totally agree. yes, 3 terradons that act as annoyance / distraction / objective grabbers, can certainly be deep-striked and just deal some shot. but terradons that are played to drop the deadly cargo, simply cannot be teleported, popping at 9" from the enemy: to drop the bomb they need to fly over the target, so the distance they had to cover is 9" + 2" (their base) + ?" (the size of the enemy unit). Unless you are aiming a unit of 1" base models, placed in a convenient conga line, you will need to roll more than 12 on your charge. Even with cogs and hunter's steed, it's a heck of a roll.
Why do you need to roll that high on your charge? Terradons just need to move over the enemy model, but that doesnt mean full distance across the base. So if you are at 9,1" away from the enemy, you can complete a charge move of 10" and move the Terradon 0,01" over the enemy base and back into base contact = Your Terradon has now moved over the enemy model. This can be done in the pile-in move as well. It is the same for Endless Spells, it just has to cross the enemy base by 0,01".
I’m confused by this... doesn’t it explicitly state that command abilities only affect attacks by the skink chief? So coordinated strike on himself actually only adds 1 extra? The same sentence also ruins the option of giving him the stegadon helm...
Doh!! Total brainfart on reading ‘abilities’ and not traits. I guess I was looking for a reason for him to be not-that-useable!
The +1 damage from the Stegadon Helm would only affect the Chief's attack as it is an artefact but the +1 save still works. The core rules say that artefacts only affect attacks made by the hero and not the mount but it doesn't apply to any other kind of effects. "Artefacts of power have no effect on attacks made by a hero’s mount unless noted otherwise. - Core rules pg 17"
The change to how ranged weapons work while in melee has made javalins pointless. Previously you could use it to threaten a backline unit. For example you charge into the unit of zombies protecting a necromancer, then throw the javalins at the necromancer. Which force squishy support units to keep their distance. Now that you have to shoot into your melee targets this is impossible. Making the range "advantage" javalins have more or less pointless. They might've been worth it if they had better hit & wound rolls, or at least guaranteed 3-4 attacks so they'd be more reliable than bolas. Or maybe even if the range was long enough to turn them into proper skirmishers. But with a range that requires them to be in charge-distance anyway it doesn't really provide anything of interest outside the occasional shot when you happen to get stuck 7" away from an enemy. Just give them bola's and treat them as if they're melee units. Piling in can also be used to technically move over an enemy as a piling in move is still a move. So as long as you make the charge you'l have another 3" to drop rocks (just move slightly over the enemy model and back to where you started) There's some other odd displacement effects as well that you could use for it.
I must confess, counting charge and pile in as a "move" where I can drop boulders feels like gamesmanship to me. I guess I can get on board with the charge move, because if I roll very well, then I can fly over the unit to position. But, since I play mostly casual games with my friends (when we actually do play), I think this would be a hard sell.
it more often works against you then helps you eternal guard being a prime example they get +1 to saves and to hit rolls if they don't move so if you wan't the bonus you can't charge or pile in to get it
Wait, if your opponent charges your eternal guard unit, but picks a different unit to fight first, then you can't pile in and fight b/c that eliminates your with +1 save & +1 hit b/c that's considered a move?
Dang! I did not realize that. Well, that's another rule that I bet my friends and I would have not considered "movement" to break that bonus. Hmm...
I've just fully realized that the units that were our strongest ones (Razordons, Ripperdactyls, EotG), aka the one buyed the most, are now the ones that have been nerfed to the ground. So we are forced to buy "new" models. AH! stupid, greedy GW, i already can field almost anything in the number i need. You have underestimated my compulsive accumulator syndrome.
I disagree that all our best were nerfed. Rippers yes, definitely. Razordons? No. They just aren't as good as Salamanders. One could even say they may have gotten a slight buff in that they can shoot after charging. Engine... I think it's debatable if it was truly good before. It always felt meh. Even for the summoning it could bring. My purchases have not changed at all though. Still going to expand my Terradons, as I meant to before the book dropped.
They are a WHFB wood elf unit in AoS under the Cities of Sigmar army. EDIT: Ha ha. @Erta Wanderer beat me to it.