The Thunderquake looks nerfed. I assume its thunder anyway: " In your hero phase, declare whether this battallion will be fast or wild. If you choose "fast", until your next heoe phase the battalion units will be able to run and still shoot I charge in the same turn. If you choose "Wild", until your next hero phase adds 1 to the attack attribute of their combat weapons"
Degrading damage is way better than degrading attacks, especially if you can get a good drop with them
Guys, I just returned and there's a bunch of posts. Can please someone explain, whats happening and why everyone is upset?
Hmmm do I read that correctly? Saurus Guard drummers now make them reroll their charges instead of marching?
Some of us are. Everything I've seen is fair and can be used to effect. Except the Battalions. I don't understand that mess.
So we have multiple ways to stack MW on wound/hit? Basti now has 16 melee attacks? UMMM Yes please. Need full rules for more clarification but boys I think there are going to be so many new synergies to discover we just need the full book. So far I'm excited.
Looks like Sunclaw now gives 1 more rend to jaws type weapons, firelance - +3 to charge, Shadowstrike - +1 to-wound for 1 chosen enemy unit from batallion unit (if I've got it right, it affects ranged attacks too), thunderquake - chose one of effects - run and still shoot/charge or +1 attack in close combat. About what I expected them to be, tbh.
I think we can also have some nice synergies. Put kroak and a astrolith in a Ziggurath, send an orcale up the field. Mortal wound bomb from there?