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bug fix update release

There's a generic Giant that can be taken by a handful of armies, including Empire, VC, TK, and DE. I just tested it with AB using Empire and VC and the option is there, but it's not there for DE. The Giant was introduced as DoW for those armies during onset of 7th edition; I believe it showed up White Dwarf after the release of the Empire book. It should still be valid.
 
sure, if you find any i will be happy to fix them :~)

thx!

I'll be happy to go through this all, starting this week. I'm playing my tournament game Sunday, so I'll be busy, but I'll go through it on Monday.

I found two small bugs in making my army list, however.

1) A hero can't take enchanted shield with magic armor, as AB sees that as taking two armor choices.

2) Additionally, the warriors of chaos start out red because they require a weapon choice-- great! While shield should always remain an open option (so they can switch to/from special weap to hand weapon/shield when entering melee combat), when choosing any weapon type (extra hand, great weapon, halberds) they should only be limited to one of those choices, and have the rest grayed-out once selected.

More to come!
 
1) Hero's/Lords are only allowed to take one set of magic Armor. Magic Shields, Magic Helmets are counted as magical armour also. BRB page 121 and page 122. So AB is fine on that one.
 
1) Hero's/Lords are only allowed to take one set of magic Armor. Magic Shields, Magic Helmets are counted as magical armour also. BRB page 121 and page 122. So AB is fine on that one.

Good catch-- I had gotten led astray by that whole "sorcerers can't take shields" thread from earlier.

Thanks !
 
Carnosaur and armour save

If you take a Carnosaur as a mount for an OldBlood shouldn't the OldBloods armour save increase? It increases when you take a ColdOne as a mount.
 
If you take a Carnosaur as a mount for an OldBlood shouldn't the OldBloods armour save increase? It increases when you take a ColdOne as a mount.

The carn is a monstrous mount.. so no, it doesn't increase your save. Instead it gets ~67% of the shooting directed at you.
 
Galrauch
Everything looks great.

Sigvald
Add: May always march, difficult or very difficult terrain is treated as open ground, and confers this benefit to any unit he joins.
Also, he has the "stupidity" rule; though he's not necessarily "stupid". ;-)

Valkia
Daemonshield: All enemy models lose an Attack to a minimum of 1.
Scarlet Armour: 3+ armor save, and any attack against Valkia has its Strength reduced by 1 to a minimum of 1. Note: the text indicates any attack, not just close combat.

Wulfric
Wulfric's armor save should be 3+/2+ (he has a shield)
Seafang: Wulfric and a single unit of infantry Marauders enter battle from a table edge. Roll d6 each turn to determine deployment: Turn 1 (5+), Turn 2 (4+), Turn 3 (3+), Turn 4 (2+), Turn 5 (Auto)

Kholek Suneater
Add: Scaly Skin (4+).
Armor of the Storm: Lightning-based spells targeted at a unit within 12" of Kholek target Kholek instead. (removes ambiguity)
Herald of the Tempest: During the shooting phase, on a 2+, a bolt of lightning...
Storm Rage: Lightning-based attacks against Kholek cause Frenzy.

Scyla Anfingrimm
... may roll on the EoG table after killing an enemy character or Large Target.

Vilitch the Curseling
Add: Ward Save 6+
Has two hand weapons... should he have an extra attack? (Doubtful)

Festus the Leechlord
Use this text:"The Will of Chaos, Eye of the Gods, Regenerate, Mark of Nurgle, Poisoned Attacks, one of his two spells is always Curse of the Leper, any pursuit uses 1d6", captured units are worth double victory points. Units he joins gain Regenerate on 5+ and Poisoned Attacks." (Separates his abilities from the joined units')

Throgg, King of Trolls
Regeneration, Mutant Regeneration (Roll on the Eye of the Gods table for any 2+ wounds regenerated per phase.)
Add: Will of Chaos

That's it for the heroes!
 
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2) Additionally, the warriors of chaos start out red because they require a weapon choice-- great! While shield should always remain an open option (so they can switch to/from special weap to hand weapon/shield when entering melee combat), when choosing any weapon type (extra hand, great weapon, halberds) they should only be limited to one of those choices, and have the rest grayed-out once selected.

More to come!

the book says "must choose at l;east one option", so you should be able to take great wpn / extra hand wpn if you want - it shows you a 'conflict' thing if you do it.
 
Just noticed that Pistoliers under the large warbands rules are requiring ten models before they can take a musician.
 
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