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AoS NEW *rumor*

Yeah, and imagine, if the faction have their terrain two. If they chose the deployment zone with realmshaper, than they will struggle to place their terrain where they want it.

All terrain apart from OBR and ours follows the "old" rules from GHB2019 Errata anyways, so they place theirs after the whole table is set up.
 
Objectives are placed before terrain.

And how about a cool unit of 10x Flamers of Tzeentch camping in our temple? Not so funny anymore.

This whole thing needs to be sorted. People don't seem to get what amazing shenanigans you can pull with the garrison stuff. Normally we would be fighting tooth and nail for +1 save and -1 to hit on one or more units, and in regards to the Realmshaper Engine everybody is just like "yeah, whatever".

You guys are weird :p

It would probably be more easily demonstrated if previous examples of Garrisoning Terrain have ever affected a competitive environment. As it stands, we have three choices.

-Put it in the middle of the table and hope to reach it first.
-Put it in the corner of one zone, and ignore it depending on scenario
-Dont take it.

Again though, I really hope they limit it to Friendly Seraphon Units/Mods for Garrisoning. Would be more thematic anyway.
 
Has there ever been a non-neutral garrison terrain feature?

I mean this is our terrain. Zero point cost does not matter, it should not be able to benefit the enemy.

And all terrain up until the OBR piece would be been set up after the table and deployment anyways.
 
so question if anybody has an answer for it. i saw that we can use either an olblood or sunblood for the sunclaw battalion. does that meant we can use the carno oldblood in a sunclaw list or is it just the on-foot one. hope its both because -2 rend jaws on the carno sounds nice.

usually i would think its just the on-foot version but the firelance battalion says scar-vet and doesnt specify which version so that kinda gives me hope that its both for the sunclaw too
 
so question if anybody has an answer for it. i saw that we can use either an olblood or sunblood for the sunclaw battalion. does that meant we can use the carno oldblood in a sunclaw list or is it just the on-foot one. hope its both because -2 rend jaws on the carno sounds nice.

usually i would think its just the on-foot version but the firelance battalion says scar-vet and doesnt specify which version so that kinda gives me hope that its both for the sunclaw too

it's not keyword oldblood, so it's referring to a specific warscroll unfortunately.

The Scar Vet can be a carno cause it's key word scar vet, which both warscrolls have
 
Played two games today with the new stuff (the big knights list)

The first game was a 1000 point meeting engagement against legions of Nagash.
My opponent conceded on turn three after I basically tabled him.

game two against Ossiarchs (a Kavalos stalliarch list) and won by victory points. We ended up tabling each other although one thing of note is that a partly buffed unit of 10 knights managed to bring down 6 death riders in one charge.
 
Played two games today with the new stuff (the big knights list)

The first game was a 1000 point meeting engagement against legions of Nagash.
My opponent conceded on turn three after I basically tabled him.

game two against Ossiarchs (a Kavalos stalliarch list) and won by victory points. We ended up tabling each other although one thing of note is that a partly buffed unit of 10 knights managed to bring down 6 death riders in one charge.
can you put your list¿? i have curiosity
 
Played two games today with the new stuff (the big knights list)

The first game was a 1000 point meeting engagement against legions of Nagash.
My opponent conceded on turn three after I basically tabled him.

game two against Ossiarchs (a Kavalos stalliarch list) and won by victory points. We ended up tabling each other although one thing of note is that a partly buffed unit of 10 knights managed to bring down 6 death riders in one charge.

Good to hear about the knights. Interested in the list comp too.
OBR death ponies are a lot scarier than people give them credit for. Killing 6 of 10 is pretty awesome.
 
I found difference for the cogs - the profile states, that only caster can chose the effect. So they cannot be intercepted by enemy wizards. Well, not the thing that I'd pay 10 pts for.
 
Ripperdactyl Riders... let's see how far the mighty have fallen.

- Coalesced for the additional jaw attack
- +1 to hit from Skink Priest
- MW on 6s to wound from Skink Starpriest
- RR all hits from Bloat Toad
- additional attack on both weapons from Ripper Chief command ability
- 12 models in the unit

Urgh this is going to get messy.

Two spear + five jaw attacks each, interesting part first: JAWS

60 hit rolls 3+
40 hits base, 10x 6s
13.34 additional hits from RR everything, 3.34x 6s
53.34 regular hits + 13.34 from exploding 6s = 63.67 hits total (so more hits than we started with, always nice lol)

63.67 wound rolls 3+
42.45 wounds
10.61 6s = 10.1 MWs
42.45 unsaved wounds = 21.23 damage against 4+ save, + 10.1 MW for 31.23 damage


Spears:
24 hit rolls 3+
16 hits base
5.34 additional hits from RR everything
21.34 hits total

21.34 wound rolls 4+
10.67 wounds
3.56 6s = 3.56 MW
10.67 unsaved wounds = 5.34 damage against 4+ save, +3.56 MW for 8.9 damage

Total damage 40.13 vs armor save 4+. Or 20.07 when only using the traditional blob of 6.

That's way better than I thought it would be. Can't replicate the result because the Bloat Toad is one use, but the Starpriest's RR1 to hit spell is a really efficient substitute for 3+ hit rolls. And the old version had trouble with targets running away from the toad, so that buff wasn't always a given too. And extreme performance loss during your opponent's turn.

Dare I say these guys are slightly buffed? Old version was what? Around 35 unsaved wounds for six? Too tired to do the math on the old version, going to bed. Paging @LizardWizard , wasn't there a discussion about their performance somewhere 1-2 weeks ago?
 
I found difference for the cogs - the profile states, that only caster can chose the effect. So they cannot be intercepted by enemy wizards. Well, not the thing that I'd pay 10 pts for.

I dunno if you're playing aggressively with the caster, you can cast cogs and have it in a place that may be considered risky. A LoC that can swoop in and use a none bound cogs, and then dispel it is kind of a pain. Now they just dispel/eat it after you've already used it.
 
Ripperdactyl Riders... let's see how far the mighty have fallen.

- Coalesced for the additional jaw attack
- +1 to hit from Skink Priest
- MW on 6s to wound from Skink Starpriest
- RR all hits from Bloat Toad
- additional attack on both weapons from Ripper Chief command ability
- 12 models in the unit

Urgh this is going to get messy.

Two spear + five jaw attacks each, interesting part first: JAWS

60 hit rolls 3+
40 hits base, 10x 6s
13.34 additional hits from RR everything, 3.34x 6s
53.34 regular hits + 13.34 from exploding 6s = 63.67 hits total (so more hits than we started with, always nice lol)

63.67 wound rolls 3+
42.45 wounds
10.61 6s = 10.1 MWs
42.45 unsaved wounds = 21.23 damage against 4+ save, + 10.1 MW for 31.23 damage


Spears:
24 hit rolls 3+
16 hits base
5.34 additional hits from RR everything
21.34 hits total

21.34 wound rolls 4+
10.67 wounds
3.56 6s = 3.56 MW
10.67 unsaved wounds = 5.34 damage against 4+ save, +3.56 MW for 8.9 damage

Total damage 40.13 vs armor save 4+. Or 20.07 when only using the traditional blob of 6.

That's way better than I thought it would be. Can't replicate the result because the Bloat Toad is one use, but the Starpriest's RR1 to hit spell is a really efficient substitute for 3+ hit rolls. And the old version had trouble with targets running away from the toad, so that buff wasn't always a given too. And extreme performance loss during your opponent's turn.

Dare I say these guys are slightly buffed? Old version was what? Around 35 unsaved wounds for six? Too tired to do the math on the old version, going to bed. Paging @LizardWizard , wasn't there a discussion about their performance somewhere 1-2 weeks ago?
Nice calculation! Didn't you forget however that hits of 6s explode into an additional hit?

Edit: Nvm, I see it was added during calculation
 
can you put your list¿? i have curiosity

Good to hear about the knights. Interested in the list comp too.
OBR death ponies are a lot scarier than people give them credit for. Killing 6 of 10 is pretty awesome.
Ask shall receive, here it is


Allegiance: Seraphon

Coalesced

Koatl’s Claw



Leaders
Slann Starmaster (260)

- Spell: Stellar Tempest

Saurus Oldblood on Carnosaur (250)
  • Blade of Realities
Saurus Scar-Veteran on Carnosaur (210)
- General

- Command Trait: Dominant Predator

- War Spear

- Eviscerating Blade

Saurus Scar-Veteran on Carnosaur (210)
- War Spear

Skink Starpriest (120)

- Spell: Claws of Glory

Skink Starpriest (120)

- Spell: Meteoric Convocation


Battleline

10 x Saurus Knights (200)

- Lances

10 x Saurus Knights (200)

- Lances

10 x Saurus Knights (200)

- Lances

10 x Skinks (60)

- Boltspitters & Star Bucklers


Battalions

Firelance Starhost (150)


Total: 1980 / 2000

Extra Command Points: 1

Allies: 0 / 400

Wounds: 121
Edit: with point changes drop the skinks and Slann for lord Kroak. I currently run a Slann as I don’t have lord Kroak
 
Last edited:
Dare I say these guys are slightly buffed?

IIRC, shadowstrike with 6 rippers forced about 50 saves. Also note that chief can use his ability several times. With Kroak, starseer and a battalion you way easily end up with 6 CP turn 1. I think, rippers may be nice tactical missile (while shadowstrike was like a nuclear bomb). It is harder to chose targets, but they will be 100% effective now.
 
Saurus Oldblood on Carnosaur (250)
  • Blade of Realities
Saurus Scar-Veteran on Carnosaur (210)
- General

- Command Trait: Dominant Predator

- War Spear

- Eviscerating Blade

Saurus Scar-Veteran on Carnosaur (210)
- War Spear
How did the Carnosaur's feel? Up to your expectations?
 
How did the Carnosaur's feel? Up to your expectations?
Exceeded, they performed very well. I didn’t even get to use them to the full extent, but they are very potent command focal areas and unlike many buff heroes, they can hit like trucks.

I had the old blood kill a soul mason with two hits from his spear while using blade of realities. Overall they did very well, and coalesced was pretty helpful to reduce damage
 
Ripperdactyl Riders... let's see how far the mighty have fallen.

- Coalesced for the additional jaw attack
- +1 to hit from Skink Priest
- MW on 6s to wound from Skink Starpriest
- RR all hits from Bloat Toad
- additional attack on both weapons from Ripper Chief command ability
- 12 models in the unit

Urgh this is going to get messy.

Two spear + five jaw attacks each, interesting part first: JAWS

60 hit rolls 3+
40 hits base, 10x 6s
13.34 additional hits from RR everything, 3.34x 6s
53.34 regular hits + 13.34 from exploding 6s = 63.67 hits total (so more hits than we started with, always nice lol)

63.67 wound rolls 3+
42.45 wounds
10.61 6s = 10.1 MWs
42.45 unsaved wounds = 21.23 damage against 4+ save, + 10.1 MW for 31.23 damage


Spears:
24 hit rolls 3+
16 hits base
5.34 additional hits from RR everything
21.34 hits total

21.34 wound rolls 4+
10.67 wounds
3.56 6s = 3.56 MW
10.67 unsaved wounds = 5.34 damage against 4+ save, +3.56 MW for 8.9 damage

Total damage 40.13 vs armor save 4+. Or 20.07 when only using the traditional blob of 6.

That's way better than I thought it would be. Can't replicate the result because the Bloat Toad is one use, but the Starpriest's RR1 to hit spell is a really efficient substitute for 3+ hit rolls. And the old version had trouble with targets running away from the toad, so that buff wasn't always a given too. And extreme performance loss during your opponent's turn.

Dare I say these guys are slightly buffed? Old version was what? Around 35 unsaved wounds for six? Too tired to do the math on the old version, going to bed. Paging @LizardWizard , wasn't there a discussion about their performance somewhere 1-2 weeks ago?
Yeah, If you CP bump them they have higher damage potential. The main lose is their ability to drop 3" away. I am thinking I will run 6 Rippers in Shadowstrike and bring 12 terradons on table. I might run dual Shadowtstrike just for the reduced drop, but part of me thinks a unit of 40 Skinks will be worth much than paying the battalion cost.
 
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