All terrain apart from OBR and ours follows the "old" rules from GHB2019 Errata anyways, so they place theirs after the whole table is set up.
It would probably be more easily demonstrated if previous examples of Garrisoning Terrain have ever affected a competitive environment. As it stands, we have three choices. -Put it in the middle of the table and hope to reach it first. -Put it in the corner of one zone, and ignore it depending on scenario -Dont take it. Again though, I really hope they limit it to Friendly Seraphon Units/Mods for Garrisoning. Would be more thematic anyway.
Has there ever been a non-neutral garrison terrain feature? I mean this is our terrain. Zero point cost does not matter, it should not be able to benefit the enemy. And all terrain up until the OBR piece would be been set up after the table and deployment anyways.
so question if anybody has an answer for it. i saw that we can use either an olblood or sunblood for the sunclaw battalion. does that meant we can use the carno oldblood in a sunclaw list or is it just the on-foot one. hope its both because -2 rend jaws on the carno sounds nice. usually i would think its just the on-foot version but the firelance battalion says scar-vet and doesnt specify which version so that kinda gives me hope that its both for the sunclaw too
it's not keyword oldblood, so it's referring to a specific warscroll unfortunately. The Scar Vet can be a carno cause it's key word scar vet, which both warscrolls have
Played two games today with the new stuff (the big knights list) The first game was a 1000 point meeting engagement against legions of Nagash. My opponent conceded on turn three after I basically tabled him. game two against Ossiarchs (a Kavalos stalliarch list) and won by victory points. We ended up tabling each other although one thing of note is that a partly buffed unit of 10 knights managed to bring down 6 death riders in one charge.
Good to hear about the knights. Interested in the list comp too. OBR death ponies are a lot scarier than people give them credit for. Killing 6 of 10 is pretty awesome.
I found difference for the cogs - the profile states, that only caster can chose the effect. So they cannot be intercepted by enemy wizards. Well, not the thing that I'd pay 10 pts for.
Ripperdactyl Riders... let's see how far the mighty have fallen. - Coalesced for the additional jaw attack - +1 to hit from Skink Priest - MW on 6s to wound from Skink Starpriest - RR all hits from Bloat Toad - additional attack on both weapons from Ripper Chief command ability - 12 models in the unit Urgh this is going to get messy. Two spear + five jaw attacks each, interesting part first: JAWS 60 hit rolls 3+ 40 hits base, 10x 6s 13.34 additional hits from RR everything, 3.34x 6s 53.34 regular hits + 13.34 from exploding 6s = 63.67 hits total (so more hits than we started with, always nice lol) 63.67 wound rolls 3+ 42.45 wounds 10.61 6s = 10.1 MWs 42.45 unsaved wounds = 21.23 damage against 4+ save, + 10.1 MW for 31.23 damage Spears: 24 hit rolls 3+ 16 hits base 5.34 additional hits from RR everything 21.34 hits total 21.34 wound rolls 4+ 10.67 wounds 3.56 6s = 3.56 MW 10.67 unsaved wounds = 5.34 damage against 4+ save, +3.56 MW for 8.9 damage Total damage 40.13 vs armor save 4+. Or 20.07 when only using the traditional blob of 6. That's way better than I thought it would be. Can't replicate the result because the Bloat Toad is one use, but the Starpriest's RR1 to hit spell is a really efficient substitute for 3+ hit rolls. And the old version had trouble with targets running away from the toad, so that buff wasn't always a given too. And extreme performance loss during your opponent's turn. Dare I say these guys are slightly buffed? Old version was what? Around 35 unsaved wounds for six? Too tired to do the math on the old version, going to bed. Paging @LizardWizard , wasn't there a discussion about their performance somewhere 1-2 weeks ago?
I dunno if you're playing aggressively with the caster, you can cast cogs and have it in a place that may be considered risky. A LoC that can swoop in and use a none bound cogs, and then dispel it is kind of a pain. Now they just dispel/eat it after you've already used it.
Nice calculation! Didn't you forget however that hits of 6s explode into an additional hit? Edit: Nvm, I see it was added during calculation
Ask shall receive, here it is Allegiance: Seraphon Coalesced Koatl’s Claw Leaders Slann Starmaster (260) - Spell: Stellar Tempest Saurus Oldblood on Carnosaur (250) Blade of Realities Saurus Scar-Veteran on Carnosaur (210) - General - Command Trait: Dominant Predator - War Spear - Eviscerating Blade Saurus Scar-Veteran on Carnosaur (210) - War Spear Skink Starpriest (120) - Spell: Claws of Glory Skink Starpriest (120) - Spell: Meteoric Convocation Battleline 10 x Saurus Knights (200) - Lances 10 x Saurus Knights (200) - Lances 10 x Saurus Knights (200) - Lances 10 x Skinks (60) - Boltspitters & Star Bucklers Battalions Firelance Starhost (150) Total: 1980 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 121 Edit: with point changes drop the skinks and Slann for lord Kroak. I currently run a Slann as I don’t have lord Kroak
IIRC, shadowstrike with 6 rippers forced about 50 saves. Also note that chief can use his ability several times. With Kroak, starseer and a battalion you way easily end up with 6 CP turn 1. I think, rippers may be nice tactical missile (while shadowstrike was like a nuclear bomb). It is harder to chose targets, but they will be 100% effective now.
Exceeded, they performed very well. I didn’t even get to use them to the full extent, but they are very potent command focal areas and unlike many buff heroes, they can hit like trucks. I had the old blood kill a soul mason with two hits from his spear while using blade of realities. Overall they did very well, and coalesced was pretty helpful to reduce damage
That makes me happy, haven't had time to play a game with the new rules. All I know is I need another Carno
Yeah, If you CP bump them they have higher damage potential. The main lose is their ability to drop 3" away. I am thinking I will run 6 Rippers in Shadowstrike and bring 12 terradons on table. I might run dual Shadowtstrike just for the reduced drop, but part of me thinks a unit of 40 Skinks will be worth much than paying the battalion cost.
Most of the abilities and what not have probably been broken down pretty well through the various preview videos already, but Crendor's are pretty readable if you want to pick out the exact wording on something.