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AoS General's Handbook finally announced !!

I think it's an error! I'm waiting my gh17 Italian version! Its pretty stupid If officially the answer Is command abilityes! As you have said waagh became usless for gruntas, or maw etc!! And ob carno command ability became usless too
 
I think it's an error! I'm waiting my gh17 Italian version! Its pretty stupid If officially the answer Is command abilityes! As you have said waagh became usless for gruntas, or maw etc!! And ob carno command ability became usless too

Exactly. Pretty much everyone I talked to about it agrees it has to be an error.
 
I had a question about the Heavenwatch Starhost actually. One of your options is to pick a "Hunting pack", which comprises out of a Skink Handlers unit, and at least one Razordon/Salamander unit. When you teleport, could you teleport the entire "Hunting pack" unit at once?
 
That is a good question! I hope so but I don't think so because they are seperate units that make it up. I hope I am wrong though lol
 
Yeah those are two units. But to be honest I think Razordons are still great for teleporting them around, even without their handlers. Especially in a Thunderquake, so you could port the Razordons and the Troglodon leading the bataillon. That way they get the hit rerolls of the Bataillon, which is even better than handlers.
 
Yeah those are two units. But to be honest I think Razordons are still great for teleporting them around, even without their handlers. Especially in a Thunderquake, so you could port the Razordons and the Troglodon leading the bataillon. That way they get the hit rerolls of the Bataillon, which is even better than handlers.

You mean like letting them charge in? Because I believe the rerolls are only for the combat phase?
 
Btw, about the thunderquake, do you get the save reroll when near the Troglodon? Or is it a buff given around the Troglodon in the hero phase?
 
You have to be around it when the rolls happen.
What makes it win is the load of buffs you can put on it.

And no, the rerolls are not only in the combat phase. You decide in the combat phase and the buffs last until the next combat phase. It has to be that way because otherwise rerolling charges would never happen.
 
You have to be around it when the rolls happen.
What makes it win is the load of buffs you can put on it.

And no, the rerolls are not only in the combat phase. You decide in the combat phase and the buffs last until the next combat phase. It has to be that way because otherwise rerolling charges would never happen.

Wait, I thought the save and hit/wound rerolls didn't happen in the shooting phase?
 
Perhaps we are not talking about the same thing?
I was referring to the Thunderquake Starhost abilities. In contrast to other abilities it does NOT say "in the following combat phase" or "in this combat phase", it says that you decide in the combat phase. But since it mentions charge moves it clearly means that the abilities are not limited to the combat phase, and not even to your turn.
That means those abilities apply to shooting and also to saves in your opponent's turns as well.
 
And of course that means that in the first round you cannot buff charges and hits of the shooting phase.
Unless you are going second that is!
 
What was your build? :)

What made it so WIN? How did you use them?

We played at 1000 pts. 2 vs 2, the fifth scenario, where 2 attack (including me) and 2 defend.

I've had:
Slann (lord of space and time, Vast intellect)
Bastiladon w ark of sotek
Bastiladon w solar beam
2 x 10 skinks
1 x salamander

My ally was Beastclaw riders

vs:

dwarfs (warriors, 20 x thunderers, 20 x irondrakes, warden k, runelord)

SCE (2 x 5 guys with bow, the long range sniper hero w the bird, some melee units)

__________

my ally, with mournfangs, thundertusk and stonehorn, after delivering some good blow in the first turn tnx to charge (blasted away SCE meleers), was wiped away with its whole army in the following souble turn of shooting.

My tactic was: mystic shield + Starlight + Curse of fate on Basti-Ark, teleport the basti and charge the group of defender. The basti got save +2, impose -1 to hit it and can even save a roll of 1 with curse. I don't think we can have a more powerful combo in defence, and this was possible with the Slann that cast all those 3 spells, saving the (280?) points of the other skink casters.

in the meantime the other basti was moving and shooting and skinks were going for objectives.

Then the slann teleport in cover, to have again in range with spells the melee basti, repeat the 3 spells on it.

at that point, the SCE tried to kill my Slann, but i was in cover so I survived. 3rd round: again triple spell on basti and Slann teleports away in a sure position, and the laser basti was now ready to charge... .

I won the game, the tactic of concentrate the spells and teleport (rinse and repeat) is truly solid.
 
And of course that means that in the first round you cannot buff charges and hits of the shooting phase.
Unless you are going second that is!

So.... Say I go first, and I teleport in: I won't get the bonusses in my shooting phase, because I have to choose it in my combat phase.

But on my next turn I can get the bonus I choose in the previous turn in the shooting phase?
 
Yes because you can choose in any combat phase, which includes your opponent's.
 
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