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7th Ed. HeelanHammer 8th Edition Facts Episode - out now

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Dan Heelan

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I had a good read of the book yesterday, check out the show for my comments on how it affects lizards.

www.heelanhammer.com

Yo yo yo Fans,

Welcome to another installment of HeelanHammer. Today is the day we have all been waiting for - the 8th edition book hit our shops for preview and being part of the "Warhammer Media" we made sure we were there first hand to have a read. Join us for 2 hours of chat about the contents of the book. These are not rumours, I read them myself in the shop.

Enjoy!

As always, if you enjoy the show help support it by joining our SAWC Section and grab yourself a years' worth of archived bonus materials, guides, blogs and much more.

Then go and pre-order your rulebook from our sponsor http://www.maelstromgames.co.uk

Dan & Wayne
 
So one thing you didn't cover(if you know/read it of course) that I was curious about was whether the pool of PD ever got bigger then 12? Or if even in say a 4000 point game you still only had a pool of 12 PD.
 
Seems like it will be 12 max regardless of game size. Really limits magic's role in huge games.
 
Pretty sure I heard him say that the inital pool of 2d6 + channeling rolls couldn't go over 12, but that powers like rumination (or that annoying dark elf spell) could enlarge the pool further.

He makes a good point about temple guard being a very expensive risky strategy with the new miscast table.
 
Good pod cast Helan I just finished it this afternoon. :D
 
Ye temple guard are very risky.... always were a little bit but more so now. The said however, cupped hands gets you out of one of those. Also the unit will be in combat very quickly so lets see how it pans out. Sometimes though I find blowing your unit up whilst is combat is worse than blowing it up whilst not.... at least you can go and hide it then. Killing all your mates and leaving the slann to solo a unit is never fun :-)

From what I saw the pool is max 12 (inc challening) but rumination etc on top is all good. No mention of bigger pool for bigger games that I saw but I only skim read.

D
 
Dan Heelan said:
Ye temple guard are very risky.... always were a little bit but more so now. The said however, cupped hands gets you out of one of those. Also the unit will be in combat very quickly so lets see how it pans out. Sometimes though I find blowing your unit up whilst is combat is worse than blowing it up whilst not.... at least you can go and hide it then. Killing all your mates and leaving the slann to solo a unit is never fun :-)

From what I saw the pool is max 12 (inc challening) but rumination etc on top is all good. No mention of bigger pool for bigger games that I saw but I only skim read.

D

I wanted to ask about magic resistance... if you get a chance to see the book again.

First, is it transferred to the unit like presently? The rumor was that it was to be a ward save, so the MR3 slann would give a 4+ ward against magic to his unit.

So then, could the 4+ anti-magic ward on the Slann and Temple Guard help protect from the strength 10 miscast damage? It's probably wishful thinking, but other than that I don't see TG/Slann being too popular.
 
Yes it does indeed benefit the unit, something I looked for. Whether it could be used against the miscast I am not sure, depends on the wording of what it works against I guess! I will have a look when I next see the book.

D
 
Loved the podcast great work!! :D

Edited out question, found the answer in another thread I hadn't gotten round to reading yet ;)
 
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