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Post by stonecutter on Jul 23, 2010 12:10:31 GMT -5
The first FAQ v 1.0 is out for the main rulebook and there are some scary responses: URL: www.games-workshop.com/gws/content/article.jsp?categoryId=1000018&pIndex=1&aId=3000006&start=21. Magic phase can now exceed 12 dice so you can recharge as long you don't go >12 "at any point in time". Hello, Lore of Death. 2. Dice in your hand count toward the limit but are used once you roll them - glad they cleared this one up, I was really worried In other news, does that mean someone with a box of dice on the table actually has 36 PD in their pool ;D 3. VPs for characters with mounts - you have to kill both the character and the mount, otherwise 0 points. 4. Transformation - special rules are kept so there are some really scary combos available - ethereal vamp lord with red fury transformed into a fire dragon/mtn chimera!! Likely a few more but it will take some reading to ferret them out.
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Post by Jack Shrapnel on Jul 23, 2010 13:54:16 GMT -5
yeah, nothing like getting no VP for killing that dragon... guess the dark elf on top is worth all the points!.... well unless you kill him first.....
...my head hurts.....
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Post by stonecutter on Jul 24, 2010 18:01:53 GMT -5
Just noticed that they have also replaced the saving throw para so you can now have a save of better than 1+ so the khorne heralds are back to 0+ AS - good news for Scott and bad news for the rest of us ;D
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Post by danydaigle24 on Jul 24, 2010 18:14:56 GMT -5
Frank it says : it simply caps the saving throw at 1+... so I think you can use item that would bring you down to 1+ but cap is still 1+...
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Post by Jack Shrapnel on Jul 24, 2010 21:29:45 GMT -5
yep... didn't change that you can have less than 1+... just says it doesn't prohibit you from taking such items, but the cap is still 1+
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Post by LizardTau on Jul 24, 2010 21:42:53 GMT -5
yeah when i read franks thing i thought wow i can do my -2+ oldblood but now take the rerolls item, lol till i read it my self and i deleted my post lol
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Post by stonecutter on Jul 25, 2010 6:38:04 GMT -5
I wish they would have left the original para as it was perfectly clear that 1+ was the best you could have, period, end of story. The new wording allows you to take the save "lower" than 1+ except when it actually comes time to roll the dice (i.e. make a saving throw) - perhaps some people figured a 0+ meant you were immune to anything S3 or less. I am not sure why they issued the FAQ except to allow better AS so that it remained "1+" vs higher strength attacks. An an example, a WoC on a juggernaut with enchanted shield could have an AS of -1 which would be 1+ vs anything S5 or less, not that 2+ vs S6 is any different!! We can stick with the 1+ limit (meaning S5 results in a 3+ save) for now and hope that they issue an FAQ for the FAQ sometime in the future
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Post by Jack Shrapnel on Jul 25, 2010 9:36:37 GMT -5
Well the one good thing is at least they're not waiting forever to put these FAQ's up.... makes one wonder why the last several years they haven't been updating the FAQ's this speedy if it's so easy eh? Page 43 – Saving Throws Change the third paragraph to “Note that a save of any kind can never be better than 1+. This does not prevent a model having items or special rules that would take the save even lower, it simply caps the saving throw at 1+. Also, remember that a roll of 1 is always a failure.” - not even sure why they needed to qualify this (as the first part was pretty clear, and they only added that they could take items that brought it lower, but it just would cap it at 1+ anyways)... what exactly was the point of this??? oh wait... actually I just kind of figured out a reason... let's say your chaos lord had his 1+ AS or better, but wanted to take the trickster's helm, which modifies your AS by one better... you can take the helm for the all important rerolls to wound against you, it's just not going to make your AS any better.... ditto with helm of discord and the dragonhelm... ...I would guess the original wording could suggest that you couldn't take these items if they brought your AS below 1+ ? maybe? I'm kinda reaching a bit.... but understanding GW logic sometimes requires hitting your head against the wall a few times first
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Post by danydaigle24 on Jul 25, 2010 10:38:29 GMT -5
Im pretty sure you are right Shannon that's how I understand too...
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Post by stonecutter on Jul 25, 2010 13:10:44 GMT -5
I fully concur that GW logic is dumbfounding at best and I don't even want to try to understand it!! I'm happy with the 1+ until they issue another FAQ indicating otherwise.
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Post by LizardTau on Jul 25, 2010 15:21:22 GMT -5
so if you can generate more dice then the max 12 after you have used some does that mean if you roll double 6's that you can wait till you have used some to roll the generation of power dice for each of your wizards?
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Post by stonecutter on Jul 25, 2010 16:33:23 GMT -5
The winds of magic and channelling are done at the start of the phase, along with some specific magic items (vamp bloodline powers, items that carry dice over, high elf banner of d3 dice, etc.). If you roll double 6s on the winds, any other channelling and other item/ability dice are lost so you start with 12. Now, if you use a few dice and drop down to 9 with a lore of death casting, you can recover up to 3 more dice from the spell results (i.e. 5+ for every wound caused). In a similar way, Tzeentch and dark elves could use their dice generation spells to replenish the pool back up to its maximum of 12.
Unfortunately, the general FAQ confused a couple powers by indicating that dice are used up and out of the pool once you roll them for casting. On this logic, if you start with 12 PD and cast 2, you are down to 10 and thus free to add a Slaan's rumination or dark elf sacrificial dagger power die even though the respective army FAQs indicate they are counted toward the power limit, which in this case would simply bring the "total" to 11 even if you count the extra PD!!
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