dice).
  2. You know I find it kinda weird how almost none of the tzaangors vs bestigors or tzaangors vs enlightened arguments mention the fact that tzaangors have 2 wounds. For mere 60p (50%) price increase, they have twice the survivability of the bestigor unit (plus higher wound count means less chance to ****** bshock). For mere 40p, they have 8 more wounds than enlightened unit and 6++ save on top of that. Not to mention they also have mortal wound inflicting banner and larger body count than enlightened (which is useful for holding objectives). I'm not saying that they are better than bestigors or enlightened overall, but claiming that they're strictly worse than these units is a bit silly when it's more of a case of trading attack power for survivability.
  3. It should also be noted that there is still the non-debunked (as far as I know) fyreslayer november/late october release rumour. While I don't always put much weight to these "l heard from a guy at my store"-rumours, there is some credibility to this particular rumour, mainly that it would actually coincide with the release of Brian Bl- Gotrek Gurnisson audiodrama, and if I were a businessman, I'd use the audiodrama to promote fyreslayers and vice versa. Maybe get Brian Blessed dressed as gotrek and do video for warhammer community team, then I could die happy.
  4. Well one use for them is to leave a unit of them behind ranks of plague monks. This means that any enemy charging your plague monks will also get hit by plague censers on the back, thanks to their 2" range. Also guaranteed rend is guaranteed rend. In faction with no proper rend tools that is something to remember. With that said, I agree that they're not too great (wish their cost would've been dropped to 50).
  5. Fyreslayer tome has been mentioned here, but I don't think there was any mention it being released that soon (would be happy if that was the case).
  6. Although I would be really happy for skaven btome, I would be really disappointed if there's no new models. Skyre stuff is mostly metal models and stuff that isn't easily accessible (isle of blood stuff), moulder rat ogres are old and lame, pestilens stuff is fine but eshin stuff is super outdated and there's not a lot of it to begin with. It would also be cool to get some brand new stuff (I want skyre battle mechs).
  7. I'm pretty sure flying units can ignore wyldwood charging "deadly terrain effect". After all if you read core rules, on flying it states something like this: "...when doing any type of move (including run/charge/pile-in), flying units ignore other units and terrain AS IF THEY WEREN'T THERE..." that last bit clearly shows that charging or running across woods should have no effect. Not 100% sure if ending charge/run on woods will work on flying units though and of course when those woods awaken and slam those mw.s around, that works against flyers as well.
  8. My take on this whole Lords of the lodge controversy: While it may be true that this whole "warscrolls triumph over rules" makes lotd currently usable with its "seizing the turn for yourself", however... There are few things that indicate clearly that this is not the intention by gw: 1) Lotl was one of the most expensive batallions in the original ghb. Back then it took into account this powerful turn roll altering ability. Now it has standard price for cheap batallions and that is WITH artifact and command point thrown in. 2) Lotl is literally the only warscroll remaining where this turn altering stuff exists. No other ability can directly or indirectly alter turn roll. Why on earth would gw make fyreslayers exception when they have clearly intended that no-one touches turn roll ever? 3) You know it, I know it, that if Gw were to make errata addressing lotl/new battletome, lotl's turn roll altering would be gone for good, and I write this with 100% confidency. You may try to twist gw's rules to your favour, you may try to use RAW as some guideline, you may try throwing some bullcrap about "fyreslayers needing all the help they can get", but the fact is simply this: We all know this ability is not going to stay as is. If you claim to think otherwise, you're either lying to yourself or you haven't been paying any attention how gw has been handling ability controversies such as this lately.
  9. Well it looks like in most recent faq gw reverted the whole "you can use this command ability if this model is your general" with all fyreslayer command abilities. But runeson on foot c.ability is now wound re-rolls of 1 for all friendly fyreslayers wholly within its range rather than giving full wound rerolls against 3+ wound models.
  10. I'm really sad and disappointed by this Skyre allegiance change. Why on earth would anyone want to risk taking d3 mw for 1 extra lousy damage, it's absurd. Well, I guess my Skyre will be on shelf until new battletome arrives (or better rules), not that I have any shortage of armies to play but still, what on earth were they thinking...
  11. Why don't you have any spirit torments/chainghasts? Bladegheists only get full hit rerolls near them. Without those hit rerolls, grimghast reapers will likely do much better job than bladegheists and for cheaper.
  12. Engine of gods is pretty easy to fix. Just make it like screaming bell, in other words, that summoning works only once per game (regardless of how many engines you got) and if you roll the summoning result later, you get to pick the result of your choice (lower than 18 obviously).
  13. Although pickaxes + shields are generally considered the better, axes are so much more reliable at actually hitting stuff, plus with nighthaunt released, rend isn't that great thing against them so having one unit of axes is pretty good imo.
  14. Anyone who can unbind can unbind endless spell, but only wizards can dispel them. They're 2 different mechanics. Dispelling means spending one of your casts to remove active endless spell from table.
  15. Couple thoughts about that list: First of all, the current allies rules prevents you from taking more than 1/4 of your units as allies in addition to that 400p limit. Since there's no 12 units in your list, this list would be illegal. Obviously easiest workaround would be to just fuse both arkanaut units in one big one. However second thing is that I honestly feel some dispossessed infantry would work lot better than kharadron since you have runelord. Problem I see with runelord is that his unbind ability isn't good enough for justifying his point cost. Those buffs he gives are very strong but they're only for the dispossessed. Obviously if you don't have any dispossessed (and no intention of getting any) then I guess there's nothing much to do.
  16. It says "increase damage characteristic of the WEAPON by 1" weapon implies the entire weapon for that model which in turn would mean that all attacks benefit from that damage increase since all attacks happen at the same time. But hey what do I know, I'm no rules writer. Maybe this ability is just crappy massive nerf to the original but the wording used is pretty terrible either way. I'm not trying to powerplay here, I'm just showing that there is multiple ways to interpret this ability. Anyway, until faq comes, I'm going to play this ability assuming that it buffs all the attacks made by model but not as permanent effect, because if it is literally nothing more than +1 damage to the total, it is literally the worst allegiance ability in the history of aos period and I'd like to believe gw doesn't just shat on skyre just for the sake of it.
  17. Ok I just got the ghb 2018, and got to have a proper look to see how skyre allegiance ability was changed. Before I begin any analysis, here's the changed part in the ability (word for word): Add 1 to the damage characteristic of a weapon used by a friendly skyre model that has made a successful attack. This obviously replaces the old double damage thingy. Anyway here's few points: 1. Based on core rules, successful attack is when enemy fails save roll so that is when this ability triggers. 2. Nowhere in the ability could I see mention that this is temporary effect. I'm not sure if that was intended or not (or if I missed some key detail) but I'd assume wording for temporary effect would be something along lines of this: "add 1 to the damage of each successful attack this turn" or similar. This could mean that you can stack the damage boost for single model at the time for every shooting/combat phase. (So even without the spark you could shoot 2 damage with each succesful ratling gun shot next turn for that model). 3. Regardless whether the effect is temporary or not, 1 thing is clear: it affects all successful attacks made by that model (so ratling guns and shock gauntlets are amazing with it). This however creates one rather annoying thing: you have to roll every single model seperately until you choose to boost the damage. After all, if you roll all at once, how do you know (without different color dice) which model made which attacks. This is somewhat cumbersome and a slow way to do things. So anyway there's my analysis. What do you think? Is it temporary effect or permanent buff? If you ask me, I wouldn't see permanent buff be a op in any way (not with all the other crazy allegiance abilities coming with new armies) but I think this is something that needs faq clarification (or someone better reading rules than me). Edit* forgot to mention, kickback damage for using spark is now only d3 mw instead of d6 if it triggers.
  18. Also magmarunesons ability is now simply full charge reroll aura instead of the roll 3 dice and pick the 2 highest results. Ultimately though, fyreslayer command abilities never were really worth stacking in the first place. The only real disappointment to me was that they made that change for runeson on foot. Nobody is ever gonna pick that guy as their general so his ability is just pointless (again).
  19. I don't think lady ollynder is undercosted. Her abilities have relatively short range and she herself has only 7 wounds which is nothing to write home about. She's good, no question about that, but she's very easy to shut down too. She might even die before she gets any healing done. Obviously final verdict can only be given once full allegiance abilities are revealed.
  20. Lady ollynder is 240, kurdoss 220 and reikenor is 180.
  21. My biggest gripe with these releases is that based on that picture, grimghasts will indeed be min size of 10 like the ghb point leaks suggested, which would mean that the 4 guys of the starter set will be basically completely useless without some trickery. Fortunately for me, my brother is also buying the set so I get 8 of them through that, then I can simply make one of my extra cairnwraiths into grimghast (nobody'll notice the difference anyway) which just leaves 1 model short. Considering that the glaivewraith unit appears to be min size 4 (which is also stupid but believable if it is based around that easy to build kit), starter set should give me 1 extra which I'm sure can be cleverly converted into grimghast. Still, it's a real bother if this is true.
  22. I don't know what gw has said in its millions of faqs but I've been under the impression that negating wound through any way is not same as the wound having already been allocated to the model. I mean in Morathi's case (if that was intended) it would be the stupidest rule they've ever made period. "Oh look I managed to roll 3 lucky 6s, well I guess you can't do ****** against my gal this turn har har". If it does work like this, I'll bet my lifesavings it will be faqed later. In fact, if there ever was a character that might see rules changes/nerfs in the future, it's probably Morathi. Now I'm not screaming nerfs here (yet), she might be very expensive and so forth but I can see her being easily one of the more troublesome characters ever released in age of sigmar and not in the good way. We'll see.
  23. I love how kinetic that Morathi snake model looks. With that said though, that model has got to be one of the worst model to transport around.
  24. Sea aelves faction rumour has been hanging around quite some time now and that sunken ship could suggest as much. Plus then the whole "2 aelf factions will be released back to back" rumour would come true.
  25. Even though it's a cool model, I'm really disappointed that it's stormcast (with that said, if all sce were designed closer to this model's design, I would have like stormcast more from get go). With all the other factions they took some of the smaller non-battletome factios but here they just couldn't resist giving order yet another stormcast hero. I do hope though that gw has enough smarts to show early showcase of some of the new death models (assuming they exist) when they reveal malign portents, even if they won't be released until march earliest. 'cause based on number of comments I've seen here and on other comment areas/facebook, Gw will have to face full wrath of death playerbase if they show nothing but some new campaign book or similar.
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