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Frozenbeast

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Posts posted by Frozenbeast

  1. Hi, old user coming back every now and again. Playing BoC for years now and got in contact with Warcry at the beginning and then had no chance to start playing. 

    So, last post by @Maddpainting had me thinking. Seen the lockdown, anyone playing on Tabetop Simulator these days? Is there any valid mod to play on?

    Cheers

  2. 2 hours ago, Aloth_Corfiser said:

    image.png.1c0e2b10fc0f447daaa0b86aa7c68870.png

    What do you all think about it? I am mildly excited, alas our beloved Aelves have become more horde-like than ever.
    Overall I try to contain my expectations on whatever "expanded rules" meant in the other preview, I am hoping for maybe a Spell-Lore section. But oh well, ....^^

     

    I think is a pretty conservative drop (WR should be 80pts, SotW should be 140pts), but it is still a drop in points and that makes me hope for the other units and for our battalion.

     

    Wait and see

     

    • Like 1
  3.  

    With Purple sun being dropped to 50 pts I start thinking those rumors about our Taurus at 60pts might actually be true. Our Endless Spells are all overpriced, I was not convinced the Taurus value was actually the same as the Sun but I can see the added value of "attacking last" now, still it should not be 100pts. The Dirgehorn should be 40pts )(maybe 50pts considering it starts as 3" range amd the ravens should be 10pta IMO. They barely do something and what they do is not even consistent as they move a ****** ton the second a unit gets close to them.

    I have high hopes for this GHB (even if I d prefer my units to cost a lot and actually reflecting the point cost on the table)!

     

     

     

  4. On 5/16/2019 at 1:51 AM, kenshin620 said:

    I mean if I has to rewrite some things, here are some of my ideas for Fan Rule Buffs to make standalone BoC more interesting.  This is just some of my half baked ideas.

     

    Allegiance Changes

      Hide contents

    Change Bloodgorge to “killed any enemy models” rather than “destroyed any enemy units”. cool, I like it and it would make Bullgors a wee bit more durable

     

     

    Greatfray Changes

     

      Hide contents

    Allherd

     

    Change Booming Roar to “You can use this command ability at the start of your hero phase. If you do so, you receive 1 Primordial Call Point. If the model using this command ability is your general, instead you received D3 Primordial Call points. it does not specify it has to be a hero using it, just needs the general to be alive. maybe it could be "if you spend 1 CP you receive 1 PCP. if you spend more than one you receive 1 CPC for the forst and D3 for any other CP you spend on that phase"....?

     

    Change Dominator to “Once per Turn this model may use Inspiring Presence, At the Double, or Forward to Victory command abilities without using a command point.” I don t mind the current one but this looks tasty

     

    Change Blade of the Desecrator to “Improve the Rend characteristic of that weapon by 1. In addition, add 1 to the Attack characteristic of that weapon by 1 for every 10 models in the target enemy unit to a maximum of +3.” solid. althought I think that all the freys are played for just one or two reasons and not all the aspects of it should be OP, strong or even acceptable. summoning is an already good reason to play this frey.

     

    Darkwalkers

     

    Change Desolate Shard to “Once per battle, at the start of your hero phase, the bearer can use the Desolate Shard if they are within 6” of a terrain feature. If they do, roll a dice for each enemy unit within 3” of that terrain feature. On a 4+ that enemy unit suffers D3 Mortal Wounds. In addition, for the rest of the game that terrain feature becomes Deadly for enemy units. the artefact is usless anyway, it should be usable everytime you want instead only once per game, you could actually gimmick a good list with all the other abilities and spell we have that interact with terrains

     

     

     

     

    Battalions

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    Marauding Brayherd

     

    Drop point cost to 130

     

    Drop required number of Gor units to 2.

     

    Change Ferocious Despoilers to “When Units in this battalion make a Charge roll, if they roll a 1 or a 2 on any dice, they instead treat it as a 3.” at this point it might very well be like the skeletons one when does not matter what you roll if you roll below 6, the unit will always count as having rolled at least a 6.

     

    Hungering Warherd

    Change Bloodscent to “Units in this battalion add 1 to the Attacks characteristic of their melee weapons on a turn in which it made a charge”. I like the 6" pile in. the problem is that it does not changes the criteria for eligibility to pile in (it is still 3") THAT is the bit that should change.

     

    Thunderscorn Warherd

    Drop point cost to 120

     

    Change Raging Storm to “Units in this battalion heal D3 Wounds and enemy units suffer D3 Mortal Wounds from Beneath the Tempest”.

     

     

     

    Units
     

      Hide contents

     

    Drop point cost of Gors to 70/180 and change Anarchy and Mayhem to “15 or more models” instead of “20 or more models”. Just make it 10 or more. every other unit in the game that has similar rule starts the bonuses from 10 and not from 20 (ok dryads from 12 but it is an old writing and tzaangors is 9 because tzeentch). also if they are 20 or more they gain +2 A/+1 to W

     

    Drop point cost of Bullgors to 140 yes! although I would be happier if they actually changed something in the warscroll (like 2" range on the great axes or +1A to all profiles or -1 rend on the horns(they are HORN FFS!!!!!!!)). I always said I d rather pay 200 points and have a units that I can relay on to deal good dmg than a swingy unit that cost few points.

     

    Cygor gains Desecrated Boulder: “Add 1 to hit rolls for the Desecrated Boulder attack that target enemy units with 10 or more models.” So, first of all it should deal MW even if the enemy wizard fails to cast the spell. that would actually make the Cygor a threat for the enemy qho at this point has to actively take decisions. Second of all, what you said is wise as it will give us an semi-anti-horde mechanics we do not have; although fluffwise it does not make much sense; Cygor is a wizard hunter, it is blind otherewize and does not matter the size of the units it shoots at.

     

    Centigors are Battleline in Beasts of Chaos army if the general is a Beastlord or Greatbray Shaman. it would overwelm other Battleline choices like gors and ungors. I rather have 10 bulllets cenaturs running across the board with the potential of holding ANY unit and zone the field greatly then 10 ungors which are only good for roasting.

     

    Thunderscorn Models gain Heirs of Azyr: Roll a dice each time a model with this rule suffers a Wound or Mortal Wound from a Stormcast Eternals unit. On a 6, that Wound or Mortal Wound is negated. fluffy, I like it. VENGENCE for KOLEK!!!

     

    Change Beneath the Tempest to Raging Storm’s original effect (except it affects all friendly Thunderscorn units rather than battalion) and add the condition “As long as your army has any Dragon Ogor Shaggoths”.

    Drop point cost of Tzaangor Skyfires to 180

     

    Drop point cost of Chaos Warhounds to 70/180 and they are Battleline in Beasts of Chaos army. more than making them battleline I would include them (and this is valid for every Monster of chaos in the book) in the battalions as a 0-2 choice or 0-3

     

    Drop point cost of Jabberslythes to 150. 140! tbh now that it has an average of 5 MW dealt and  is only on allocated wounds (it means that because of shooting or magic it gets into combat with one wound and it dies immediately, it only gets to roll 1 dice to see if  it bleeds instead of one per unsaved wound like it was before) it could very well go back to 120!

     

    Increase Save Characteristic of Cockatrices to 5+. can do, thb I am not massively familiar with this lil chicken. I know it is a mini chimera but it is not meant to survive anyway and 6+ or 5+ does not really impact in this game.

     

     

     

    Endless Spells

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    Ravening Direflock:  Change Black-souled Cowardice to “The player who set it up” instead of “The player whose turn is taking place”.

     

    Drop point cost of Doomblast Dirgehorn to 40. very much due considering Geminids has the same effect and more and it costs 40

    Wildfire Taurus point drop to 80 (100 is the cost of the Purple sun and that nasty ball on a base deals a ****** loads of MW and swallows monsters whole, things that our Taurus cannot do)

     

     

     

  5. 12 hours ago, JPjr said:

     

     

     

     

    I say it is eather a wet palette or an airbrush. They have an airbrush line of paint and they had a "spray gun" already in the past which evaporated in no time as it was terrible and its purpouse was just basecoating basically. 

    As per the wet palette, it could be an incentive to paint more consistently and frequently so "you won t see your paints go dry" and therefore paint better and more effectivly (idk, I m making stuff up😂, but it would be great as there aren t many companies which sell wet palettes). 

    Alternatively it might very well be that for once they will change those dreadfull pots for actual dropper bottles! It will be the day I buy the entire GW range on day one😂). 

  6. Hello there, coming from Wanderers I have a wanderers-themed mixed order list I d like to try in the near future which it a bitof a monster mash too, here it is:

     

    Dragonord     general, Ethereal amulet, Master of defence (heavy hitter with some potential staying power)

    Anointed on Frostheart Phoenix (against enemy heavy hitters it holds its ground and if not, it will hold 30 witch elves forever)

    Loremaster (classic hand of glory on the dragonlord, plus passive +1 save to the Phoenix)

    Spellweaver (free auto-dispell once per game, always useful. Even if just for mistic shield he will buff up passively the Phoenix)

     

    10 glade Guards

    10 Glade Guards

    10 Glade Guards (Battlelines and shield for the monsters to prevent a turn 1 charge; if they manage to shoot at full force it will be 30 shots at -3 rend once per battle which means 5-10 wounds on that turn: better than nothing. I understand a 120 pts of shield might be too much but I don't have 30 Dryads)

     

    20 Eternal Guards (numbers for objectives; once on obj they are pretty hard to remove with 4+ rr1s. shield for the SotW)

    20 Sisters if the Watch (another punch; shooting on a good turn 40 shots 3+3+)

    Treelord (to use in conjunction with EG or any other unit to make them more tanky on a 4+, with a Mystic shield it will hold big blobs of infantry forever)

    Soulsnare Shackles

    Quicksilver Swords (they are here to give me more options for spess should I not need the SW's Blessing of Life)

    (Pendulum)

     

    2000/2000

     

    So, the idea is to pick my fights trying to outdeploy my opponent (I have too many drops) as I can easily get him stuck into combat forever with some of my units while I countercharge with the Dragonlord or I pin his units down with the SotW. Without the enless spells I won't have the extra CP for 50 pts anyway so I might as well fill in the points even if the possibility of a triumph is tempting. I might just get rid of the Shakles and hope for a cheeky triumph as lately the majoity of the lists tend to fill in their points as it is more productive (they either don't need many CP due to high movement or high Bravery or low model count) or can generate them. Another viable option is the Pendulum to force my opponent out of position but the psicological pressure that an unpredictable predatory spell gives you might play in my favor avoiding double turns. Something else I have thought again considering the new "always strick first" from the khorne armies, is giving the Quicksilver potion to the dragonlord but the activation will anyway always be in favor of my opponent (if I use it in my turn can work but maybe I will get the Phoenix stuck in combat with the BT as it is moe likely to take the hit; if I use it in his turn though it goes in activation order because two identical rules coexists so the player whose turn it is, my opponent, chose the order in which rules happen, therefore he will swing first anyway). Or the Dopplegganger cloack which yes, it is only once a game, but I might be able to dictate the order of activation.

    Let me know what you guys think, I will give it a go on thurday against FEC (probably) or Death anyway and it can actually give me an idea of the potential of the list.

    • Like 2
  7. @Gwendar That was exactly his example. He charged the tail-end on a screen unit and then piled in. So as funny as Fmk can be it can be avoided by a skilled player especially because we need to keep our NP protected so in the majority of the scenarios the enemy will charge him or the unit he is being screened by. I agree with you that there are better artifacts we can give to our heroes

  8. @bernoodist Read well and pay attention how people pile their models. We have a lot of small base size units and that means big models, either with oval or round bases, won t be able to pile in much as they will have to "finish the pile in move at least as close to the nearest enemy model as they were at the beginning of the pile in". But a big model that charging into a lot of small bases will very easily get stuck between two bases therefore won t be able to pile in as much. Make sure whoever is using that big model knows how to pile in. 

    @Gwendar what he is trying to say is that Forget-me-knot must be declared at the BEGINNING of the combat phase. Hence if the enemy model is outside 3" at the start and then it gets within 3" with the pile in, you won t be able to activate the artifact to prevent the enemy from attacking.

    I guess yes, it is legit, what you have to do is just position your hero more aggressively or in such a way that is inevitable that your opponent will pull the hero in combat before the pile in. Still what I memtioned early remains valid, make sure your opponent knows how to pile in. 

    • Like 1
  9. Is it an old change on GW's website or have they grouped up all the Aelves together only now? I went there to study some sculpts and I noticed the remaining of HE, DE and WE are all grouped under Aelves now.

     

     

     

     

  10. On 10/13/2018 at 8:55 PM, Skreech Verminking said:

    Sry for the tag it is not needed but my phone plays up. 

     

    So, to the topic, no you cannot ally BoK in BoC. You can take BoC god battalion in god s army with THAT keyword, meaning all other BoK units will be ok as the have BoK keyword too,  ut gou cannot take BoC allegiance and ally some BoK unis in. 

    FAQ stated this as this was the dispute. There is no dispute on which allies BoC can have as that is StD ONLY. 

     

  11.  

    2 minutes ago, kenshin620 said:

    Well to be fair Tzaangors were really meant for the Tzeentch update. They're really here by association.

    The BoC book technically introduced no new units (unless you count endless spells and herdstone), and imo is an "experiment" with combined old hammer books that aren't important to the Plot of AoS (unlike Legion of Nagash, which is very important and also serves as a GA Death 2.0).

     

    Well yeah, my comment is really on the general side. With Khorne having a book and Nurgle having a book, considering Tzeentch has has their Bestigor unit and considering all Bestigor God units were represented back in the days, I was expecting Khorne and Nurgle to receive a Bestigor unit too. This is though from the beginning of time not for the BoC release. Mine is a general consideration not linked to the release of BoC.

     

  12. 21 minutes ago, Solaris said:

    It's essentially the number of wounds an attacker has to deal to kill the entire unit. Take for example 30 Gors with a 4+ save. If you deal 30 wounds to them with no rend, they will save half and take 15 casualties. In order to kill all 30, you need to deal 60 wounds to them (note that there was an error in the calculation previously - updated numbers are found in the original post).

    As for the math: if x is the number of wounds in the unit, y is the number of wounds required to annihilate the unit, and p is the probability of them failing their saves, y is found by solving:

    x = p * y

    --> y = x / p

    In the above example, x=30 and p=0.5 (Gors vs no rend) yields y=60.

     

     

    ok then, now it's clear, thanks man.

    Yeah, I am a bit disapointed too on  the treatment gors received with the new book. They are very underwhelming compared to all the units you can compare them with (Ungors, Bestigors, Chariots, you name it...). They are such an iconic unit for Beasmen that I feel ungors cannot fulfill. But this is of course coming from somebody that likes a lot the fluff-y side of this game too and for the same reason I am one of those that is not gonna use enlightened but Bullgors; first of all because I do not like the tzeentchian theme in BoC as the dominant one (if you need the one drop and you play enlightened you MUST go FoF) and....also because I don't own the models?! Also I don't like the GW decision to not give to the other Chaos Gods their Bestigors counterpart (Khornegors, Pestigors and let's hope for Slaangors as they will fit perfectly the Slaanesh theme in my opinion). They used to have them and now only Tzeentch has them....so sad?......

  13. 26 minutes ago, Solaris said:

    Just wanted to briefly comment on this, here is the effective wound count of 30 Gors and 40 Ungors, depending on the rend of attacks targetting them:

    Rend -
    Gors: 45, Ungors: 53.3

    Rend -1
    Gors: 40, Ungors: 46.7

    Rend -2
    Gors: 35, Ungors: 40

    Rend -3 or better
    Gors: 30, Ungors: 40

    As you can see, 40 Ungors are consistently more durable than 30 Gors and cost 10 points less. The way I see it, Gors are in an unfortunate spot where they are worse than Ungors as screens and board control pieces, and worse than Bestigors as damage dealers. Unless required by a battalion, I would never bring them - they just have no niche in the army.

     

    Sorry if this might seem a silly question but what do those numbers refer to? I understand you are comparing a block or 30 gors with a block of 40 ungors and how they behave when they are attacked by attacks with different rend characteristic but those numbers are the result of which math calculation?

     

  14. 4 hours ago, Myrdin said:

    So yesterday I was tinkering with some ideas and came up with some food for thought:

    Chariots

    First off - yeah, not that impressive. No impact hits, and pretty weak on their own.

    But then it occurred to me - if you take two of them in a single unit, you have a 12 W 4+ "pseudo monster" roadblock that costs 120 pts and is almost  impervious to Battleshock (unless your roll 6 of course). They dont hit hard, but are fast and benefit from the Shaman extra movement.

    You can rush them forward and for 120 pts, those 12 wounds will be able to hold off quite a lot of heat.  If you can get them into a a shooting unit, they will hold it for a very long time, even if its something like what SE have with their "shoot twice" nonsense. 

    Yes they lack the punching power, but for a roadblock at those points they work much better than Gors or Ungors, and withstand Battleshock to a better degree.

    The only downside - and I honestly cant understand the reasoning behind this - is the stupid 120 mm base.... Srsly who though giving a relatively small chariot a 120 mm base that Goghons and Chimeras who are twice the size use, is a good idea ?!  Also - not battle line. I feel like whoever was deciding our battle line units could have done a better job.

    Single chariots did not impress me. For holding objectives on my side I use Razorgors, but with what I am talking about above they might be a decent unit to tie stuff down. They are fast on the board (especially with the Shaman) but if you can ambush them somewhere around your opponents ranged units, while not killy enough, they threaten to tie them down for a very long time.

    I will to try and play around with the 2 man chariot units and see how it goes. 

     

    I have tried them before the book came out, but in one unit of three (maybe a bit overkill but still). The stick there forever. Of course you cannot try and hold your opponent's anvil unit with them as they get evaporated instantly but any other unit that is not able to throw a punch they will get stuck there for one turn at least. My unit held two skaven doomwheels for two turns and then my opponent decided he was feed up ad try and run them over (still not managing to do much dmg). I lost one chariot out of 3 they stuck around (due to me needing to roll a 6 to lose one more) and the following turn they charged the doomwheel again as they did not go far away enough. 

    So yeah they are good utility just don't expect a high amount of dmg from them.

     

     

    • Like 1
  15. 39 minutes ago, Solaris said:

    You don't get it for normal deployment, since units deployed normally are set up before the first turn of the game. It's purely for ambushers. And no, I don't think the battalion is all that hot. The bonus is nice, but the unit requirements are taxing and the price is high.

     

    Agreed, it does not count for units deployed in the deployment as that happens before the first turn. 

    It is basically the same requirements as the old Wildstalker brayherd battaion but for a waaaaay inferior buff! And speaking of that, does the new book over rule the Wildstaker Brayherd Battalion? Can we still use it? 

  16. 1 hour ago, Aelfric said:

    I'm sorry but I can't see the technicality at all.  The wording seems clear enough.  The Waywatcher warscroll allows extra hits on hit rolls of 6 or more; the basic rule says if an ability allows you to gain an extra attack, this attack cannot generate extra attacks.  There is no wording on the Waywatcher warscroll that overides the basic core rule.  You cannot simply say it does because it doesn't say you can't.  For a warscroll ability to override the core rules, it has to have specific wording that tells you it does, such as this unit can run and charge in the same turn.  That's what override means. All the Waywatcher is allowed to do is generate extra hits from his Fast Shots, that's it: after that the core rule applies.  

    I could also argue that the Waywatcher ability only applies to fast shots and, technically, any extra attacks generated are not classified as fast shots, simply attacks, and therefore are not eligible to generate extra attacks themselves.

    It really doesn't need an FAQ, 

     

     

    I think all this is referring to the fact that the description of the ability does not include a line stating "you cannot generate attacks more than once when using this ability".

    Although I tend to agree with what you guys are saying; the core rules state that attacks generating by an ability cannot themselves generate further attacks. I think that the simple fact that the CORE RULE specify that an ABILITY cannot be triggered more than once it is already enought for it to be an FAQ whithin the rule.

    By nature you cannot have an attack generating other attacks unless you have an ABILITY stating so. The ABILITY in this case is Fast Shot. Even if Warscrolls over rule by nature the CORE RULES, in this case the RULE is saying that an ABILITY (even if in a warscroll) cannot trigger more than once ("an attakc sequence generated by an ABILITY cannot itself generate another attack sequence").

    So it might seem a strange loophole but it is not. As already mantioned an ABILITY over ruling a CORE RULE would be "this unit can run and still charge in the same turn" as the CORE rule states that if a unit ran in the movement phase it cannot then charge later on, an the ABILITY says that specific unit can

     

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  17. 1 minute ago, Skreech Verminking said:

    Yes Tzaangors enlightenment ghtement or better said all units can make a pile in move when they are within 3 of a enemy unit.

    so in other words.

    best thing to do with enlightenments is to keep them behind your cheap chaff and get charged.

    well your unogrs/Gors will probably die, but your Tzaangors and damage dealer will be save and can attack later.

    a lose win situation for you

    Your foe will have to rethink is charged next time he’ll see your enlightenments?

     

     

    You could but then you don't have to pile in, OR BETTER you can decide to pie in 0" and witches don't really need to have many models in contact to wipe out a unit of Unglrs. So at the end of the day you might not be able to pile you Enlightened in due to the fact that Witches managed to dash out attacks without getting in range of pile in. So at the end of the day there will be situations like this one and it will be better to just charge and risk one or  maybe two enlightened rather than risk and not attack at all.

     

     

  18. 6 hours ago, Satyrical Sophist said:

    Correct me if I am wrong, but can't you do it like this?

    WWWWWWW

    WWWWWWW

    UUUUUUUUUE

                       EEEEE.

    They'd get to direct a few attacks at enlightened, but only a few

     

     

    Yeah I ve watched that part of the video again and that is actually what Doom does. I thought he'd fit an Enlightened between 2 Ungors. 

     

    6 hours ago, The_Yellow_Sign said:

    Ghorgons are better than Cygors atm, since Cygors got a huge nerf from Look Out Sir. They should have given them an additional +1 to hit vs wizards to partly compensate. I'm hoping Cygors get a points drop to 140 or so in the next GHB.

     

    Is it only me but I prefer rerollable 5+ than a straight 3+. That said Cygor is indeed  bit underwhelming. I would consider him in a wizard heavy meta (and maybe I would consider double too) or if they change the ability to "if a Wizard fails to cast a spell while within x" (18??) of any Cygor than he suffers a MW and one Cygor in range heals one wound". But as it is I always found it hard to take advantage of the MW.

  19. Well, can you voluntarily brake coherency though? I don't think so. Because it is difficult to get a second unit within .5" without pushing two models of the same unit more than 1" apart one from the other. What I mean is he must have broken coherency for the unit of Ungors in order to get within .5" of the wiches with the Enlightened. And if he did so on purpose, can you do that? I guess it make sense to sacrifice Ungors as ultimately that is the purpose for them to take the hit from the wiches but can legally you do it? I mean if you can...Chapeau! that was a very well executed move. Although watching at the video it was not clear if Enlightened were actually within .5" or not.

  20. 16 minutes ago, Myrdin said:

    So out of curiosity...

    Has anyone thought of using the old "Beastmen" Wargor Standard Bearer", with our new shiny "Beast of Chaos" book ? (still salty they skipped bunch of our old units and heroes. I hope BoC do well and we get to see an update adding Gorthor on his chariot, Malagor, Khazzrak and bunch other characters...slim chance I know, but a goatman can dream)

    In all technicallity they are still listed on the Warscroll builder on the official GW page, and as such I would say he can still be taken as an ALLY.

    Plus since his ability is "Brayherds" not "Beastmen", it should still Apply.

    Honestly if we CAN take him, then that changes a lot of the weaker units like Gors / Ungors, and turns them into cheap yet unexpectedly killy units. 

    If those Gors were part of the Brass Despoilers, with the two Khorne buffers, AND Gawespawn greatfray with a spawn at that.... Yep those would be some Gors who are actually useful for once :D  (granted it takes a lot to get them to that point so... but if you are running Brass Desp. anyway, its a Win/Win scenario.)

    But on a serious note - if we can still play the Wargor BSB as an Ally with our BoC units, that would make our Brayherd elites very deadly. While I prefer Ambushing MSU bestigors so this would not really affect them as much, I think this guy would be a MASSIVE Boon to the infantry Tzaangors. Yes they are expensive, but this guy doing  the same thing for them as the Tzaan Shaman saves you 100 pts so that balances it out a bit. Now this sounds like a very worthwhile thing to explore !

    What do you guys think ?

     

    Only Ally BoC has is StD unfortunately, and anyway looking at the app you cannot even find the Wargor BSB so even if you were playing Chaos GA you could not play it unless you play it with older Warscrolls and your opponent is ok with it. So all in all is good thinking....but is not applicable anymore.?

     

  21. 2 hours ago, Skreech Verminking said:

    Yes-yes time to slay-kill

    man-things shall die-Die.

    (does anybody know how to speak-talk beastmen like?

    i only know how to talk and write like a skaven)?

    It s something like me going MOOOOOOOOOOHHHHH(VE) when my Doombull rolls an 11" charge on a pivotal obJective and explodes a LCoD in one turn!!! ? btw it happened for real! 

    But otherwize it will mainly be Dark Tongue and basic commob language without verbs coniugation and without articles I think. 

    • Haha 1
  22. @Beliman you only select one Allegiance (either khorne or BoC) and if you pick Khorne, of course you can include Brassbull battalion but even if the Doombull is the general, the Bullgors won t  count as BL as your Allegiance is not BoC and your Doombul won t be able to select traits or artifacts from Khorne. If you pick BoC you can build an army around that battalion but you won t be able to ally any Khorne as the only allies you can select are StD (which you can then mark Khorne maybe but cannot use Khorne traits and artifacts; at this point your Doombull general will allow for Bullgors BL and will be able to select traits and artifacts from BoC. Alternatively you play GA Chaos and mix whichever unit you want and pick from GA Chaos traits and artifacts but no Herdstone allowed or Bloodtithe poiys etc... 

  23. 51 minutes ago, Tasman said:

    You're free to play it any way you want, but you'll be wrong. The semantics on the wording of this stuff has been hacked apart on this forum forever. There's no reason to believe that the wording here has any different meaning than elsewhere. Enjoy it while you can, I guess.

     

    I completely agree with you on the defi ition of ANY and I remember that FAQ too even if, again, just going with english grammar, that is the definition of ANY and idk why it needed an explanation in the first place. That said the Gavespawn CA talks of "...A (not ANY) friendly Gavespawn unit wholly within...". I remember when Slaughterer's call from the Doombull used to stack and before AoS 2.0 they FAQ'd it adding the limit to one time per unit; but that one too sais "... Pick A friendly Warherd wholly within..." so as much as I am waiting for it to be changed, as all the other CA worded like that have been, now it is legal to stack it, so I ll keep using it multiple times on the same unit. 

    ?

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  24. 5 hours ago, Tasman said:

    All of those were faqed at one time or another. You'll see this one as well when they get around to releasing it. The wording is clear, as in all other types of buffs.... the use of "A" or "ANY" means "One". Example: The GUO. He can add one attack to a unit of demons within range, but can't target the same unit twice with the same ability. He can, however, use it on another unit of demons along with spending another CP.

    As far as I remember moonclans warboss has the same wording and that ability used to stack up until they decided it was too overpowered (rightfully), but yeah those CA that do not have a specific sentence stating you cannot, well you can stack them. It might very well come one day when they will specify it and possibly that is very soon but for now...enjoy!

    And btw I think grammatically in english A and ANY have two different meanings limiting the second one to a single subject in a group selected randomly, while A is very a-specific just indicating one in a group but not limiting it to be the only one(hope what I just said is understandable?). 

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