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[Bug Reports] Ogre Kingdoms

Yes, I can find nothing that says they can take armour.

Until it's FAQ'ed otherwise they should probably have access if they have the option for an Ironfist ("works in exactly the same way as a shield") since shields explicitly grant access to magic armor.

It's probably something that should be discussed with your local group, though, since a lot of players have issues with wizards with magic armor and it's not explicit.
 
I noticed it doesn't let you take a Big Name and a magic banner on a BSB. The blurb about a BSB doesn't prohibit taking a Big Name and traditionally you have been able to add similar enhancements on a BSB and still take a magical banner.
 
BRB, pg. 500
"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."

Question becomes... is the 'ironfist' a normal item? Technically, it is a 'shield', but it does offer advantages that a normal shield would not. So the argument can go either way at this point.

No reason to include the item until FAQ stats otherwise IMO. If a person wants to add it, and gets the thumbs up from their gaming group, then they can tack on the points themselves in the meantime.
 
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1) Greedy Fist does not appear to be granting a +6 Ward Save. (The strength bonus is working as intended.)

2) A hunter on the Stonehorn can take both Enchanted Shield and Ironfist. I don't see any rules stating this is not possible - Ironfists don't preclude the use of shields (at least as far as I can see), but something to watch for in a future FAQ.
 
No reason to include the item until FAQ stats otherwise IMO. If a person wants to add it, and gets the thumbs up from their gaming group, then they can tack on the points themselves in the meantime.
No that's ridiculous.

The option to use it should be included in the data files, and if people DON'T want to use it, they just have to not take any magic armour.

Your option creates needless work for thousands of people who want to use magic armour.

My option imposes nothing on anyone.
 
3) Ironfist stacks with Armour of Silvered Steel (supposed to make your armour save 2+, but cannot be improved). Looking at RAW, Ironfist would not improve armour save, but would still grant Parry save.
 
It looks like Skragg is missing an attack. He has a base 4 and should be +1 for two CCWs and another +1 for Frenzy for a total of 6.
 
4) Beserker Sword does not add an extra attack for Frenzy; it would be "permanent" as the sword rules state you can't lose it.
5) Lore Of Beasts: Savage Beast Of Horrors; Strength is misspelled. Yes, I know it is so darn trivial, but I noticed it just now... :)
 
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Not specific to OK (nor is this a big deal) but I've noticed that the Banner of Swiftness adds move to the rider (not mount) when taken on cavalry units.
 
Not specific to OK (nor is this a big deal) but I've noticed that the Banner of Swiftness adds move to the rider (not mount) when taken on cavalry units.

I know, and I have yet to find a way to fix this. If anyone ever cracks it, do let me know ;)
 
Still getting the "too many unique rules" error message.

You might add a note to the file to indicate that until an ironfist is explicitly listed or defined in an FAQ as 'normal' armour then per BRB, p. 500, magic armour may not normally be allowed for Slaughtermaster and Butchers. People seem to want to ignore the adjective 'normal' from the BRB. I would and some OK players would just love to take magic armour with an iron fist, but the term 'normal' armour would not ordinarily include 'special' items that function like "armour". The new OK book says that the ironfist is like a shield but does not say it is a shield or 'normal'. I think GW is likely to finally say that since an ironfist is almost exactly like a shield it is 'normal' armour but am not willing to take that chance without clarification.

Similarly, an empire wizard can take a mount (warhorse) with barding (armour) but still cannot take magical armour. Furthermore, an empire wizard can wear the Armour of Tarnus (because the army book explicitly allows wizards wearing to armour to cast spells) but no other magical armour items.
 
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Bruiser w/great weapon and Ogre pistol is getting an extra attack. But that's OK, because a Bruiser shouldn't be able to take a Great Weapon and a pistol simultaneously anyway.
 
Add two units of mournfang and give them both a different banner. Works fine so far. Now add a unit of ironguts. Once you add it, an error appears of: "Ironguts: Too many magic standards". I have not given a standard to the ironguts yet. Even if I was to give them a standard, I don't think that's against the rules?
 
Add two units of mournfang and give them both a different banner. Works fine so far. Now add a unit of ironguts. Once you add it, an error appears of: "Ironguts: Too many magic standards". I have not given a standard to the ironguts yet. Even if I was to give them a standard, I don't think that's against the rules?

A misplaced unit name in rules. Fixed for next release.
 
Thank you for your hard work!

I don't know if this would be classified as a bug, but I don't see an option to take rhinox cavalry. I know these are forge world, but there is a "Allow Forge World" option so I would have expected to see the rhinoxes there. Could these be added as an option please?
 
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