Does anyone have a link to a video where I can see the Seraphon vs Sylvaneth match? I'm dying to watch it
I think the only way to watch it right now is to be a Twitch sub and go rewatch the Stream :/ Would love if someone had another way to watch it tough, I'm dying too
Artifacts 2, 5 and 6 looks nice. 1 Seems like rubbish. 4 and 5 are also useful. How do you guys read Incandescent Rectrices? If you take more wounds than you have are they all lost and you heal back D3 on 3+? Or say you take 3+ more wounds than you have then you have no chance of coming back at all? They really want us to include Slann in ALL of our army lists. They seem so great that there is no reason not to. Same with Skinks in blocks of 40, why wouldn't you run them for 200? Damn their marketing strategy. My 54 skinks now need new friends.
I am pretty sure it is just a 3+ roll to determine whether the artefact works or not. My thoughts about the artefacts copied from the other thread: 1: meh. Too random for me. 2: pretty good even though not completely reliable. 3: It doesn't say mount weapons are illegal (like other weapon artefacts do)!! So say hi to the Carnosaur with -2 rend on his Jaws attack! 4: Maybe good as a safety measure against foot of Gork or a similar destructive but hard to cast spell, to make sure it doesn't work. Otherwise.... meh. 5: good for a melee hero like an Eternity Warden or an Oldblood. Does sound like it isn't one use. 6: this is not just once is it? Sounds like every turn. Not bad. You could give it to an Astrolith Bearer, teleport him somewhere you need him. Since he doesn't move anyway that's the perfect item for him. if you want to move him just teleport him. So, four out of six are good. Nice. Btw, are we still allowed to pick order artefacts if we are Seraphon allegiance? Yes, right? Then quicksilver potion is still a good option, too. That would make five useful artefacts to choose from. I still had hoped for one increasing casting or defense against mortal wounds. But well, we got other good stuff.
With regards to the ressurect, I hope you simply roll the dice after taking all the wounds, and regardless of the damage return with D3 health on a 3+?
This is how I interpret it, otherwise its gonna be pointless. You rarely die on the last attack its usually overkill.
That was my thought as well. However, it's possible to work around it: If my Oldblood on Carno will re-roll saves at the third round, i will teleport it in the heavy fray during the third round It's a weapon that the bearer can use. It's a stretch to apply it to the jaws of the hero's mount, even if it's the same warscroll. Indeed That's probably the only real good use of this item, that otherwise would be almost garbage
Yes, it is a stretch, but the texts for ALL other melee weapons artefacts explicitly say "it cannot be a weapon used by a mount if they have one", this one doesn't. And look at it this way: Perhaps this old but mighty Carnosaur already lost some teeth so they gave him epic steel teeth magically forged out of this old blade. ....also it was remembered into the fight anyway, and it exists in many different forms in different realities! I hope it doesn't get FAQed out. I think any support unit that doesn't have to move in that turn can make good use of it. For example a Starpriest/Priest or a Skink Chief standing behind his battleline buffing them without the need to move, or an Eternity Warden standing amidst his guards already locked in melee. Note that the enemy unit doesn't even have to be visible! No line of sight needed so you can cast this from behind a bubble wrap. Also... if you cannot move anyway because you just teleported nothing prevents you from immediately using this. You can still charge. And d3 mortal wounds on a 3, range 12" is pretty OK, that's almost a free arcane bolt.
Now imagine combining that with the Starpriest's Serpent Staff to make the attack 6 damage and the Oldblood Carnosaur's command ability to give him 7 attacks. OOOOOHH! You might even get lucky and be attacking a monster and pin them down, if that was the case you'd have a 50% chance of leaving a healthy Megaboss on Maw-Krusha either dead or with 2 wounds left with that one attack alone.
I pretty sure they said on the live stream that in the new GHB artifacts can't be used my mounts unless it says so. GHB1 was the other way around.
BOOOO!!!! That makes the artefact basically one of the Order ones, just by another name. EDIT: Also BOOO for that rule. Everything not explicitly forbidden should be allowed in rules, otherwise misunderstandings happen too often. Bad design if it is like that.
I apologize if it's been asked before, but can you make a Bastilladon your General and give them the skink command abilities. Because number 1 and 2 look insane on a Bastilladon.
It says "if the general is a SKINK" in the keyword font, so it implies to me that a basti can take these abilities, but I don't think it'd be able to do number 2 because the skinks use the bastiladon as a mount, which I assume is where it gets the SKINK keyword from... Interesting though, hadn't thought of that!
The GHB2017 says your general must be a HERO. You can no longer choose a unit captain or bastiladon as your general.
We must see if the general must have the hero keyword (in skirmish the leader of the warband must be). Edit : already answered...
Prism also works for any sort of tar pit or aggressive character since if you're locked in combat you're not going to move anyway. Likewise odds are that the turn you teleport you aren't going to move either. Only concern is that if you can't move then you can't pile in.