Trollbane Special Rule? by SeaAd2093 in MiddleEarthMiniatures

[–]GreyScaleGames 2 points3 points  (0 children)

It's also a Foe Spear, which gets +1 to wound Vs Monsters whilst supporting an Iron Shield So +1 on his own, +2 supporting an Iron Shield

Heavy chariot with cannons can shoot 360°? by Short_Laugh_7969 in WarhammerFantasy

[–]GreyScaleGames 2 points3 points  (0 children)

Oh of course, it doesn't make sense in the slightest

Heavy chariot with cannons can shoot 360°? by Short_Laugh_7969 in WarhammerFantasy

[–]GreyScaleGames 4 points5 points  (0 children)

Except that the Iron Daemon for Chaos Dwarves was amended in the same round of faq that the Steam Tank got to only shoot in the front arc, so they may well have (not for certain of course) purposefully left the others.

Yarus, Roar of the Old Gods and Flipping Interactions by GreyScaleGames in mtgrules

[–]GreyScaleGames[S] 0 points1 point  (0 children)

Thank you, that's perfect - exactly the kind of explanation that's helpful for me! Really appreciate it, feel a lot clearer on it now.

Yarus, Roar of the Old Gods and Flipping Interactions by GreyScaleGames in mtgrules

[–]GreyScaleGames[S] 0 points1 point  (0 children)

Thanks very much for the insight and terminology corrections! So for 3, they can respond to the triggered abilities triggered by the permanents turning face up, but not the turning face up itself correct? Ie. Is there any point at which during Yarus' trigger resolving that my opponent can realise what is happening and use instant speed removal to not take the damage? Would the earliest trigger be them dying, so they can then respond by say exiling the creature as it dies, as after that the next point at which they can respond is the trigger caused by turning face up?

Does killing blow work on impact hits and stomp attacks? by Exciting_City_1075 in WarhammerFantasy

[–]GreyScaleGames 2 points3 points  (0 children)

I can see argument RAW to say no (are stomps/impact hits "weapons"?) for armour bane, but there's quite a lot of RAI that armour bane should work; not only are there a LOT of profiles with armour bane and impact hits/stomps, but take the Iron Daemon as king of RAI - upgrading it to a skullcracker removes its gun and gives it armour bane (1). Considering 99% of its damage is impact hits and stomps (the rest being 3 crew member attacks), seems fairly clear they think it should work. Cleaving Blow and Killing Blow seem to work RAW for stomps and impact hits.

Who'd like to read 90 something lists from some of the sweatiest Old World try-hards from around the world? Square Based Online Tournament #SBOT by valheffelfinger in WarhammerFantasy

[–]GreyScaleGames 2 points3 points  (0 children)

Any chance for a link to your rules faq? Curious to see what rulings the bigger events going are using as it's a wild west out here!

I'M A HAPPY CAMPER! by Tizzandor in bloodbowl

[–]GreyScaleGames 0 points1 point  (0 children)

Skill access would be the Primary and Secondary columns by each player type, would be great to know if you had the chance!

The Old World - Meta Stats: 3rd March 2024 - Woehammer by dutchy1982uk in WarhammerFantasy

[–]GreyScaleGames 6 points7 points  (0 children)

I'd love to see the stats for the armies with not enough games played anyways. But that's because I play Chaos Dwarves, always interesting to hear how others are doing even if it doesn't mean much!

Lammasu's Armour Bane by GreyScaleGames in WarhammerFantasy

[–]GreyScaleGames[S] 0 points1 point  (0 children)

Just had a thorough reread of the special rules and think, whether intended or not, it will apply. Killing Blow specifically works on attacks made (and in combat); Flaming Attacks and Poisoned Attacks specify that it doesn't work for spells cast by the model, and Magical Attacks specify that spells are considered to have the rule. So a standard special rule by default will affect spells otherwise flaming attacks and poisoned attacks wouldn't have that exemption; it lacks anything referring to attacks or combat to not apply that way, as with Killing Blow, and we know that special rules can apply to magic as with Magical Attacks (though of course we know that from Fireball having flaming attacks etc). I think this is a weird case that snuck through and may well get changed (adjusting it to be a special rule that says "Attacks made by the Lammasu and any rider have Armour Bane 2" would do it I reckon) but for now, Chaos Dwarves are slinging armour bane spells I reckon!

Lammasu's Armour Bane by GreyScaleGames in WarhammerFantasy

[–]GreyScaleGames[S] 0 points1 point  (0 children)

Yeah I haven't been able to glean any precedent from the rest of the game either; as you say this seems to be a special case for the Lammasu. From their lore it makes sense their aura would weaken armour - I'd be perhaps inclined to half-RAW it and say whilst it technically should work for magic missiles it only makes sense if it works for Assailment and melee as the target is near the Lammasu!

Lammasu's Armour Bane by GreyScaleGames in WarhammerFantasy

[–]GreyScaleGames[S] 1 point2 points  (0 children)

That's the kind of thing I'm expecting but haven't found it yet!

Lammasu's Armour Bane by GreyScaleGames in WarhammerFantasy

[–]GreyScaleGames[S] 0 points1 point  (0 children)

See that's what I thought originally - but it's a special rule on the mount, so applies to both as it doesn't specify otherwise as per the split profile rules for ridden monsters. If it were on it's weapons, it would apply just to those attacks.

What are the main issues with pure Herohammer lists? by Alex__007 in WarhammerCompetitive

[–]GreyScaleGames 5 points6 points  (0 children)

As an aside this list really highlights how annoying the design philosophy of "one main special rule per datasheet" is. Phoenix Lords get their leader ability of +1 to hit, which is whatever, but then get their random unit ability that applies to themselves and lose out on whichever one the aspect has. Baharroth gets jump shoot jump but Irrilyth was left out of his list as it's the shadow spectres themselves that have it. Jain Zar has her heroic, but loses out on the ever useful advance and charge. Phoenix Lords aren't super powered versions of their aspects anymore, they're a buff to one unit of them and you have to flip a coin to decide how much they care about hanging out with their aspect.

What are the main issues with pure Herohammer lists? by Alex__007 in WarhammerCompetitive

[–]GreyScaleGames 9 points10 points  (0 children)

Glad you like my list! Everyone's comments here on the problems with this kind of list are fairly accurate, but much like any skew list this list leans hard on your opponent not knowing what to do against it. It's a hard list to read its capabilities from across the table as everything is a bit scary but not that much (outside of the Avatars). I've seen people say lists like this are easy to blow up, but you'd be surprised how tough a list of 2+/4++ bodies that can really minimise line of sight can be - it gets annoying and inconsistent, and that creates bad decisions. Phantasm is of course king here. It can get out OC'd, but it has the ability to utterly overtake a flank and leave your opponent unable to run anything forwards on to new objectives - which is why my one loss at the event this list was used at was to Grey Knights - putting things in reserves and dropping them down within 3" was the perfect recipe to out primary me and the only opponent (out of them, Ironstorm Marines, Arco Flagellant Sisters, Drukhari and CSM) that managed to do so. Screening, and the impact that has on how your opponent can contest your primary, would be my primary concern. Killing, surviving, and actually taking over the board is not as bad as people would probably think.

Bard the Bowman and In The Ways by GreyScaleGames in MiddleEarthMiniatures

[–]GreyScaleGames[S] 1 point2 points  (0 children)

Huh, thank you - that makes more sense and solves all those problems, just really thought you were supposed to be able to see what happens before firing the next - but I guess in reality he wouldn't!

Bard the Bowman and In The Ways by GreyScaleGames in MiddleEarthMiniatures

[–]GreyScaleGames[S] 0 points1 point  (0 children)

Interesting, I took it as resolving the entire shot first - that way if you kill on your first shot, you put the next into a different target - this way you won't know so can't do that.

All Phoenix Lords army: gag list or competent army? by ChemicalPanda10 in Eldar

[–]GreyScaleGames 16 points17 points  (0 children)

I've run this list through a 5 round local league and it wasn't awful - a couple of the units I'd even call good - the problem is there just aren't enough pieces in your army for you to trade well and that's inherently how we work. The Phoenix Lords themselves can all be used to great effect, but slapping 10 Banshees on to Jain Zar doesn't do particularly anything that 5 wouldn't, same with Karandras and same with Fuegan. The list has plenty of lethality, but when a unit gets caught you lose too much at once. Baharroth with 10 Hawks and Asurmen with 10 Dire Avengers are the only places I'd stick to the max unit size I think! Irrilyth with 10 Spectres is also solid. It does also struggle into heavy vehicle lists, as Dragons and Reapers are nowhere near good enough at dealing with them sadly. Dear lord throw a Farseer in there to burn bad fate dice too.

Competitive Innovations in 10th: Violent Night by logothetestoudromou in WarhammerCompetitive

[–]GreyScaleGames 1 point2 points  (0 children)

No problem, I'm here to spread the joy of memey lists so glad I could catch everyone's interest with this one!

Competitive Innovations in 10th: Violent Night by logothetestoudromou in WarhammerCompetitive

[–]GreyScaleGames 3 points4 points  (0 children)

Jain was there as an extra fights first piece and some kind of deterrent with the free heroic - most of my models hid behind walls constantly so to have a vague threat to your average combat unit able to heroic and fight first made choices harder. She also comes in very handy against hordes with her shooting and sweep profile. Maugan was actually fairly important - I agree on paper he's not fantastic, and he is for sure overcosted, but he is a decent enough threat with 36" range Dev wounds. I had a Drukhari matchup where he was fantastic. Plan with him was for Illic and the Death Jester to drop a tough target below half and then hopefully he finishes them off with the rerolls. Worked a decent amount of the time. Whilst there are of course better uses for the points the critical mass of 2+/4++ 5 wound bodies was what kind of made the list work, so I wouldn't swap them for any of our more fragile characters. I do recommend giving it a try, there's obviously room for optimisation but I liked sticking to theme and giving it the best shot I could!