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[Bug Reports] Orc & Goblins

When you take multiple goblin chariots, it does not increase the quantity of crew or steeds unlike when you take a unit of TK chariots. This may be a design choice, but it seems inconsistent with the way that you handled other chariot units.

Fixed by UltraPrime for 2.55
 
forge world models

Unless I am doing something wrong, I do not see the option for adding in forge world models for orcs and goblins (see the settings in roster rules, but do not see the units in AB for actually adding them to the roster).
Specific units of interest:
Night Goblin Squig Gobba
Colossal Squig
Would love to see these added in. Planning on ordering a squig gobba for sure to add to my army list, and thinking of the colossal squig as well (either to run with its rules, or use as a Giant).
Thanks.
 
Entry for Magic Banner "The Bad Moon Banner" has incorrect description.

Its says Unit is Stubborn, Unit counts as being in soft cover, and enemy attacking must make Dangerous Terrain Test.


It should be Night Goblins models in unit are Stubborn. Unit counts as being in soft cover and Any enemy model that charges into base contact with bearer/unit must take a Dangerous Terrain Test.
 
Entry for Magic Banner "The Bad Moon Banner" has incorrect description.

Its says Unit is Stubborn, Unit counts as being in soft cover, and enemy attacking must make Dangerous Terrain Test.


It should be Night Goblins models in unit are Stubborn. Unit counts as being in soft cover and Any enemy model that charges into base contact with bearer/unit must take a Dangerous Terrain Test.

Corrected for 2.68
 
Giant Wolf Mount for characters should have the "fast cavalry" rule and not the "swiftstride" rule.

Well they get the Swiftstride rule since they are Warbeasts, however you are correct and FastCav/Vanguard have been added, since FastCav get Vanguard also by default ;)

Fixed for 2.71

Yum Yum Yum, I like bugs :)
 
Currently the unit info for Fanatics shows like this:

Immune to Psychology
Cannot be charged. Release the Fanatics: When unit concealing are within 8" of enemy release fanatics 2D6" in any direction. Further Movement: 2D6 in random direction. Splat: When moving through a unit, inflict D6 S5 armour piercing hits. Remove fanatic when: contacting any terrain, roll double for movement (except on release), unit ends move over (unit takes D6 S5 AP hits)


At the end shouldn't it be 2D6 S5 AP hits when a unit moves into contact with a Fanatic, in the Army Book under Fanatics - Force of Destruction: "Any unit that moves into contact with a Fanatic takes D6 Strength 5 hits for moving into the Fanatic and a further D6 Strength 5 hits due to the Fanatics death throes (all hits are Armour Piercing)."

Also maybe "unit moves into contact with a Fanatic" is more accurate than "unit ends move over", since the Army Book also says right after the previous quote: "The Fanatic model is then removed, and the unit may carry on with its move."

And lastly, a Fanatic is also removed when: "It contacts another Fanatic (both Fanatics are removed)."

Thanks a lot for your hard work with these data files, they're extremely useful.
 
Currently the unit info for Fanatics shows like this:

Immune to Psychology
Cannot be charged. Release the Fanatics: When unit concealing are within 8" of enemy release fanatics 2D6" in any direction. Further Movement: 2D6 in random direction. Splat: When moving through a unit, inflict D6 S5 armour piercing hits. Remove fanatic when: contacting any terrain, roll double for movement (except on release), unit ends move over (unit takes D6 S5 AP hits)


At the end shouldn't it be 2D6 S5 AP hits when a unit moves into contact with a Fanatic, in the Army Book under Fanatics - Force of Destruction: "Any unit that moves into contact with a Fanatic takes D6 Strength 5 hits for moving into the Fanatic and a further D6 Strength 5 hits due to the Fanatics death throes (all hits are Armour Piercing)."

Also maybe "unit moves into contact with a Fanatic" is more accurate than "unit ends move over", since the Army Book also says right after the previous quote: "The Fanatic model is then removed, and the unit may carry on with its move."

And lastly, a Fanatic is also removed when: "It contacts another Fanatic (both Fanatics are removed)."

Thanks a lot for your hard work with these data files, they're extremely useful.

Yum Yum Yum seems easy enough.
 
Seems like Snagla Grobspit's Deff Creepers doesn't get all their special rules. I can see them in the .dat-file, but they are not shown in the designer, nor in the output.
The missing rules are: Ambushers, Hatred (Empire), Cause Fear in any turn they successfully charge into combat.
 
Seems like Snagla Grobspit's Deff Creepers doesn't get all their special rules. I can see them in the .dat-file, but they are not shown in the designer, nor in the output.
The missing rules are: Ambushers, Hatred (Empire), Cause Fear in any turn they successfully charge into combat.

Yum Yum Yum easy to fix for 2.73
 
When you upgrade the Forest Golbin Spider Rider after taken Snagla they should apprear under special rules. Ahh, I see, I missed "Cause Fear" I added the others, Yum yum Yum :)

I found it was added the Cause Fear note to the Footnotes section for Deff Creepers, so I would say 50/50 I fixed it I just didnt do a good job of it :) Remember that this Cause Fear is a conditional test only when they charge.
 
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The ability to select War Boar mounts for SO Warlords and Warboss seem to be missing. Help?
 
Last edited by a moderator:
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