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AoS Ripperdactyl Errata fix and toad rage nonesense

Discussion in 'Rules Help' started by NoSkillOldBlood, Mar 20, 2019.

  1. NoSkillOldBlood
    Skink

    NoSkillOldBlood New Member

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    Righto so I've been doing some plotting and reading an I need some clarification from some people who have perhaps had this come up in their games and know the solution!

    A unit of ripperdactyls now instead of rolling an extra attack per successful hit with their beak you roll a D3 per hit and thats how many hits you get to roll wounds for. Does this stack with Toad Rage? Rule as written makes the attack characteristic of the Vicious Beak 3 when there is a Blot Toad within 2" of the enemy unit you are attacking.

    Does this mean that you roll a D3 for each attack still? or does the ability to roll 3 in the first place counter act the D3. I'd love for my rippers to have the potential to hit 9 times with their beak per model but it does seem outrageous.
     
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  2. NoSkillOldBlood
    Skink

    NoSkillOldBlood New Member

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    Just did some rolling, a unit of 6 rippers attacking one target with swooping dive, strike from the sky's and toad rage wounded a total of 31 times.
    6 Moonstone spear
    18 Slashing Claws
    18 Vicious Beak
    All re-rolling failed hits and wounds and adding +1 to wound to each attack for strike from the skies
    These flappy boys done mess about.
     
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  3. Vexcor
    Kroxigor

    Vexcor Well-Known Member

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    if 2 inch near the toad, they get 3 attack rather then 1 and each of the 3 attacks generates D3 hits.
    so yes, up to 9 hits possible in total.
    if they dive, they can reroll hits and wounds and count as they where on the ground.
    i think this rule dont exist anymore from GW.
    Because if you dont dive, units with 1 inch reach couldnt fight back
     
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  4. NoSkillOldBlood
    Skink

    NoSkillOldBlood New Member

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    Right thanks for the clarification!
    I believe flying units can be attacked by ground units no matter their range yeah, units that can fly just ignore terrain.
    Suddenly the Shadowstrike Starhost has become even more appealing haha
     
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  5. Vexcor
    Kroxigor

    Vexcor Well-Known Member

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    because of the rule changes to flying units there is no point in not diving.
    just say it every time or declare it at the beginning, that they dive constantly
     
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  6. NoSkillOldBlood
    Skink

    NoSkillOldBlood New Member

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    Absolutely, dive my dealers of death dive!
     
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  7. TaintedSpud
    Skink

    TaintedSpud Active Member

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    Heh... Toad Rage
     
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  8. Dr Kaos
    Saurus

    Dr Kaos Member

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    It is worth noting that is the enemy unit who has to be within 2" from the blot toad. It is maybe most useful if an enemy unit is spread thin over the board.
     
    Last edited: Apr 5, 2019
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  9. IggyStarhost
    Ripperdactil

    IggyStarhost Well-Known Member

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    Also watch out with shooting at unit which are just within 2”. So that they dont remove casualties to be out of range of the toad.
    ~And dont forget you can also move the toad in your opponents movement phase.~
     
    Last edited: Mar 22, 2019
  10. Workschmock
    Saurus

    Workschmock Member

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    It says: "In each of YOUR movement phases [...]" Sadly, you can't do that.
     
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  11. pendrake
    Skink Priest

    pendrake Well-Known Member

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    Is it necessary to reset the ability to Dive by climbing in between dives? What phase does that happen in?

    Can the enemy unit thunderstomp the toad or just skewer it with a sphere? I.e: kill it somehow?
     
  12. Canas
    Slann

    Canas Ninth Spawning

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    You automaticly climb again in your next hero phase.

    The toad is immune to everything, friend or foe.
     
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  13. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    "Blot Toads do not count as enemy models to either side. "
     
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