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Post by stonecutter on Jul 13, 2010 14:45:51 GMT -5
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Post by stonecutter on Jul 16, 2010 5:34:48 GMT -5
Version 1.1 of the FAQs are up - that only took one week ;D
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Post by redshirt2375 on Jul 16, 2010 5:44:09 GMT -5
Good thing I hadn't already printed out the first ones
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Post by stonecutter on Jul 16, 2010 5:45:33 GMT -5
After a quick read, here are some notable changes:
1. Empire - stank is no longer immune to magic without a strength value (i.e. lore of metal still kills it )
2. Lizzie - can no longer use lore of beasts to turn the slaan into a big, nasty monster with a 4+ ward.
3. Greenskins - allowed to kill fanatics without panicking your own troops.
4. Vamps - now have the unstable special rule so no more ward/regen saves against combat resolution wounds.
5. Warriors - Mark of Nurgle only reduces attacking WS by 1 so models defending keep their normal WS vs Nurgle attacks.
6. Woodies - Moonstone is back to only working in their movement phase, not the opponent's phase.
7. Skaven - only get LD bonus of their current rank bonus so the LD can be disrupted. Mind you, 100 point of stubborn LD 7 slaves will still hold up anything in the game!!
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Post by Jack Shrapnel on Jul 16, 2010 5:48:21 GMT -5
lol... what was that thing they said about making their books perfect? guess that doesn't include FAQ's....
glad they clarified the hellheart cannot hurt Teclis... was getting worried the ogres might have a counter to him....
interesting moonstone ruling about being able to teleport out of combat... and the wardancer change makes them slightly less of a horrible choice....
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Post by LizardTau on Jul 16, 2010 11:13:35 GMT -5
Lizzie - can no longer use lore of beasts to turn the slaan into a big, nasty monster with a 4+ ward. I didn't know we could do that in the first place, i would have liked to of tryed that, add MR3, and 2+ against ranged and immune to non magical he would have been hard to kill
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Post by stonecutter on Jul 16, 2010 11:44:33 GMT -5
I turned my slaan into a hydra during one of the first games. While he could no longer cast or use magic items, the disciplines remained so he still had 4+ ward and could have had MR3 and immune to non-magic attacks. Lastly, since it was a RiP, I just kept him in hydra form until combat was over (and I had used the breath wpn and regular attacks) and then ended the spell so that my 4th level caster was back and able to dispel enemy castings at +4.
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Post by Jack Shrapnel on Jul 16, 2010 11:53:32 GMT -5
under Strength in numbers rule AND the wording on Steadfast you can use the general's leadership. FAQ does not state general's leadership cannot be used, actually in the next point down it specifically says that even if the character goes to the back from refusing a challenge (verminous valour) the unit can still use the character's "leadership value" using the same language as the point above about SIN.
FAQ change from 1.0 to 1.1 changed the words "leadership based test" to "any leadership test"
Skaven Army book states that Strength in Numbers adds ranks (unless disrupted of course) to any leadership test.
Steadfast states in the BRB that a general's leadership (if in range) can be used to determine steadfast.
not that it matters much... skaven slaves are rather easy to wipe out... and if you're truly worried about a unit of 100 of them or something silly, flank them with something else = no longer pinned!
This does not give skaven any advantage that another unit of cheap infantry doesn't have... for example a horde of goblins can easily be steadfast on LD 9 if in range of an orc general... even gnoblars (same point cost as a slave) can do it if in range of the tyrant - and even easier as they don't need three ranks to do it! (whereas the slaves require not only more ranks for the steadfast, but also enough ranks to add for SIN)
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Post by Jack Shrapnel on Jul 16, 2010 11:58:22 GMT -5
....and stank no longer being immune to magic I guess means we'll be seeing buffed up stanks, and the ability to HEAL the stank via lore of life???.... awesome....
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Post by danydaigle24 on Jul 16, 2010 12:33:58 GMT -5
where did you see that for stank?
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Post by thesanityassassin on Jul 16, 2010 12:52:05 GMT -5
In the new Empire Errata. Does the new rule book have a stat cap at 10 at least? Wouldn't want the stupid thing to start being T13 with buffs....go go cannons wounding on 6.....
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Post by LizardTau on Jul 16, 2010 13:03:49 GMT -5
does a miscast wound count a magic? would you get a MR ward save agesnt it? I was just looking in the book and i didn't see it saying anywhere no saves aloud.
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Post by danydaigle24 on Jul 16, 2010 13:05:16 GMT -5
in the new Empire FAQ? Im probably blind because I can see it
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Post by Jack Shrapnel on Jul 16, 2010 13:13:32 GMT -5
Under the Empire FAQ Steam Tank section "Steam Tank, Magic phase Ignore this paragraph." so no longer immune to magic...
thankfully, 10 is the highest any stat can get.... not that T10 is any easier to wound than T13... still need 6's (but at least 6's work now! - eat zombie horde steam tank!)
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Post by danydaigle24 on Jul 16, 2010 13:16:57 GMT -5
lol you still have 1+ save against your poor zombies
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