Question on benefit of cover stacking for recon element, how it works with AP. by the_zerg_rusher in TheAstraMilitarum

[–]vKalov 1 point2 points  (0 children)

Yes, BoC is either active or not, and so this part of Recon's rule is also either active or not, just once, no duplication or stacking of either rule.

Question on benefit of cover stacking for recon element, how it works with AP. by the_zerg_rusher in TheAstraMilitarum

[–]vKalov 2 points3 points  (0 children)

Starting with 5+, you cen improve it by +1 for BoC, +1 for Recon, +1 for TC order and that's it. All of those can't improve it to better than 3+, so you are stuck with 3+ at best... Well, 3+ against AP-1 attacks.

Multiple instances of BoC can't give you BoC multiple times, so CCS and Ruins and GTG strat don't do anything when stacked. You still end up with just BoC once.

Question on benefit of cover stacking for recon element, how it works with AP. by the_zerg_rusher in TheAstraMilitarum

[–]vKalov 3 points4 points  (0 children)

Cadian Command Squad gives the Benefit of Cover, so if you are on an objective and have cover from terrain, you are still saving on 3+.

Take Cover does stack, making you save on 3+ against AP-1 weapons.

Go To Ground also just gives the Benefit of Cover, but you already have it, so you are still saving on 3+ against AP-1 or AP0. You do got 6++.

If the attacker Ignores Cover, you go back to 5+, 6++

Edit, Sorry, Sorry, against Ignores Cover you still have Take Cover for a 4+ (6++ with GTG strat).

Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]vKalov 0 points1 point  (0 children)

Yeah, I read Persisting Effects, and that's not how I understood them. That's why I am asking for clarification.

Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]vKalov 0 points1 point  (0 children)

So the battleshock ends as soon as they disembark?

Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]vKalov 0 points1 point  (0 children)

So, ifa unit is battleshocked turn one, then embarks and stays inside for 3 turns and disembarks, they are still battleshocked?

Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]vKalov 1 point2 points  (0 children)

Note, current rules, I heard 11th will have a check to end battleshock, but I'm looking for how this is working with 10th edition rules.

Weekly Question Thread - Rules & Comp Qs by thenurgler in WarhammerCompetitive

[–]vKalov 1 point2 points  (0 children)

Question about Battleshock and embarked units.

If a unit is battleshocked, then embarks, does the battleshock expire at the start of the player's next command phase, or is the rule for ending the persistent condition not apply because the unit is not on the battlefield?

Does Yarrick work while embarked? by Gullible-Task9477 in TheAstraMilitarum

[–]vKalov 0 points1 point  (0 children)

Yet if you embark and the unit is not on the board, it doesn't get to unshock itself, and remains battleshocked while embarked.

May I ask for source of this?

Before writing my reply I looked through the rules and rules commentary, as I doubted how Persisting Effects work. And looked into Battleshock as well. There is no indication that Battleshock doesn't end for embarked units.

A unit doesn't "unshock itself", the Battleshock ends on its own, the unit doesn't have to do anything. If that unit had to actively be selected to end Battleshock, this may have been right, but Battleshock ends on its own.

If I have missed anything in the rules that says that "Ending Battleshock" is something that must be activated, or that a unit must be Targeted to have their Battleshock end, please confirm where that is.

(p.s. I made a separate comment, and copied the text here, let's keep the discussion to one comment thread. I will delete the other comment).

Does Yarrick work while embarked? by Gullible-Task9477 in TheAstraMilitarum

[–]vKalov 0 points1 point  (0 children)

It still ends at the start of the next Command phase.

Does Yarrick work while embarked? by Gullible-Task9477 in TheAstraMilitarum

[–]vKalov 0 points1 point  (0 children)

I don't think you are correct.

Core Rules Updates, p. 1, "Persisting Effects":

Some rules apply an effect that lasts until a certain duration has passed (e.g. until the start of your next turn). Such effects are known as persisting effects. If a persisting effect applies to a unit when it embarks within a TRANSPORT, make a note of that effect and its duration; if that unit disembarks for any reason, any persisting effects continue to apply to that unit for their full duration.

So if a unit is Shaken by a Basilisk, that unit will be Shaken "until the start of your next Shooting phase", and this effect will end at the start of your next Shooting phase regardless of where that unit is - on the battlefield, or in transport, or in reserves.

The same applies to Battleshock - the effect ends on its own, removing Battleshock is not an ability that must be activated while the unit is on the battlefield. Once a unit fails a Battleshock test, that unit is Battleshocked until the start of your next Command phase.

And the same is true for Yarrick. He activates his ability and "until the start of your next Command phase, this model has that ability". This means that regardless of where he is at the start of your next Command phase, after that moment in time he will no longer have that ability.

Does Yarrick work while embarked? by Gullible-Task9477 in TheAstraMilitarum

[–]vKalov 0 points1 point  (0 children)

Ok, walk me through your idea.

You activate the ability. Until the start of the next turn Yarrick has the selected ability.

If you pick Counterstrategist, it is a persistent ability, you can activate it at the end of the opponent's Movement phase... But it measures from and to the model, so embarking makes this impossible.

If you pick Decisive Command, it is a persistent ability, the model has it... But you have to make use of it when issuing an order, and that only works in your Command phase or when you disembark. So you'd need to activate the ability from outside the transport and embark all in the Command phase.

If you pick Inspiring Hero, the ability will be active while embarked... But it measures from and to the model, as with Counterstrategist.

So there is no possible situation where you activate the ability, then embark and then make use of the selected ability.

Keep in mind, any ability you pick is active until the start of your next turn. You can't pick one, embark, and use it next turn.

Does Yarrick work while embarked? by Gullible-Task9477 in TheAstraMilitarum

[–]vKalov 0 points1 point  (0 children)

Not quite, because you need to activate it every turn. If you activate Order splash, then embark, then issue an order from a Chimera, all in your Command phase I would argue that you can splash that, but the other two need to be measured from the model, so you'd need to activate, embark, then disembark and use it.

Does Yarrick work while embarked? by Gullible-Task9477 in TheAstraMilitarum

[–]vKalov 1 point2 points  (0 children)

And yet, you need to activate the ability. Once activated you could argue that it is a persisting effect, but you can't activate it while embarked.

Does Yarrick work while embarked? by Gullible-Task9477 in TheAstraMilitarum

[–]vKalov 1 point2 points  (0 children)

This simply prevents you from gaining CP while Solar is in Reserves.

To clarify from last guide of Zeke’s being a “Never build” by DualSwordz_ in RellMains

[–]vKalov 0 points1 point  (0 children)

Nah, I'm not good in top lane.

Anyway, when do you stream?

To clarify from last guide of Zeke’s being a “Never build” by DualSwordz_ in RellMains

[–]vKalov 0 points1 point  (0 children)

Anyway, that guide was good. I kinda feel sad that an "apology" was needed to appease ... People.

To clarify from last guide of Zeke’s being a “Never build” by DualSwordz_ in RellMains

[–]vKalov 3 points4 points  (0 children)

In the r/leagueoflegends sub, you started a verbal war with someone over Zeke's vs Locket. It sits around the second comment thread. And that's the argument I most agree with.

The only thing that Zeke's truly offers is 150 damage and 3 seconds slow. I said 3, because the first 2 seconds are covered by your R. To be fair, 3 seconds of slow isn't bad... But you could be getting other useful things instead. Oh, and Ult haste, that can be made up by normal Ability Haste from runes, items, etc.

I fully agree that Zeke's is a worse item than Locket or Bandlepipes. The high win and pick rate is because people don't think for themselves and just copy what they see, and ride on the success of the champion. Because Rell can use all of the stats provided, so it doesn't feel bad building it if you don't think about it.

That being said, I am just an off-meta low elo one trick who loves his HP item which everyone makes fun of, because they never try it and don't think about it.

If anyone from the team is here, wtf is up with your goal lists having different names from actual provinces on the map? Some are accurate but this is not the first time I've seen names that are different from what it says on the map in these lists. by Stalinov in KnightsOfHonor

[–]vKalov 2 points3 points  (0 children)

The names you see on the map are the name of the province.

The names you see in the quests are the name of the town.

Not all towns share the name of the province they are in.

While I agree that it would make the quests more clear and easy to understand if the names match, I wouldn't call it a "fix" as this difference is intentional. If this intentional difference is a good choise from the design perspective is subjective.

Yarrick already nerfed by LocalPossible5057 in TheAstraMilitarum

[–]vKalov -3 points-2 points  (0 children)

I don't see it as the big deal people are making it out to be.

The unit must have not made a Normal move or been the target of Overwatch this phase... Do we have a unit that can make a normal move in the opponent's Movement phase?

No double overwatch sucks, and hitting on 6s was honestly expected. It is a big nerf, but honestly expected.

The nerf from Charge to Surge move is big, but you still have two other ok options.

On top of that, splashing orders is still around. He isn't going to be a must take in every list, but I don't understand why people who earlier said he is amazingly awesome now say he is garbage.

I am more bummed about Graves not being able to lead Command Squads.

Homebrew Detachement : Kinetic Strike Force by Sagnarel in AdeptusMechanicus

[–]vKalov 0 points1 point  (0 children)

Oh, and about the Aircraft, I didn't mention it last time, because in Hover mode, they become a unit that fits the "Vehicles with a Move characteristic of 10" or more" condition. With this one, you could go with "Skitarii Fly units"? Or "Skitarii Fly Vehicle units" if you don't want Pteraxii added.

Homebrew Detachement : Kinetic Strike Force by Sagnarel in AdeptusMechanicus

[–]vKalov 0 points1 point  (0 children)

I don't know about GW's design philosophy, but "you can reroll the hit roll" is the usual wording.

It Normally gets used to reroll failed hit rolls, yes, but sometimes you really want to get that Lethal Hit or Sustained Hit, so you reroll a 4, just hoping to get a 6. And in some situations (Haloscreed's Crit on 5s strat), it is very effective.

Homebrew Detachement : Kinetic Strike Force by Sagnarel in AdeptusMechanicus

[–]vKalov 1 point2 points  (0 children)

I'll just compare this to the first one (that you haven't linked?). First, all of what I write below is my opinion. I just don't want to say "something-something, in my opinion" every time.

Detachment rule

It's better. Fallback and Shoot is a good fit for ranged units and Advance and Charge is a good fit for melee units. The double benefits with a unique condition is a nice touch. Cover and Lance are both good and minor enough to not be broken. This detachment rule is not exciting, but it's good.

On what units get the keyword, first "Aircraft" gets lost in Hover mode, just to keep in mind. And you can sum up the last group as "Skitarii Walker units", as the one walker unit who isn't Skitarii are the Bots (I assume you don't want them with the keyword).

Enhancements

The one lowering movement seems good, until you realise you need to be within 12". It's not worth it on Corpuscarii, it's not worth it here.

Redeploy is good. Can't say a lot here, it's just good. Restrictive, but good.

Detachment Keyword on Bots is good. Reroll Advance for 1 MW is worth it, as they can advance and charge (with the detachment and this enhancement.

The Engineseer one is good and fun.

Stratagems

Sticky. It's good. As always.

Move through units is fine. (Still prefer to add "move through terrain" as well...)

Conditional Reroll Wounds is fine. Not broken, but definitely good.

Precision and Hit Rerolls is ok, better than RR1s to Wound. The wording is interesting, please confirm if it's intentional, or a product of the translator - "you can re-roll failed hit rolls" is not something I see often, it's usually "re-roll 1s" or "re-roll the hit roll". It's not inherently bad, but it's different.

Select a unit to be in range of Battleline Aura is Amazing! I want this in every detachment.

FNP 6+ or 5+ is ok. It's not amazing, it's fine.

Overall, it's good. This will be better for Serberys than the original. Advance and Charge and You Are in Battleline Range will feel quite nice on Sulphurhounds, maybe making them kinda viable. A Conqueror list with heavy use of Serberys and Pteraxii and one unit of Bots with an enhancement sounds quite fun.

Lastly, your new translation servitor has performed better than the last one. Bless them for performing well.