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Carny
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Old July 19th, 2011, 12:52 AM
No bug please delete this

Last edited by Carny; July 19th, 2011 at 01:00 AM. Reason: I am incompetent
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AntaresCD
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Old October 16th, 2011, 09:55 PM
I noticed a bug relating to champions when working with a High Elf army, although this bug may be present elsewhere as well, I did not look.

Essentially, if you upgrade a unit to have a champion, the champion itself is not listed as having the army wide special rules (Valour of Ages & Speed of Asuryan), and the unit specific special rules (causes Fear For a Keeper of the Flame, for example). The weapon choices and other such options seem to all propagate correctly though.

This is overall cosmetic, since most people should understand that a champion acts under the same rules and abilities of the rank and file in his unit (except the fact that he is a champion of course), but there are some situations where people can be confused or accidentally mislead.

The first example of this was the one that caused me to notice the bug and test to see how far it reached: A Bladelord (Sword Masters of Hoeth champion) will be listed as having Always Strikes Last (which is not true, despite having a Greatsword, because like all High Elves, he has Speed of Asuryan). Again, mostly cosmetic on the program and printouts, but can cause confusion.

A more prominent example of this that I noticed was a High Helm (Silver Helm champion) will have the 6+ Ward save for close combat from hand weapon + shield listing in his statistics. Which means it's not registering the fact that he is on an Elven steed like the rest of his unit, so he cannot claim that Ward Save (it shows correctly on the rank and file).

Overall, it looks as though specials are not propagating down properly to a champion's entry, so misleading, or erroneous statistics are popping up.

Hopefully my description gave enough detail for you to find the problem.

Thanks, for the great Data File,

~AntaresCD
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UltraPrime
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Old October 16th, 2011, 11:21 PM
Yes, I see what you mean. It was, as you stated, assumed that it was unnecessary to repeat everything for the champion. However, I overlooked the error that would occur with mounted champions and shields, so this is something I will address. This is no small feat, as every single champion entry will need to be edited. I will get round to it, but it may take a while...

If you can keep your head while all about you are loosing their's, then you have probably completely misunderstood the situation.

WFB Armies: High Elves (4,500), Orcs & Goblins (6,000) and Daemons of Chaos (6,000)
40K Armies: Ultramarines (6,500), Blood Angels (7,000), Dark Angels (4,000), Imperial Guard (3,500), Orks (4,500), Tyranids (4,000), Dark Eldar (2,500) and Tau Empire (2,500)
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heliah
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Old November 8th, 2011, 11:13 AM
in high elves roster , magic armour, enchanted shield is costed 10 pts rather than 5 that is in the book.
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UltraPrime
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Old November 28th, 2011, 01:10 AM
Quote:
Originally Posted by heliah View Post
in high elves roster , magic armour, enchanted shield is costed 10 pts rather than 5 that is in the book.
10 points is correct. The price in the Army book overrides price in Rule book. I'm sure when High Elves get a new book, it will use Rule book pricing.

If you can keep your head while all about you are loosing their's, then you have probably completely misunderstood the situation.

WFB Armies: High Elves (4,500), Orcs & Goblins (6,000) and Daemons of Chaos (6,000)
40K Armies: Ultramarines (6,500), Blood Angels (7,000), Dark Angels (4,000), Imperial Guard (3,500), Orks (4,500), Tyranids (4,000), Dark Eldar (2,500) and Tau Empire (2,500)
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Ambrose
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Old December 3rd, 2011, 07:01 AM
Greetings,

Thank you for the awesome work done with the Army Builder.

I noticed using the High Elf Hero Eltharion that he only has a 4+ armour save. The rules for Eltharion give him heavy armour (5+)+ the helm of Yrvesse (6+) armour save giving him a total of 4+. Now, he is also mounted which should give him an additional armour point of +1 for a total of 3+ armour save.

Hope this helps!

Peace,
Ambrose
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UltraPrime
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Old December 4th, 2011, 01:16 AM
Quote:
Originally Posted by Ambrose View Post
Greetings,

Thank you for the awesome work done with the Army Builder.

I noticed using the High Elf Hero Eltharion that he only has a 4+ armour save. The rules for Eltharion give him heavy armour (5+)+ the helm of Yrvesse (6+) armour save giving him a total of 4+. Now, he is also mounted which should give him an additional armour point of +1 for a total of 3+ armour save.

Hope this helps!

Peace,
Ambrose
Hi, you are welcome

Eltharion is behaving for me. I don't mean to sound condesending, but you are selecting Stormwing?

If you can keep your head while all about you are loosing their's, then you have probably completely misunderstood the situation.

WFB Armies: High Elves (4,500), Orcs & Goblins (6,000) and Daemons of Chaos (6,000)
40K Armies: Ultramarines (6,500), Blood Angels (7,000), Dark Angels (4,000), Imperial Guard (3,500), Orks (4,500), Tyranids (4,000), Dark Eldar (2,500) and Tau Empire (2,500)
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Ambrose
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Old December 4th, 2011, 06:53 AM
Aaaaaah,

Many thanks. Although that just completely changed the points for my army, it makes the armour save correct. I apologize for the misstep.

Ambrose
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UltraPrime
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Old December 4th, 2011, 09:06 AM
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Originally Posted by Ambrose View Post
Aaaaaah,

Many thanks. Although that just completely changed the points for my army, it makes the armour save correct. I apologize for the misstep.

Ambrose
No worries

If you can keep your head while all about you are loosing their's, then you have probably completely misunderstood the situation.

WFB Armies: High Elves (4,500), Orcs & Goblins (6,000) and Daemons of Chaos (6,000)
40K Armies: Ultramarines (6,500), Blood Angels (7,000), Dark Angels (4,000), Imperial Guard (3,500), Orks (4,500), Tyranids (4,000), Dark Eldar (2,500) and Tau Empire (2,500)
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Verdauga
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Old February 13th, 2012, 03:47 PM
I have 1 bug and 1 I-think-it's-a-bug.

Bug: The High Elf Talisman "Amulet of Fire" just needs a description change. Currently reads:
"Magic Resistance (1). Bearer is immune to flaming attacks"
Due to the current errata, it should read:
"Magic Resistance (1). Bearer has a 2+ ward save against flaming attacks"

Possible Bug: Any time any character is given a shield, the 6+ parry ward save is added. If any weapon aside from an extra Hand Weapon is added, the save is lost. This is correct. However, if you add a Great Weapon, the 6+ save remains. I checked the book and errata and I'm pretty sure this isn't correct, i.e. the Great Weapon should also remove the 6+ parry ward save. This occurred with any army's character that could be given a shield and a great weapon.
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