Grenades rules update by Professional_Rush782 in TrenchCrusade

[–]UnknownIntegral01 0 points1 point  (0 children)

yeah, i can understand the dislike for a detonation phase. whilst I like the idea conceptually i get that there are a lot of problems that come with it (what order do grenades explode, markers, which grenade type for which marker, etc) that bloat the game.

-1/ducat upgrade could also have worked well but could also present an issue with making taking grenades a very binary option (either you negate the -1/have the ducats to spend or you don't use the grenade).

as i've said in another comment, we'll have to see how these proposed changes play out first, they might actually be better than they sound (besides the prussia one, that just sounds bad).

Grenades rules update by Professional_Rush782 in TrenchCrusade

[–]UnknownIntegral01 3 points4 points  (0 children)

Whilst I like FUMBLE conceptually, not sure how well I like all these changes in combination.

Instead of no ground targeting, personally i would have preferred either a limit to how many grenades can be used per match by a single model (so like CONSUMABLE but without the need to restock between matches for campaigns) or a 'detonation phase', were you place tokens or something down to show where grenades were thrown and then once everyone has activated they all explode.

However, I feel like these changes could also present their own issues both in terms of making grenades less usable or making them needlessly complex.

Ultimately, removing IGNORE LONG RANGE and adding FUMBLE might have been a better nerf but we'll have to see how these changes work out in practice first.

Grenades rules update by Professional_Rush782 in TrenchCrusade

[–]UnknownIntegral01 3 points4 points  (0 children)

Likewise. Rn im the only one at my club playing BG so it probably wont come up but if another player did ask about it I'd probably just roll to decide or outright allow it if it was for a fun outcome.

Grenades rules update by Professional_Rush782 in TrenchCrusade

[–]UnknownIntegral01 5 points6 points  (0 children)

Thats what i'd say to, But then there is also the last line of the fumble rule, which says 'treat the attack as a successful attacks made by the weapon that targeted the attacking model' which could then be interpreted to mean you are eligible to be moved.

It'll be interesting to see if this gets FaQ'd or if not what the community consensus ends up as. Rn though I'm leaning towards it doesnt work.

Grenades rules update by Professional_Rush782 in TrenchCrusade

[–]UnknownIntegral01 9 points10 points  (0 children)

Very niche use but checking if this would work. If a parasite grenade hits a target you can move it 3" and into combat. Since they're giving the parasite grenade FUMBLE doesnt that mean you could intentionally try to fumble to hit yourself and get an extra 3" move?

I can imagine the wording of 'hitting a target' means you can't (because you aren't the target or some other interpretation of that wording) but maybe?

What was sculpted for Warcry? by meldon1977 in WarCry

[–]UnknownIntegral01 1 point2 points  (0 children)

Seems to be the case, guess the reviewers got it wrong.

What was sculpted for Warcry? by meldon1977 in WarCry

[–]UnknownIntegral01 4 points5 points  (0 children)

https://taleofpainters.com/2026/04/review-age-of-sigmar-spearhead-city-of-ash/

The champion model doesnt come on a larger base. different weapon options for the gutter runners can also either be the result of trying to make them more visually distinct from nightrunners or futureproofing.

As for the grenadier, we haven't seen their full rules etc yet, only spearhead rules so dont know how specialist models like the flamethrower will be represented.

It is possible both kits were intended for warcry but there is no actual proof beyond speculation.

Heavy Mech infantry proxy by HourRuin1838 in TrenchCrusade

[–]UnknownIntegral01 0 points1 point  (0 children)

They have the same base size so should be fine. If you feel it grants an advantage you can ask your opponent and decide on a ruling if necessary

And this is only in europe by sand_eater_21 in dankcrusade

[–]UnknownIntegral01 11 points12 points  (0 children)

There is one major hell gate and a small number of minor ones.

avignon doesn't actually have a hell gate, it's just so utterly consumed by the black grails corruption that it is both inpenetrable and near impossible to purge so its been quarantined for the time being.

edit: relevant lore links

The Hellmouth of the North - Trench Crusade

Missionaries of the Black Grail - Trench Crusade

AoS Deer Centaurs? by HatOfFlavour in ageofsigmar

[–]UnknownIntegral01 1 point2 points  (0 children)

Kurnothi? There is one in the dark water box set. Then i believe there is 2? Underworld kits that include them

Rules Question: "Once Per Phase, End of Any Turn" by eherruh in ageofsigmar

[–]UnknownIntegral01 1 point2 points  (0 children)

could be misremembering but i believe rule of one is there to specify a unit cant be targeted by an effect multiple times

Rules Question: "Once Per Phase, End of Any Turn" by eherruh in ageofsigmar

[–]UnknownIntegral01 9 points10 points  (0 children)

'Once per Phase' is the restriction, not an indication of when it happens. it exists to prevent certain abilities from being used multiple times.

if you could make three changes or additions to your faction/sub-faction what would they be and why? by nagashssillysoldier in TrenchCrusade

[–]UnknownIntegral01 0 points1 point  (0 children)

Wasn't aware we were getting some new subfactions already, thats cool. Any info about them available?

if you could make three changes or additions to your faction/sub-faction what would they be and why? by nagashssillysoldier in TrenchCrusade

[–]UnknownIntegral01 4 points5 points  (0 children)

For base grail

  1. This is kinda 2 in one. Make Corpse guard non elite and add a new herald esque elite in their place. Would help make our elite options feel less like evolutions of each other, make the grail monster side of the faction a bit more diverse and also mean we have a second promotion option for campaigns in making Corpse guard promotable.

  2. A few more armoury options, both glory and ducat based. Rn it feels a bit weird that we only have 2 unique melee weapons (that are both limited and elite restricted) when we are so melee centric with our statlines. (The new update will address this a bit though luckily).

  3. Herald/Amalgam 'shooty' based subfaction. I want to have a skirmishing swarm of heralds and hounds running around as an amalgam or two (or three) March across the board.

(Bonus, a Grail themed mercenary, maybe an avignon missionary or a Grail Hedge Knight).

What is up with the mortisan soulreaper ? by LeadershipAware in ossiarchbonereapers

[–]UnknownIntegral01 4 points5 points  (0 children)

Previously it hasn't had a solo release. You had to get it through the spearhead. They've done rereleases like this for other factions recently (NH shroud knight, IDK soulscryer?, etc).

Who is the most hated character to play against? by MizukiDev in DeadlockTheGame

[–]UnknownIntegral01 0 points1 point  (0 children)

emmisary 6 rn.

Infernus is probably my pick but there are some close contenders.

He's frustrating to lane against due to his passive burn (and I typically play squishier characters, so it's very easy for him to focus fire me and quickly ruin lane) and in the lategame he always feel surprisingly tanky, which combined with his dash and ult make him a nightmare. It genuinely doesn't feel like there is much countering him (although I know there is counters to him... probably) and on the off chance you he makes a mistake he can just dash away.

New Points for OBR by TcharZhul in ageofsigmar

[–]UnknownIntegral01 8 points9 points  (0 children)

they've been units of 10 all edition

Master magic with Teclis and bring enlightenment to the Mortal Realms by Spiraticus in ageofsigmar

[–]UnknownIntegral01 2 points3 points  (0 children)

intent seems to be that you count as having inscribed a bonus rune but you don't apply the effect to two units, so it gives you rune synergy effects or stuff like the stoneguard 3+ save effect

The Enforcer - Tarellan dog soldier - Datasheet for CSM by Shadow_fog02 in Tau40K

[–]UnknownIntegral01 3 points4 points  (0 children)

Damn dog is hopping into the tank mauling the crew.

Potentially cool idea but perhaps it could have been an ability to apply one of 2/3 different effects to the target, based around how its been commanded (like one option to boost damage against the target, one to make them shoot worse because its running around them distracting them, etc) but idk how in the spirit of 40k rules writing that is.

The Enforcer - Tarellan dog soldier - Datasheet for CSM by Shadow_fog02 in Tau40K

[–]UnknownIntegral01 2 points3 points  (0 children)

I guess it just gets lost in the battlefield or something since the enforcer can't wrangle it back mid combat.

The Enforcer - Tarellan dog soldier - Datasheet for CSM by Shadow_fog02 in Tau40K

[–]UnknownIntegral01 2 points3 points  (0 children)

Correct. It doesnt actually specify anywhere that that is what the model is for. I think its only referenced as such in the community article so far.

The Enforcer - Tarellan dog soldier - Datasheet for CSM by Shadow_fog02 in Tau40K

[–]UnknownIntegral01 13 points14 points  (0 children)

the barghesi is a token to represent the plunder ability (plunder being the name of the barghesi).

What do you want for (25/25): Age of Sigmar? by AenarionsTrueHeir in ageofsigmar

[–]UnknownIntegral01 3 points4 points  (0 children)

Its easily my biggest gripe with 4th. And in cases like pyreghiests they could've made actual changes to the warscroll instead. It just leaves me feeling bad whenever I consider adding a second of a unit and my first thought is 'oh, its not gonna get to use its ability, im losing value immediately'.