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[Bug Reports] High Elves

High Elf Dragon Mage gets the option for Dragon Armor, therefore he needs to be given the option for magical armor, as well. All I've seen so far, but it's the first unit I snagged trying to list out my new army.
 
- Dragon mages, who can buy Dragon Armor, are not allowed to take magic armor

- Loremasters of Hoeth, who come with Heavy Armor, are not allowed to take magic armor

- Dragon Princes are permitted up to a total of 50 points, not 25
 
HE Errors

Whenever I mount my Anointed of Asuryan on a Phoenix, the Phoenix counts against both the Lord and Rare slot point limits (the total point cost of the list is correct, however).

When my Dragon Mage adds The Gem of Sunfire to his items (under enchanted items), and I then add any arcane item, the "Too many arcane items" error shows.
 
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I'm only allowed to pick single eagles in armybuilder. In the new book, you are allowed to pick units of eagles.
 
- Dragon mages, who can buy Dragon Armor, are not allowed to take magic armor

- Loremasters of Hoeth, who come with Heavy Armor, are not allowed to take magic armor

Per page 172 or the mini rulebook (or page 500 of the brb), in the magic items section:

"Magical Interference:

Wizards cannot choose magic armour unless they have an option for 'normal' armour. Magic is the stuff of dreams and nebulous imagination, and rests uneasily alongside the physical. There is little more real and physical than wrought metal, and its tenacious actuality casts a peculiar and unyielding shadow in a Wizard's mind. As a result, most Wizards cannot wield the winds of Magic if they wear armour of any kind - their magical senses are smothered by the armour's embrace - and so cannot choose an item of Magic Armour.

The only exception to this is when a Wizard has armour as part of his standard equipment or an option for 'normal' armour, such as light armour, or a shield. Such sorcerers have trained their mind to focus and can wear armour without confusion or penalty. The chief examples of this kind of Wizard are the dread Chaos Sorcerers of the frozen north."

Therefore, the loremaster & dragon mage have (and are currently missing) access to magic armor in the magic items section

If you have knowledge of an official gw ruling contrary to this (the current faq up on the gw website refers to the 7th ed army book & hasn't been updated since 2010), please post a link to the official publication.
 
While I noticed many of the same issues already listed here I will attempt to refrain from repeating previously mentioned issues. Things I noticed as inappropriate:
1) Loremaster of Hoeth's strength bonus remains even if given a magic weapon. Should drop back to 4. (I used Blade of Leaping Gold for my test.)
2) Anointed of Asuryan's strength bonus remains even if given a magic weapon. Should drop back to 4. (I used Blade of Leaping Gold for my test.)
3) Dragon Princes are allowed a 75 point banner yet the Rampager Standard does not appear in their choice list.
(Next one is more a nit-pick than rule misstep. I have noticed other armies do it efficiently so would hope HE will too.)
4) Swordmaster, White Lion, & Pheonix Guard champions are allowed 25 point weapons but weapons of much greater cost are on their choice list.
Thats all for now. I will make you aware of any other issues that come up.
Great work guys! Thank you for what you do! It is appreciated.
 
And I was only saying how confident I was about this release lol. I'll hit these over weekend, kids on holiday this week so not had any chance to do anything yet...
 
Description for Mark of Asuryan for Caradryan needs to be updated. Still states that it is D6 wounds instead of the D3 that is has been changes to.

Thx a bunch for all your work m8. Really appreciated!!
 
on a closer look on Caradryan it seems that his entire special rules section needs revision:) Only magic resistance 1 now instead of 3, and speed of asuryan should be updated to ASF. And Ashtari the phoenix should have 5+ ward save on profile due to Attuned to Magic special rule.

thx again :-)
 
This message came in through our support email, but it's about Warhammer Fantasy, so I'm copying it here:

First, I want to say I love your guys' product and am on my 2nd bi-annual renewal after a 1 year gift. I've been in the GW Warhammer hobby since 1993. I have multiple armies in Warhammer Fantasy and just used the new High Elf program last night for a game today.
1)The High Elves (HE) have a magic weapon called the Star Lance (30 pts, +3 strength on the charge only. If the bearer is charged or combat continues beyond the initial charge round, you MUST fight with another weapon). The program problem is that when you select the Star Lance, it negates the ability to also select another weapon, like a halberd or great weapon. I believe the Bretonnians have a similar scenario that is/was dealt with, but not sure.
2) The other issue is with the Dragon Mage of Caledor. He is the only HE wizard allowed armor (besides Eltharion, a special character). He can take dragon armor for 10 points. Since he is allowed this, he's supposed to be able to access all magic armor as well. I chose the dragon armor and wanted to take either the Charmed Shield or the Enchanted Shield, but the program didn't allow it.
I didn't know if others had already contacted you on these issues or not. I just wanted to give you a heads up as soon as I found them with hopes of seeing them being fixed as soon as possible. Thanks again for fantastic product that supports and simplifies thingsa for all us gamers out here. Master Sergeant (ret) Lee Werling
 
This message came in through our support email, so I'm copying it here:

Hi

Just to let you know of a bug in the new High Elf list. If you take Shield of the Merwyrm you get an error if you then take armour as well.

Thanks

Daniel
 
Just got the update from UltraPrime today, checking off each of the items from above to make sure we covered them all. Expect release by midnight 15JUN13. Thanks for your fixes UltraPrime <o

EdSteiner
 
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