Changes are:
- Some clarifications - trample still is just an attack roll, not an attack so gets around targeting restrictions (Skarre2's feat for example).
- You can check LOS from your models at any time.
- Witch Hound. (Reznik, Kaelyssa) If a model in the battlegroup is hit by a magical attack a model in the battlegroup can move and attack. The clarification is that each magical attack only generates one witch hound move and attack no matter how many models it hits.
- Critical Amputation - (Destroyer, Drago) On a crit you cripple any Head and Arm systems you damage. Used to be arm and weapon systems (there are of course no weapon systems)
- Jump Start - (Harkevich, Mortenebra) sentence order swapped so you stand up and remove stationary before you turn to face any direction (so it's clear that stationary and knocked down models can do it too). Still does not affect models knocked down this turn (that's the third sentence in the spell).
- Iron Wall (Koldun Lord, Captain Sam & Devil Dogs) - allows you to shunt ranged and magic attacks to B2B warjacks, now has a restriction added so you cannnot pass off attacks to incorporeal jacks.
- Kraken - clarification - maximum of 3 corpse tokens allowed even if an attack generates multiple corpse tokens
- Hyperion - clarification - Hyperion is a Myrmidon. There are a few rules that apply to Myrmidon jacks like Technological Interference on Eiryss, Angel of the Retribution.
- Warpborn Alpha - has reach
- Spell Martyrs - This is the greatest change ever. Spell Martyrs go from FA1 and you can buy up to 3 (for 1 point each) to FA3 and one point each. So much better for controlling/contesting objectives. You can include them in reinforcements/specialists. It's awesome
Biggest deal is what is not in the errata. Thagrosh1's feat has not been errata'ed. We were told it would be to stop him from bringing the archangel back to life. Infernals have already confirmed that this is intentional... Spiny Growth + Death Shroud means that the thing is ARM 22 in melee (20 from ranged/magical attacks) and comes back on full health if you do not remove it from play... It's such a beautiful model too... That said the thing is so easy to kill (compared to the other colossals) that I don't think this breaks the game, you also can't do anything the turn you come back. If you could bring Bart's Galleon back to life then yeah, that's broken but the Archangel is not Bart's Galleon. There are a lot of RFP effects in the game too, Caine2's feat, Snacking (on all the dire trolls, the Wrastler, the Shredder, holy crap I want to kill an archangel with a shredder swarm now that I've written that), Take Down (Scythean animus), Carnivore, lots of warcaster weapons, Shatter Storm, Hellmouth, Annihilation, Soul Fire, Blood Burst, Mutageneses, Razor Worm... A lot of those are going to be particularly hard to pull off but Caine2 is my anti colossal list as is for Cygnar and Dire Trolls and Scytheans are pretty common for me (as is the Wrastler). I'm not sure the Archangel is an auto-pick for Thagrosh1 but I think it is a good option. It might even be good enough to convince me to get one. It's very pretty.
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