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[Bug Reports] Ogre Kingdoms

Here is the general FW/WF downloads page. The Rhinox Cavalry specifically is here.
Note that they have NOT been updated for use with 8e and so are still classed as Cavalry, not Monstrous Cavalry and have other issues.

In which case, I choose not to include them. Sorry if this doesn't sit well, but the rules just weren't designed for new army book.
 
1. Too many unique rules
2. Great weapons cost 8/model not 4 for Mournfang Cav
3. Hunter- when taking magic weapon and harpoon launcher it says you cant use a magic weapon and nonmagic weapon
4. Slaughtermaster can take both a second hand wpn and ironfist, should be 1 or the other
 
1. Too many unique rules
2. Great weapons cost 8/model not 4 for Mournfang Cav
3. Hunter- when taking magic weapon and harpoon launcher it says you cant use a magic weapon and nonmagic weapon
4. Slaughtermaster can take both a second hand wpn and ironfist, should be 1 or the other

1. Need a bit more info there, but if it's what I think it is, then it's fixed.
2. Reported and fixed already.
3. Not actually an error.
4. Reported and fixed already.
 
Number 3 above is actually an error: The "I'm using this one" rule only applies to magic close combat weapons vs non-magic ones. The Harpoon Launcher is not a close combat weapon IIRC.
 
A small typo. Under the Lore of Heavens, if you click on the curse of the Midnight Wind, it says:

"20+ Cast. All friendly units within 12". It's a hex, so it should be all enemy units as you can't curse your own units.
 
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. .

"normal" is referring to "non magical" armor. if your caster only has access to one magical piece of armor or a few magic armors from your armies loot pile then they may not take any other magic armor. if they have access to any type of normal (non magical) armor then they may take magic armor from their army book or the BRB.
 
The argument of whether or not they get magic armour rests on whether you consider an Ironfist to be armour or not. I fell on side that it is (eventually...) as it gives an armour save.
 
Can a Tyrant really take Heavy Armour; an Iron Fist, a magic weapon and Gut Maw to give a combined armour save of 2+? Because... that doesn't sound right! :o
 
I just noticed a descrepency in the description of Power Scroll when creating a new OK list, although it is not isolated to OK.

On the Arcane item selection window, it has a completely different description as the right hand description window.

One says "Any double friendly wizard rolls..."

The other says "One use: Used when attempting to cast a spell..."

I think the second description is incorrect.
 
I just noticed a descrepency in the description of Power Scroll when creating a new OK list, although it is not isolated to OK.

On the Arcane item selection window, it has a completely different description as the right hand description window.

One says "Any double friendly wizard rolls..."

The other says "One use: Used when attempting to cast a spell..."

I think the second description is incorrect.

Good catch. Forgot to update summary after FAQ.
 
Thanks for the updates. Unfortunately I am still getting the "Too many Unique Rules!" validation error. It does not refer to any particular model or squad it just says "Too many unique rules!". I have no idea what it means to be honest.
 
Thanks for the updates. Unfortunately I am still getting the "Too many Unique Rules!" validation error. It does not refer to any particular model or squad it just says "Too many unique rules!". I have no idea what it means to be honest.

That particular rule is tied to the Maneaters. As far as I can see, it is working correctly. It would help me if you were to tell me what you do step by step so I can investigate.
 
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