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AoS NEW *rumor*

That is a huge nerf to the Sunblood. They were actually worth considering for the first time ever but not anymore lol. I was honestly looking forward to trying one out when I get around to making a KC list...o well
yeah this hurts quite a lot
 
Messed up my quoting, ignore please.
 
where did u get that?

The new FAQ says that ward saves, which happen before you allocate wounds, stack with anything that occurs as you apply wounds, which is when the Astrolith Bearer's ability happens.
 
There was also a clarification to the "bodyguard" abilities. I've always been a bit confused about the order with saves & ward saves. Is this different from the way it used to be? If I read this right, then a Slann (or Kroak) near an Astrolith and Guard can't take the ward in addition?

"Q: Some older abilities give ‘ bodyguard’ effects (such as ‘Guardians’ on the Vanari Bladelords warscroll or ‘Selfless Protectors’ on the Saurus Guard warscroll) that allow damage that would be allocated to a friendly Hero to be allocated to a different friendly unit. Can I use abilities like this before or after I make ward rolls for that Hero?
A: No. These ‘bodyguard’ abilities are used instead of making a ward roll for a wound or mortal wound that would be allocated to that Hero."

Astroliths 6+ ignore stacks with Wards
vOv

where did u get that?


I think this needs a clarification.
In the FAQ for the core rules, there are 2 new (magenta) different Q&A:


Cattura.JPG

the second one is what @Just A Skink quoted

however, you must read carefully the text of the abilities:
for the Astrolith bearer "Revivifying Energies", the text says "Roll a dice each time you allocate a wound or mortal wound to a friendly Seraphon unit wholly within 12" of any models with this ability. On a 6, that wound or mortal wound is negated". (emphasis mine).
This falls into the first Q&A: being an ability that triggers after the allocation of the wound, you get the (possible) ward save AND the 6+ negate.
 
I think this needs a clarification.
In the FAQ for the core rules, there are 2 new (magenta) different Q&A:


View attachment 97681

the second one is what @Just A Skink quoted

however, you must read carefully the text of the abilities:
for the Astrolith bearer "Revivifying Energies", the text says "Roll a dice each time you allocate a wound or mortal wound to a friendly Seraphon unit wholly within 12" of any models with this ability. On a 6, that wound or mortal wound is negated". (emphasis mine).
This falls into the first Q&A: being an ability that triggers after the allocation of the wound, you get the (possible) ward save AND the 6+ negate.
Thank you @Killer Angel! I misunderstood that when I was reading those questions & answers.
 
Yeah, basically any save-after-save that isn't specifically labeled a "ward save" stacks with ward saves. Which probably means unkillable Verminlord Warpseers could come back? Not sure if any of their multiple saves got officially named Ward Saves.

But yeah, Dread Saurian got hit hard. Points increase and warscroll nerfs at the same time! I guess it wasn't "fair" for another faction to have a monster that was close to a Gargant in wound count that could also buff itself :p
 
Litterally was going to a tournament in October and bringing the Dread for the fun of it/it was actually decent. Without Roar of Ruin or the ability to buff itself Im not sure I can justify it even just for fun, especially since its most fun ability got removed.
 
I'm so incredibly bitter about these unreasonable nerfs. sure you can take away my Totem shit whatever. But why kick me while I'm down with the removal of roar of ruin? I wasn't overpowered in the slightest in this edition. I sure as fuck wasn't efficient last edition
 
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I'm so incredibly bitter about these unreasonable nerfs. sure you can take away my Totem shit whatever. But why kick me while I'm down with the removal of roar of ruin? I wasn't overpowered in the slightest in this edition. I sure as fuck wasn't efficient last edition

I don't know about the rest, but it almost seems GW doesn't like too much FW models... the mourngul went from 270 (which was already overpriced for what it actually does) to 300 pts.
 
I definitely think that has something to do with it. Even though they are owned by the same company, GW definitely seems to want to discourage people from using forgeworld models competitively. Which I don't really understand, given the fact that forgeworld models are so expensive.
 
I'm honestly considering running my Dread as Bundo Whalebiter in friendly games now. Will have to think of some creative way of representing the ranged attack he has though
 
we have any word on the draconith warscrolls, and i suppose the larger sce battletome? havent seen anything on it for quite a while now
 
It was delayed from coming out in august to sometime in September, so it’ll be a couple weeks yet
 
I really liked the idea to deploy two EotGs for Thunder Lizard lists already. Not sure if this will make fielding at least one on any other kind of list will be mandatory, but I am glad to see more incentives to have steggies stomping the battlefield! Now the question is if it would be worth it to start bringing even three...

Dreaded dread, but having one is already a luxury for our hobby, and running three, and GW for some weird reason don't seem to like FW models to coexist with Citadel, unless they are fancy kits for 40K or Blood Bowl.
 
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