Realm Scape Rules are frequently used at tournaments. Most GTs and MTs use them. The Realm Spells are, in my experience, normally limited. The event packet will tell you which Battleplan, Realm, Realmscape Feature, and which Realm Spells are in affect for each match. The command abilites are almost always used. Which maked the realm of Ghyran awesome for Seraphon. We can use the command ability to cast Shield of Thrones, then instead of casting it declare that we will instead generate Celestial Conjuration Points. This means a free 3 ccp for 1 cp
meh, so it's still comperativly underused (the lores at least) so then that wouldn't explain the lack of utility in most faction lores
I mean, most events use Realmscape rules. I haven't to been to a tournament yet thought that used all the Malign Sorcery spells for each realm though. Somethings like Banishment from the Realm of Hysh are just too powerful.
I don't think that spells that are too powerfull are that common though. And it sounds more like they're using say 10% of the spells as opposed to 90% of the spells. It isn't like every realm has its own form of banishment.
Hello, guys. Could anyone explain me the sentence write above? Why is it possible to deploy a single unit together with Kuotec? I thought it was only possible to reserve half of your army. On the other hand, how do you manage the fact that units in reserve cannot be moved that turn? I only see advantage in using units with missile weapons. Thx.
Basicly, plan 10 turns ahead and try to make use of the few bonusses to charge and such we have (cogs for example).
Dracothion's Tail only lets you set up to half your army in the havens. So @Killer Angel was exaggerating. The advantage is board presence though. Being able to put the right units in the right locations is a massive advantage. Ranged units are able to take great advantage of dropping from the heavens with DT. Razordons are pretty great in the battalion for this reason. However, you can not drop more than one unit of the same name from the heavens per turn. There are also ways to make charging more advantageous with DT. If you roll into the Steed sign with your Slann you get +1 to all run and charge rolls for your army. Chronomatic cogs can add a further +2 to run and charges. A 6+ charge is pretty reliable. Especially if you have heroes nearby for the command point reroll on charges. AoS is frequently mistaken as being won by killing enemy units. In reality it is won via objectives. So, having one, two, or three turns where your opponents movement in hampered by how you placed your units can and does win games.
Yeah i was exagerating… but IIRC in the battalion itself there's not such a limitation. Unless it has been FAQed and i don't recall it. I was toying with the idea of dropping 3 sallies plus handlers, summon another couple of sallies and suddenly deliver a barrage of death.
It is part of the core rules covered during deployment. For each unit that is declared as being placed into reserves you have to already have one unit on the table.
OK, but that's a general rule. Don't rules of the warscrolls supersede the general ones? The warscroll of the Battalion tells that only Quotec needs to be on the battlefield. Now, that would be stupid anyway, as you need to have some troops already on the battlefield, merely for obj control since turn 1. Hence the exageration. But IMO by RAW you can set more than half of the battalion in reserve. EDIT: of course, it could be read that you need to have half of your army on the battlefield AND the Slann must be within that half. But the description of the battalion doesn't say so. this is worth discussing, as I will probably insert a clarification in the battalion's comment.
The battalion simply says how much of the battalion needs to be present. The general rules says how much of the entire army needs to be present. They both are equally applicable as both discuss different limitations. It's just that more often than not that battalion will be the entire army which makes it look weird at a glance.
Exactly the fact that Dracothion's Tail is basically the entire army, leads me to think it's an exception. But I see your point, and anyway it's better to err on the side of caution, so i will edit the post for the DT. So, tnx to @Byte for bringing a question i took for granted, while it wasn't.
It would have to specifically say that it disregards the previous rule. Such as Lord Kroak saying that he can attempt to cast Celestial Deliverance up to three times. DT doesn't say that all units except the Slann Starmaster may be placed in the Havens. So it doesn't supersede the current deployment rules.
Wait a moment. Can you point me exactly where it is said? because i'm not able to find it anywhere, and it's a bit awkward.
as discovered, the italian translation of the rules is incorrect, so i was basing my analysis on a wrong source. I've edited the post regarding the Dracothion's tail starhost.
Just pointing out that the required units for Shadowstrike Starhost are currently listed as the same as the Firelance Starhost. If the actual Shadowstrike requirements could be put in that would be much appreciated. Thanks for the awesome guides!