I am not sure.. Hmmm between that blog post and our writeup we don't seem to be fully consistent... We'll have to sort that out.
Also this sucks big time: Missile units don’t get access to Massive Regiments
As our resident tournament celebrity I don't expect anything else from you! :) As for the abilities: Here's a blog post with a summary from...
Also worth mentioning is the idea of doing the following: a. Take a Slann and the right command ability so you can teleport two units b. Also...
I am a bit underwhelmed by the Saurus command traits, I had hoped for something preventing Sauruses near the General from being sniped by mortal...
Ok sounds like our new two bataillons are meta bataillons. Sounds expensive...
Ok I am officially hyped now! Talked to my local GW dealer and will have the book on Saturday.
A summoned Balewind Vortex pushes models away. You can use that to push your units some inches forward by summoning the vortex right behind them.
Ben at TGA has the book and said it.
A Stegadon can move itself 1d6" in the hero phase and a Troglodon can charge further if it it with its spit attack. That makes the charge distance...
Huh. Can't really imagine what it will do but I'd say I'll give it a try.
That and some units can even do more, like Troglodon or Stegadon.
Oh and I also read the Slann can teleport TWO units around the table? o_O
Dammit I won't be able to watch it. Guys, please grab a pencil and take notes! :)
Completely missed this thread until now. Welcome!
Nice thread! I will dig up some of my own conversions soon. Not that many yet but maybe interesting for someone.
I don't fully understand I think. Knights and Guards have been Battleline-ifs all the time since the GHB1 was released. Which units would you...
I hope so. My fear is that for some reason most tactics will just be good enough to be competitive.
Teleporting a Bastiladon onto an objective would also work of course, or some Saurus Guard. Teleporting Kroak near a small unit and nuking them...
Welcome!