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AoS Second Edition

Only to have it dispelled the following turn...

I understand what you're saying, there are definitely counters to them. We'll just have to wait and see how it works out, if suspisions are true I can see them receiving a little nerf.

Well yes. If you can't snipe the lord ordinator and you can't snipe the enemy wizard and you can't kill or engage the engines themselves...

Then you have failed to have a counter to pretty much any part of their army and you are going to have an uphill struggle that game.

I thought the ballista would be in the 120-140 points range, I am a little surprised if they turn out to be 100 but not totally shocked and the sky is not falling. They will be a common sight at 100 points and it will be worth thinking about how to counter them when building a list. If after all of that works its way through the cycle of build/test/play and they turn out too strong I suspect they will get some nerf sooner or later.
 
Ok another source says 120 which is still on the cheap side IMO but a bit less crazy.

About countering them: as long as they cannot be taken in a bataillon at least there is a good chance they won't go first.
If they do go first there is not much you can do to counter them as you won't be able to act before they do.

The palisade might work after that if it isn't unbound or dispelled before doing anything.

Either way, it could be worse. I guess. It could be doing mortal wounds and/or ignore line of sight...
 
Maybe it's an indication we'l just see rather massive point drops across the board or that summoning is going to bring in an metric ton of reinfocements? That or they're expecting them to be horrificly unreliable with the hits they generate? In any other situations an artillery piece that essentially has D6/3+/3+/-2/1 or 4D6/5+/3+/-2/1 at close range is going to be faaaaaaaaaar too cheap for a 100. Even without external buffs there's going to be little that can stand being fired upon by that...
 
Core rules are up. Can't figure out how to get the link posted lol sorry.
 
Core rules are up. Can't figure out how to get the link posted lol sorry.
select some text in your post then click on the lil button that looks like a chain at the top of the editor, paste the url into the popup click ok, text should be purple now.
 
select some text in your post then click on the lil button that looks like a chain at the top of the editor, paste the url into the popup click ok, text should be purple now.
I think he means he doesnt know how to do it because his message appears to be awaiting for a moderator. As mine does
 
Sorry my bad, was to upset...seems one cd
 
So, after my first read through of the new rules, it looks like the Rules of 1 are now in the core rules. And there is a rule rule that states that warscroll abilities take precedence. So, if I'm reading it right, Kroak can cast his spell up to three times and Ripperdactyls get their hit until they miss rule back.
 
So, after my first read through of the new rules, it looks like the Rules of 1 are now in the core rules. And there is a rule rule that states that warscroll abilities take precedence. So, if I'm reading it right, Kroak can cast his spell up to three times and Ripperdactyls get their hit until they miss rule back.
I fear you might be wrong.
The paragraph is about abilities, not spells, so Kroak would not profit from it.
Also there is a paragraph on page 14 (left side) that says that attacks cannot generate more attacks.

Edit:
Uhhh wait I think you might be right with the Rippers actually if the warscrolls take precedent and the warscroll is not changed.
 
You are probably right on Kroak, although I think you can argue that it may be intended that he can. That may need to be an FAQed.
 
Ok here is good news and bad news.
Bell of lost souls has a video.
I paused it on the summoning page for Seraphon and took a screenshot that I can read.

We will probably not get new warscrolls. They just basically wrote "ignore all the summoning spells".

There is a paragraph for the Engine of the Gods however!
It says: when rolling 14-17 pick one of the units in the list below and set them up wholly within 12" of the EotG and more than 9" away from the enemy:
- 20 Skinks
- 10 Saurus Warriors
- 3 Ripperdactyls
- 3 Terradons
 
There is a paragraph for the Engine of the Gods however!
It says: when rolling 14-17 pick one of the units in the list below and set them up wholly within 12" of the EotG and more than 9" away from the enemy:
- 20 Skinks
- 10 Saurus Warriors
- 3 Ripperdactyls
- 3 Terradons

That is great! I mean, it doesn't really add to our new summoning mechanic by adding point or anything, and it IS a limited list, BUT at least it's waaaay better than 14-17 doing nothing, as has been the case so far.

Additionally, I noticed this in the rules:
---
SPLIT UNITS
At the end of each turn, you must remove models from any of the units in your army that are split up into two or more groups, until only one group of models from the unit remains in play. The models you remove count as having been slain.
---

I don't know if I've just missed it or somehing, but this is new right? No more splitting up a conga-line from the middle, to have one unit covering two objectives.
 
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