anyone noticed that bastilodon on save 1 ignore all rends?
Battleline:
15 x Saurus Knights (240)
- Lances
10 x Saurus Knights (160)
- Blades
10 x Saurus Knights (160)
- Blades
The modificators are lowering results on dices in this case rend. The rules says that you can't lower it less then one so if you got save one modificators dont apply. There is still risk you can roll one (becouse 1 on save allways fail) but with mistic shield you can allways chance for reroll + heal of engine of the gods, spell and thunderquake battalion.... Just Damn
Equilibrium, Tempest, and Apotheosis are all useful.
Good catch.I think you need to redo the list. Knights are 100points instead of 80.
This is at least minimized by the ability for the Slann to swap spells at the end of your hero phase. So, starting with Stellar Tempest or Equilibrium for the early turns and then switching to Apotheosis when you think you will need to heal makes it at least usable.Yes, but there's a problem of limited slots and urgency of casts.
For example, Slann can cast 3 spells but in my games I often find him casting arcane bolt because he has nothing else to do. Skinks, on the other hand, can cast only one spell, but may carry two useful ones. For example, I want to cast Hand of Glory, Celestial Harmony and Control fate in the same hero phase, but I have only Starpriest and Starseer. Slann, meanwhile, has apotheosis, but no units are damaged yet, so the potential is wasted. And if my large blobs die, I have no need in Harmony anymore. I'd gladly shift it for Extend Astromatrix, for example, but Skinks cannot do such tricks. That's what I mean.
I know right. I would consider the Trog at 200 points.I think my lists will always try to have 2 skink casters when possible. One with hand of glory and one with battleshock immunity. I just need to buy a starseer now, rather than have to fish out 260 pts for my oracle each game (please bring his cost down at some point, GW)
I have heard this interpretation. Admittedly I am not very familiar with all the nuances of AoS ruleset, so can you explain this to me?
Why is it ignore all rend, vs just an extra pip of rend control?
i.e. if bastiladon at full health has to roll for a wound from a -3 rend weapon, why is it’s save characteristic not 4+?
Actually a 1 does not always fail in the bastis case. The rule that ones always fail actually says and "unmodified roll of 1 fails". Because of this if the attack has rend it will not fail since although the rend has no effect it is still technically modifying it. And since the basti chart says saves on a 1+ it saves. So units with rend cannot hurt the bastiladon right now, yet units without rend can.The modificators are lowering results on dices in this case rend. The rules says that you can't lower it less then one so if you got save one modificators dont apply. There is still risk you can roll one (becouse 1 on save allways fail) but with mistic shield you can allways chance for reroll + heal of engine of the gods, spell and thunderquake battalion.... Just Damn
Is there anywhere in the rules says that rend can't reduce save to 0? Because some people in my chat saying that if we can have save of 7+, then save of 0 is possible.Unmodifyed 1 allways fail. Modificators apply after throw so you will allways fail at one, but with save 1 you wont lower result to get 0 or - 1 to make it fail thanks to rules. So if first stages of bastilodon he ignores rend.
Okay. There is no Such a thing as save 7.you can boost save up to 6 which allways save.Is there anywhere in the rules says that rend can't reduce save to 0? Because some people in my chat saying that if we can have save of 7+, then save of 0 is possible.
Okay. There is no Such a thing as save 7.you can boost save up to 6 which allways save.
There are 7+ saves.Okay. There is no Such a thing as save 7.you can boost save up to 6 which allways save.