Rest in peace RIPpers... also bummed about Realmshaper... atleast they didnt touch Kroak or Salamanders
That sucks. Hoped it was spells/abilities that negated it, and not MW by attacks. It does fit the fluff tho
it doesn't fit the fluff. 99% of abilities and spells are still ultimatly physical in nature and a thought skin should still help protect you. Most spells just throw fire at you, or a magic knife, or just a burst of energy. Those are all things that are ultimatly physical. Only spells like Nagash's hand of dust would really circumvent the though scales. Also, it's just super game-y to seperate spells and attacks like this and overly confusing. And seperating MW's & regular wounds is even more game-y But worst of all, it just makes the ability super niche where it'l be useless against most of your opponents, and annoyingly overpowering when facing that 1 army who relies on D3 and 2 wound attacks. At least if it worked against abilities & spells (the most common sources of D3 damage...) and worked against mortal wounds it'd be relativly consistent regardless of the opponent you're facing. Now it's too niche, and liable to become a problem to balance. Just as a thought experiment, compare how effective it is when facing say mawtribes compared to facing say DoK. How the hell are they supposed to balance an ability that essentially gives a 50% damage reduction against 1 army while being virtually useless against another?
Is there any single army that cannot deal 3 mortal wounds through their whole turn to a single bastiladon? Once lucky arcane bolt can negate its 2++. But the thing on its own is nice, of course.
The FAQ actually makes no sense. If you read the core rules it states that mortal wounds once allocated are treated like regular wounds for all rules purposes, which essentially means that the FAQ is a blatant contradiction of the core rules and has no proper resolution meaning I’ll have to bicker with every opponent on its function
I'd assume they're assuming we're bringing a bunch of healing if we're bringing a bastiladon. In between a bound lifeswarm, an EoTG & a Slann casting it's healing spell it can be bumped up quite easily again. At which point it seems far more reasonable. It is still easy enough to kill, but at least it can function as a distraction this way and draw away fire from actually important targets. Still leaves it in a weird spot though.
Sorry if this is a basic question, I'm fairly new to AoS. I was hoping the FAQ would clarity when the Realmshaper Engine is placed on the battlefield. Do you place it before or after you choose sides? Before or after you place objectives? Before or after placing neutral terrain?
Shame that the only clarification for the Realmshaper Engine was that enemy units are free to garrison inside it. I had one pre-ordered at my local store, but decided to hold off on getting it after reading the rules. Not going to be getting one as long as the placement rules stay the way they are sadly =\ Also surprised they didn't have any errata for the Celestite Warblade for the Scar-Vet. The Warspear has the same stats or better, plus an extra rule to increase it's damage, so it is straight up the superior choice in any situation. The rest was about what I was expecting.
No, it's consistent with the rules. Scaly Skin reduces the damage from attacks, and mortal wounds are not attacks.
There are still some unanswered questions. The GW team did a good job considering there haven't been any large gaming events for them to gather feedback from.
Some MWs are triggered by going through the attack sequence. Like Serpent's Staff, Hearthguard Pikes, Plague Monks.
we really couldn't afford *any* nerfs. and a nerf or not doesn't make it any less obvious that it was coming. like the Ripper... it made sense that his command wasn't limited, it fit the former lore and feel of the flurry of attacks of the pre tome rippers