"Ignore Greenskin Panic" is nolonger a special rule for Giants
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Size Matter - Black Orcs. This is not a rule for Black Orcs. Besides BO are IP.
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When recreating a NIght Goblin Squig Herd unit, it defaults at 7 squigs and 3 herders for 10 total. (correct) but you can not change the squigs to 6 and herders to 4. Which is still the Min of 10 for unit size and 1 NG for ever three Squigs.
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I have noticed that AB is allowing me to take 4 mangler squigs with less then 3000pt army. I can't find anything in the rules that allows this, as it is a rare choice max should be 2, unless over 3000pts
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Also when upgrading orcs using Gorbads big uns, it is adding +1 ws and +1 strength to the unit champion.
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Orc Boar Chariot
Doesn't have scythed wheels in new rulebook. :(
Disregard...I didn't see the unit list in the back. Sorry 'bout that... |
Just a small one. Minimum unit size of black orcs is 10+ and not the current 5+.
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But if we are not talking about Grom, then details, details, details :) |
When "Forbid Special Characters" is selected. Skarsnik and Grom the Paunch is still show.
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Fixed for 2.53
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Goblin Chariot Units
When you take multiple goblin chariots, it does not increase the quantity of crew or steeds unlike when you take a unit of TK chariots. This may be a design choice, but it seems inconsistent with the way that you handled other chariot units.
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Orc Bully
When you add an Orc Bully to a war machine crew, it does not look like it is adding an extra wound to the machine profile.
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To make a short answer it has to do with the values of the 2 chariots upgrade for 5 pts each, if you select the crew you can add an extra crew for 5 pts, same with the wolves, now to do this you must selected the crew or wolves line in your roster much like how you select a char or unit to give them options, it is just in the case you can increase the '+' add one for 5 pts. I will also drop this to some other code experts to see if we can make a better method. |
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forge world models
Unless I am doing something wrong, I do not see the option for adding in forge world models for orcs and goblins (see the settings in roster rules, but do not see the units in AB for actually adding them to the roster).
Specific units of interest: Night Goblin Squig Gobba Colossal Squig Would love to see these added in. Planning on ordering a squig gobba for sure to add to my army list, and thinking of the colossal squig as well (either to run with its rules, or use as a Giant). Thanks. |
See note about ForgeWorld entries, it is something that I am looking at doing as my "Over the holiday's project" :)
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Entry for Magic Banner "The Bad Moon Banner" has incorrect description.
Its says Unit is Stubborn, Unit counts as being in soft cover, and enemy attacking must make Dangerous Terrain Test. It should be Night Goblins models in unit are Stubborn. Unit counts as being in soft cover and Any enemy model that charges into base contact with bearer/unit must take a Dangerous Terrain Test. |
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Giant Wolf Mounts
Giant Wolf Mount for characters should have the "fast cavalry" rule and not the "swiftstride" rule.
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Fixed for 2.71 Yum Yum Yum, I like bugs :) |
Minor typo, Forest Goblin Spider Riders' Giant Spiders have "Posioned Attacks".
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Yum Yum Yum more easy ones :) |
Currently the unit info for Fanatics shows like this:
Immune to Psychology Cannot be charged. Release the Fanatics: When unit concealing are within 8" of enemy release fanatics 2D6" in any direction. Further Movement: 2D6 in random direction. Splat: When moving through a unit, inflict D6 S5 armour piercing hits. Remove fanatic when: contacting any terrain, roll double for movement (except on release), unit ends move over (unit takes D6 S5 AP hits) At the end shouldn't it be 2D6 S5 AP hits when a unit moves into contact with a Fanatic, in the Army Book under Fanatics - Force of Destruction: "Any unit that moves into contact with a Fanatic takes D6 Strength 5 hits for moving into the Fanatic and a further D6 Strength 5 hits due to the Fanatics death throes (all hits are Armour Piercing)." Also maybe "unit moves into contact with a Fanatic" is more accurate than "unit ends move over", since the Army Book also says right after the previous quote: "The Fanatic model is then removed, and the unit may carry on with its move." And lastly, a Fanatic is also removed when: "It contacts another Fanatic (both Fanatics are removed)." Thanks a lot for your hard work with these data files, they're extremely useful. |
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Seems like Snagla Grobspit's Deff Creepers doesn't get all their special rules. I can see them in the .dat-file, but they are not shown in the designer, nor in the output.
The missing rules are: Ambushers, Hatred (Empire), Cause Fear in any turn they successfully charge into combat. |
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When you upgrade the Forest Golbin Spider Rider after taken Snagla they should apprear under special rules. Ahh, I see, I missed "Cause Fear" I added the others, Yum yum Yum :)
I found it was added the Cause Fear note to the Footnotes section for Deff Creepers, so I would say 50/50 I fixed it I just didnt do a good job of it :) Remember that this Cause Fear is a conditional test only when they charge. |
Grom
Grom has light armor and is mounted. Shouldn't his armor save be 5+ instead of 6+?
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Goblin big bosses have the option to take BOTH a great weapon and short bow. It should be one or the other.
time of Madness |
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The ability to select War Boar mounts for SO Warlords and Warboss seem to be missing. Help?
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