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sinksinksink

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  1. Where does it say that? Core rules state: "You can use this command ability after you make a charge roll for a friendly unit [...]. If you do so, re-roll the charge roll"
  2. Ah, apologies, I misconstrued the meaning from your post. I think the LoN thing is definitely an issue - there are some units that are better in LoN than in their 'native' army and that does not feel right. Grimghasts in NH are massively overshadowed by the ability to resurrect an entire unit for a CP in LoN which is a bit of a feel bad for NH players I guess.
  3. Totally agree it would be great to make WoT more reliable. There is an existing way to do this if you take the Deathriders battalion - I have yet to see a Hexwraith heavy list with this included. I agree with most of what you said, but I think you are downplaying just how important movement is in the game. I think the ability to be mobile and reposition units is the tactical part of NH, and since this is an objective based game it's not entirely about how good you are in combat (though obviously this is a big part of the game). I think that some point reductions could improve things a lot.
  4. I think there's a bit of overreaction going on towards the new tomes. A tournament I was at on Saturday (24 players) was won by Nighthaunt and there were definitely strong lists there in opposition. There was a dragon heavy FEC list that didn't do so well either, so I think it's more about the players than some people think. Above all, I think the movement shenanigans that are possible and the chance of getting those 10+ charges off make the army both fun and powerful, and maybe a bit more tricky to use effectively than some, but one of the more rewarding armies out there if you can make it work for you.
  5. This game isn't for you - it's a gateway game probably produced at a low price point for people who don't know if those model are new or existing or whatever.
  6. What if 'enemy units' in context of the unit the spell is cast on refers to 'enemies of that unit'? I assume not but I was misinterpreting it before I think!
  7. Unfortunately the woods can awaken even if a spell is unbound, it only requires a successful cast if I remember correctly.
  8. Must have been left in by mistake, check the 'Format' heading, date is correct there.
  9. Rules are up (was posted on fb but not here): https://drive.google.com/file/d/1kucgWUQjygHaqP7zR-x9e4eG9StGAcCL/view?fbclid=IwAR2BsNdOBE-z19u4vJr4VJfyr1tpeFlRgp9VEC4aIzmj4799R3sT7zW8OLs
  10. It says in the Battletome that navigating the realmroots/teleporting through woods is done instead of moving normally. The FAQ states The summoned unit cannot move in the following movement phase Since the unit cannot move, it stands to reason that it cannot take an action it would normally take instead of the prohibited action.
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