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AoS Kroak van cast celestial deliverence 3 Times (for now)

I dont see how ripper spam can be classed as OP its very much a glass cannon and they still have no rend.

Even with shadow strike yes you hit where you want and will kill you target but its hardly the most stupid thing in AoS.
 
Does anyone know if it is possible to stack multiple astrolith bearer’s to get extra casting and extra range ? Would be brutal with the new update with lord kroak
 
I also think that the wording suggests they stack.
Usually for non stacking abilities they use either the word "any" or the words "one or more" in the descriptions.
 
Does anyone know if it is possible to stack multiple astrolith bearer’s to get extra casting and extra range ? Would be brutal with the new update with lord kroak

I know the D3 points don't stack but there is nothing about the +1 to casting not stacking.
 
Yea just a thought that taking 3 of them would mean +3 to casting and 24inch added to spell range to all seraphon wizards would be awesome!
 
Yea just a thought that taking 3 of them would mean +3 to casting and 24inch added to spell range to all seraphon wizards would be awesome!
Not so great if you consider that each of them is 160 points and takes up a hero slot.
 
Yep. 18 points. However you summon at the end of the Movement phase, and the Bearer can only plant his banner during the Hero phase. So if you summoned him he's going to sit around being fairly useless for a turn, because unless he's planted you don't get any benefit.
 
Yep. 18 points. However you summon at the end of the Movement phase, and the Bearer can only plant his banner during the Hero phase. So if you summoned him he's going to sit around being fairly useless for a turn, because unless he's planted you don't get any benefit.

Hmmm so potentially you can summon one in turn 2 but not use him till turn 3, saves a hero slot but doubt it would be worth it.
 
My friends do not like this, so Im Kroaknado w/ Shadow strike now, while still being able to pump out Summons if needed.. I just need to kill my friends Magma fucken dragon to do so, he also has Fanatics.. the only counter I know of.
 
You can take two astrolith bearers and then summon lesser heroes, like skink priests\starpriests, scarvet on cold one, eternity warden, etc.
 
You can take two astrolith bearers and then summon lesser heroes, like skink priests\starpriests, scarvet on cold one, eternity warden, etc.
That could be an option. The Skink heroes are pretty easy to summon.
 
I dont see how ripper spam can be classed as OP its very much a glass cannon and they still have no rend.

Did you get a chance to play with the infinite attacks before they nerfed it in the first GH?

Obviously AoS has evolved a lot since then, but it was brutally strong. The efficiency on attacks is crazy.
 
I bought the general handbook today, and there is nothing written inside that stop The rippers to generate (almost) unlimited attacks.
I played with this rule just once versus wood elves, and that was just so powerful. Even a bit scary. I stop at 71 hit, cause my opponent starts crying.

I think I will play with a double shadowstrike to have 2 toads. 1unit of 6 rippers/1 unit of 3. Kroak + astrolith to summon more reapers... and lose all my friends
 
I am sure that was not intended because Ripperdactyls were one of the reasons this rule exists. I guess, they will FAQ it soon.
 
Found what I was not looking for in the core rules...: top of page 12
« Lastly, any extra attacks, hit rolls or wound rolls gained by the use of an ability cannot themselves generate extra attacks, hit rolls or wound rolls »

Even with the faq, I will stick to the core rules.
 
It says that but also says Warscrolls provide core rules.. GW need to fix themselves even in the updated AoS app it still has it on there, its sad as its not even the worse thing out there.. those Rats with the 3D6 Mortals in the hero phase and have worse shadowstrike than us got a points reduction.
 
Lastly, any extra attacks, hit rolls or wound rolls gained by the use of an ability cannot themselves generate extra attacks, hit rolls or wound rolls

Without the rule that warscrolls overrule the core rules this would also mean that the two extra attacks we generate because of the bloodtoad, themselves can't generate any new extra attacks.
Im pretty sure that isn't as intended.

Im going to play it that only the attacks that hit without a reroll generate An extra attacks. That should keep the numbers down.

Have to do some dice math on that thought..
 
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