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Darksteve

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Posts posted by Darksteve

  1. 14 minutes ago, Retro said:

    @Luke1705 wound rolls of 1 always fail, it's in there.

    That said, nothing in it implies to me that getting the wound roll of 1 results in automatic dismissal of modifiers to determine other effects, it just says they always fail. Not that they always count as a 1.

    @Darksteve Bloodstoker would still get a reroll and I don't think he was arguing anything to do with that, just the +1 wound wouldn't negate the skullreaper wounding himself.

    Screenshot_20181127-184606_WH AoS.jpg

    If what he was arguing is that the attack sequence immediately ends on a roll of one.  In that case rerolls dont work which is one reason I believe he is mistaken. 

  2. 7 hours ago, Isotop said:

    How can the "roll itself" be modified after ther attack sequence ended? I think I showed pretty clearly that a rolled 1 ends the attack sequence before modifiers take place.

    I would like you to support your claims with the core rules in order to have  a productive discussion on the topic.

    @Darksteve, same for you, mate.

    I hope this does not sound to harsh - I really do not want offend anyone (really).

    Sorry I had thought I made it clear before but I'll try again. The rules you are quoting for the attack sequence ending do not specify that the attack sequence ends before the completion of the step you were in, ie the To Hit or To Wound step,  otherwise models that allow rerolls of 1s would not work at all. 

  3. 13 hours ago, Luke1705 said:

    Actually I think Darksteve is correct now. The roll itself is stil subject to modification. The rule would have to say “if you roll an unmodified 1” for it to be unstoppable.

    Interestingly, the reverse would also be true, where if they ever suffer -1 to wound, those mortals would proc on 1’s and 2’s

    Yep glad we see eye to eye :)

  4. 6 hours ago, Isotop said:

    Hi guys. Sorry for the late reply on this one - I read it a few days ago while riding the train and just remembered it, 

    I think you can not "safe" your Skullreapers from the mortal wound by giving them +1 to wound since on a roll of 1 the attack sequence ends before applying any modifications:

    "A wound roll of 1 before modification always fails [...]"

    +

    "If not [euqualing or beating the attacking weapon’s To Wound characteristic], then the attack fails and the attack sequence ends."

    (https://www.games-workshop.com/resources/PDF/AoS_Rulesheets/ENG_AoSSW_Rules_booklet_web.pdf, page 7 under MAKING ATTACKS)

    Am I right on this one?

     

    3 hours ago, Luke1705 said:

    Isotop yes you are correct. Can’t stop a natural 1

    There is no specific wordingin that section that instructs you not to apply the modifiers just that the roll will fail regardless of them. So your skullreapers will fail to hit but will have not rolled a "1" after the modifiers when the ability checks the value. Order of operations is as follows: 

    1) Roll dice

    2) Apply rerolls as relevant 

    3) Apply modifiers

    4) Abilities that check the value of the die are checked

    5) Next step(in the To Hit step this os where the natural 1s to hit would end the attack sequence. Same as the To Would step.)

    As the checks happen within the step skullreapers can be "saved" from rolling 1s by modifiers, those rolls still miss though

  5. 20 minutes ago, Kharneth said:

    So, if Skullreapers are benefitting from +1 to wound they cannot inflict mortal wounds on themselves? Their natural 1s will fail but not count as 1s? I understand that adding modifiers to 6+ abilities has an effect, but the Skullreaper ability says they take a mortal wound on the roll of a 1 to wound but does not specify natural or not. 

    Correct.  With a +1 net modifer on the roll they will never have a 1 after the modifiers are applied.

  6. 4 hours ago, Kharneth said:

    Is there any way to give a Juggerlord reroll to hit? 

    Sorry, dumb question haha. 

    So I might've mislead myself. I believed that if I used the Juggerlord's +1 to wound on the charge command ability on my Skullreapers they would be unable to roll 1s to wound and therefore be unable to harm themselves. But this isn't true? What I should be looking for is rerolling 1s to wound? 

    A question about Gore Pilgrims and the Bloodsecrator, how exactly does the portal work and how do people use it? If I open it, can I move on the following turns and keep it open? Do people usually open the portal on their first turn and then follow the army on the following turn? Or do you run forward and open it on turn 2 in the center of the board and remain stationary for the game? 

    To your first point die rolls follow the following steps:

    1) Roll dice

    2) Check results and apply rerolls

    3) Check for any abilities that specify natural numbers

    4) Apply modifiers. 

    5) Check remaining abilities (Such as skull reapers)

    6) Keep in mind that natural 1s always miss regardless of modifiers

     

    To your second point:

    The portal only lasts until your next hero phase, so you have to reopen the portal every round you want it active which then prevents movement. Generally if the enemy will cause you to leave your 36" range in gore pligrims run foreward turn 1, else open and sit.

  7. 1 hour ago, Coyote said:

    STILL take your battleshock anyway  - on a roll of 1 add 1d6 Bloodletters.

    I just learned after my first game weeks ago - Coyotes First Rule - Never ever give up in rolling Battleshock, even if “there’s no way to lose, what’s the point” the point is every 1/6 Battlehock rolls you add 1d6 Bloodletters.

    With the updated portal you are not allowed to take battleshock for units effected by it.

    11 minutes ago, phizzco said:

    Do you have to pay points for the blood letters?

    Nope!

    • Like 1
  8. 9 hours ago, Kevlar1972 said:

    Problem I have with the faster units is you lose a lot of the buff synergy.  Khorne can really stack some +attack and +hit buffs but you need to keep everything in pretty tight formation.  Aspiring deathbringer command ability is +1 attack,  blood secrator portal is +1 attack, wrathmongers give +1 attack.  The totem buff from warshrine and blood secrator gives bloodreavers +1 attack.  Banner of rage will let you reroll 1s or all misses if you already reroll 1s (reavers and warriors with paired weapons).

    Those buffs are great, and combined with blood warriors ability to attack when removed means they can pump out some serious damage even if they get charged.

    Unfortunately fast units will quickly outpace most buffs.  Which makes gore pilgrims all the more powerful since you can effectively cover most of the table with portal of skulls if you boost it with 3x priests.  But then you are a bit hero starved.  Luckily you can summon some nice daemon heroes pretty quickly with blood sacrifice. 

    Taking all minimal sized units also ups the blood tithe, and to me seems better than the small point discount or the ability to add a glaive to your warriors.  The reavers and warriors don't gain any  buffs for larger unit size either.

    Warriors need the 10 man size for goreglaive access if you want accessto it.

  9. 26 minutes ago, TheOtherJosh said:

    Because the book is an earlier battletome it doesn’t specifically call it out. In the newer battletomes, like Nighthaunt they do.

    For example, Lady Olynder’s Banshee Handmaidens:

    “COMPANIONS: Lady Olynder is accompanied by two Banshee Handmaidens, who are armed with Spectral Claws. For rules purposes, the Banshee Handmaidens are treated in the same manner as a mount.” P.72 Nighthaunt

     

    So what I'm hearing is that even though its not technically worded so it doesnt work I should play it that way in preparation for the inevitable FAQ? Also if I choose to make doggo attacks first and everything is dead after that I dont turn spawn because the bearer made no attacks?

  10. Hey guys quick question. If I take a Mighty Lord of Khorne as my general and give him Mark of the Destroyer do both his axe and dog attacks get doubled as they are the same model? If not, do only kills with the axe count for keeping him from spawndom? I have always thought that because it is defined as one model in the book that the Mark would apply to all the melee profiles, but I thought I'd ask here.

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