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AoS General's Handbook finally announced !!

Yep, even if the unit is in combat, it can shoot normally in the shooting phase

I feel the need to interject at this stage and say that this rule is a load of wank as it essentially makes ranged units stronger if they're engaged in melee combat, making the committing of a unit to a melee fight with a ranged unit a waste unless I'm missing something.
 
a whole unit of warriors hacking a cannon and they can still reload, stamp, reset and aim
 
a whole unit of warriors hacking a cannon and they can still reload, stamp, reset and aim
I don't think that it works for cannons, rock lobbers, or bolt throwers. A dwarf cannon crew (engaged in melee) could shoot their pistols (if they had them) in the shooting phase not the cannon.
 
So how would this build sound?

Thunderquake 170

Engine of the Gods 220 (shield with -1 hit debuff)

Bastiladon (Engine of Sotek) 280

Bastiladon 280

Unit of 3 Razordon 120


Dracothian tail 60

Slann 260 (General, Vast intellect, resurrect item)

Firelance 110

3 units of 5 knights 300

Scar vet on Cold one 100 (blade of realities)

Skink Priest with Trappings 80 (D3 mortal wounds item)

1980 points

Basically I have two Bastiladon's with the Sotek one being charged in the first turn.

In which case, on whom should I use the Curse of fates? On the Skink Priest to make sure I have the charge rerolls? Or on the Bastiladon for both the D6 roll to see if I can charge at all + gaining +1 on charge ?
 
I don't think that it works for cannons, rock lobbers, or bolt throwers. A dwarf cannon crew (engaged in melee) could shoot their pistols (if they had them) in the shooting phase not the cannon.
do you have any rules supporting that claim? Would love it but pretty sure cannons can still fire when in close combat :/
As far as I know the rules don't say they anything about any units that can't shoot in the shooting phase... but that's just the 4pages... I'm lacking warscrolls and ghb...
But according to that basic rules even cannons are able to shoot out of melee...
 
@Nukes4life it depends on the "cannon" some have a crew and some dont, so I'd say it depends. @Nielspeterdejong I like it the blade of realities on the Scar-vet is pretty fun. Did we figure out if the summon from the Dracothian's Tail was basically an alternative deploynent? If not maybe drop the Tail and sneak a cheaper unit in since the main benifit is guaranteed Saurus summons.
 
Huh. A cannon really has no minimum range. Strange. Most other artillery have one.

So Yeah a cannon can shoot while in combat, while an Ironblaster can't for example.
 
Huh. A cannon really has no minimum range. Strange. Most other artillery have one.
Well the ball will hit you even if you put your head into the hole... and for smaller foes (who are not take enough to put their heads inside the cannon) just drop the ball on them by hand...
 
Oh btw the rules team is checking the mounts rule from page 117.

IMG_7277.PNG.5ed0274a0de3c9542f054acf7e7b97b8.PNG
 
@Nukes4life it depends on the "cannon" some have a crew and some dont, so I'd say it depends. @Nielspeterdejong I like it the blade of realities on the Scar-vet is pretty fun. Did we figure out if the summon from the Dracothian's Tail was basically an alternative deploynent? If not maybe drop the Tail and sneak a cheaper unit in since the main benifit is guaranteed Saurus summons.

Well I"m a bit weighting starhosts against having more units.

So, say I go with some cheaper units, how beneficial do you feel (and others might feel) that the current build is compared to the other one?

Thunderquake 170
Engine of the Gods 220 (shield with -1 hit debuff)
Bastiladon (Engine of Sotek) 280
Bastiladon (Solar Engine) 280
Unit of 2 Razordon with handlers 120

Slann 260 (General, Vast intellect, resurrect item)

Unit of 40 Skinks 200

Unit of 40 Skinks 200

Unit of 30 Skinks 180

Skink Priest with Trappings 80

1990 points

You can deploy this in 5 steps so the downside is that you probably won't be the one beginning the round. How do you think this would compare to the previous list?

Also, who would receive the Curse of fates? The Skink Priest to ensure the reroll on charges? Or the Bastiladon with Arc of Sotek who will charge into their strongest units?
 
I like both lists a lot, I was just saying to drop the 60ish points for the battalion haha, I did forget if you do that you lose the ability to one drop the Slann and star priest though so it may be worth the 60ish points lol. I would say the ark of sotek if that is going after key enemy units you want to guarantee as much as possible.
 
Thanks! :) I'm not sure how good the second would be since it's best to go first, but on the other hand you will have a lot more fodder units to secure objectives and also take out enemy units.

Also, what does everyone think is better? Buff your Skink Priest to give more chance and get the charge reroll? Or the Bastillaon himself?
 
I don't think that it works for cannons, rock lobbers, or bolt throwers. A dwarf cannon crew (engaged in melee) could shoot their pistols (if they had them) in the shooting phase not the cannon.

do you have any rules supporting that claim? Would love it but pretty sure cannons can still fire when in close combat :/

Huh. A cannon really has no minimum range. Strange. Most other artillery have one.

So Yeah a cannon can shoot while in combat, while an Ironblaster can't for example.
Tell me what an Ironblaster is please....?

Considering cannons further: of course they could fire in combat...ONCE.

That makes sense. A bunch of beastmen charge a dwarf cannon, crew and beastmen fight, shooting phase rolls around, one of the dwarfs sets it off... (they loaded it with grape for just such an occasion).

But RELOADING muzzle-loader artillery, while they are in a melee, Nuh-Uh.

Now that multi-barrel harpoon gun thing on the prow of the dwarf Friggin' Flyin' Frigate, sure. (Anything Princess Leia could manage, while wearing a slave girl "dress", with ankle chains on, I'd expect a fully armoured, able-bodied dwarf to capable of! )

The more I learn of the gritty details of the AoS rules the closer I get to @NIGHTBRINGER 's orbit.
 
An Iron blaster is a big cannon some ogres strapped on a cart and its towed around on by a crazy Rhino lol. Cannons can fire in combat (except the Ironblaster actually it has a minimum range, maybe more) but most have a crew so if the crew dies you have a shiny waste of points. The hell blaster for Khorne Deamons can shoot but it eats things and uses the skulls for ammo lol.
 
I feel the need to interject at this stage and say that this rule is a load of wank as it essentially makes ranged units stronger if they're engaged in melee combat, making the committing of a unit to a melee fight with a ranged unit a waste unless I'm missing something.
It does make them stronger, but points systems reflect this. Some people house rule that you can't shoot in combat, but really, you're making those units a lot weaker. Committing a unit to a melee fight makes perfect sense because often ranged units have a crap save, so you'll kill lots of them and then they won't be able to shoot as well in the next shooting phase if they can shoot at all! Also keeps that unit from moving to a more strategic position to hit other targets, the only way they can move is if they retreat and then they can't shoot for that turn anyway.
 
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