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Spazz
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Old July 14th, 2011, 07:04 AM
The stats for the lighning cannon from the book shows 4 wounds and the errata states that there are 3 crew with 1 atack and 1 wound.
Instead of the 3 wounds and 1 crew with no attacks or wounds in the current data set.
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Yobtar
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Old July 14th, 2011, 09:22 PM
Crew for war machines are pretty much used for wound "markers" now. Since the errata states that the cannon has 3 crew it has 3 wounds. Also each crew member has one attack each which is why there is 3 attacks in the stat line.
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Romulus68
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Old July 20th, 2011, 08:51 AM
Orcs&Goblins: Savage Orc Boar Bozy with Big Un's upgrade with additional hand weapon. The Champion is showing attacks at 2/5 and it should be 2/4. He has been assigned Frenzy twice based on the description.
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Romulus68
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Old July 21st, 2011, 04:56 PM
Brettonian: Paladin riding a Pegasus BsB cannot take a shield.
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UltraPrime
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Old July 21st, 2011, 10:34 PM
Will get round to this shortly. Just a heads-up, not doing much work at the moment due to my girlfriend being in hospital.

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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Romulus68
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Old July 26th, 2011, 06:24 AM
Vampires and O&G are asking for 3 minimum core choices.
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UltraPrime
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Old July 26th, 2011, 07:05 AM
Quote:
Originally Posted by Romulus68 View Post
Vampires and O&G are asking for 3 minimum core choices.
Not sure what you mean here.

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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Romulus68
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Old July 26th, 2011, 09:55 AM
Quote:
Originally Posted by UltraPrime View Post
Not sure what you mean here.
When adding Core choices it is saying I need at least 3 Core choices like it did in 7th. Not 25% min, but 3 selections AND 25%.
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UltraPrime
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Old July 26th, 2011, 02:46 PM
Quote:
Originally Posted by Romulus68 View Post
When adding Core choices it is saying I need at least 3 Core choices like it did in 7th. Not 25% min, but 3 selections AND 25%.
It says you need 3 units. These don't have to be Core, any mix of Core, Special or Rare will do (BRB, p.134).

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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BEEGfrog
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Old July 27th, 2011, 05:04 PM
Lizardmen Issue: Magic Weapons for Slann

This may be a difference of opinion rather than a snag, and magic weapons aren't that important for a Slann, but...

The Slann doesn't have the opportunity to take a magic weapon.

The army list entry says that he has no weapon as standard equipment, not even a hand weapon, but he does have an attack and the fluff in his entry says that his skink attendant actually attacks. This may have not come up before as generally there is no good reason to give a slann a magic weapon.

However, the general rules say that characters can take magic items with some specific limitations, e.g. armour for most wizards, but I can't find anywhere that says that a slann can't take a magic weapon if it wanted to.

Overall, congratulations on the work you are doing, I have noticed several improvements to the Lizardmen list over the past few months. But... here are a few things that seem to be hanging over from past editions, all mostly minor as in less used troop types:

On the pdf output:
Swarms - the "do not block line of sight" rule was amended on release of 8th and the infamous TLOS
Aquatic - don't know if it is worth changing but it now gives river, lake and marsh strider special rules, may be best just left as "aquatic"
Kroxigor "Great Reach rule was deleted by 8th amendments
Terradons - "Flying cavalry" was replaced by "Fast Cavalry" and "Hit and Run" rule deleted. "Flyer" becomes "Fly". Gain "Forest Strider" special rule

Option footnotes:
Giant Bow: now has "slow to Fire" special rule
Standard Bearer - now dies if forced to flee

Many Thanks in anticipation - remembering SoM changes are more important!

Last edited by BEEGfrog; July 27th, 2011 at 05:06 PM. Reason: spelling
BEEGfrog is offline   #150
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