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Give me your bugs!

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there is a bug with the skaven rat ogres, you are unable to add a master moulder and a pack master to the unit.

Definitely not working as intended. The MM is being added to the unit instead of upgrading one of the packmasters. Also this bug seems to occur with lower numbers of rat ogres and changes when more rat ogres are added.
 
Looks like I posted this in the wrong place:
Tomb Kings: Necropolis Knight champion isn't being charged for ETBtS if the squad has it. (Adding a champ to a Knight squad with ETBtS only adds 5 points to the cost)
 
Choosing a Pyrocaster unit champion for a unit of Flamers makes it impossible to actually 'max' out the unit (goes to 5 (inc Pyrocaster) whereas squad max is 6)
 
there is a bug with the skaven rat ogres, you are unable to add a master moulder and a pack master to the unit.

Just a note that the latest version update (2.31) is where the bug has occured as I ran the version pre 2.31 and the rat ogres/packmasters/mastermoulders are working properly in that version. The generic magic item bug posted in the skaven thread is still in that version so I dont know where that error originated.

Any ETA on when a fix will be released?

Once again thanks for the work and keep on reporting bugs!
 
High Elves:
Korhil is listed as having a 1+ armour save in CC and a 2+ armour save to missile fire. The HE armies book entry for Korhil states: " the cloak increases Korhil's armour save to 4+ against close combat attacks and 3+ against shooting attacks (not an increase by +4 and +3 which would result in a total of 1+ and 2+).
 
High Elves:
Korhil is listed as having a 1+ armour save in CC and a 2+ armour save to missile fire. The HE armies book entry for Korhil states: " the cloak increases Korhil's armour save to 4+ against close combat attacks and 3+ against shooting attacks (not an increase by +4 and +3 which would result in a total of 1+ and 2+).

actually i have jsut researched this issue and the armor text for korhils cloak is correct. The issue is that his heavy armor is lsited as 4+ instead of a 5+ armor save.

Thus if he showed the correct 5+ armor save for his heavy armor, the +1 in CC = the correct 4+ armor save and the +2 to shooting = the correct 3+ armor save.

Thus the text text for the pelt is ok, but the problem is that his heavy armor is showing up with the wrong value and should be 5+


I would suggest keeping the text of the pelt listed the way it is because if he takes the mounted chariot option he adds an additional +1 to armor. And the way AB works is it will calculate heavy armor and mounted for 4+ so it wouldn't show the correct value for CC which would then be 3+

4+ for pelt + 1 for mounted = 3+ in CC

Sorry if this gets confusing.
 
Korhil's ASv

Yes,

AB correctly lists his bonus for the pelt at +1 and +2, not 1+ and 2+, which was our confusion in the last game. Correcting his ASv to 5+ for hvy armour is needed. Thanks for checking,

Lee
 
Bug?

Just wondering if this is a bug for WoC:

Step 1) Take a Chaos Lord, give him the Mark of x (but not Tzeentch)
Step 2) Armour of Destiny
Step 3) Change his mark to Tzeentch, shouldn't his ward improve to 3+?

There seems to be a bug in regards to the Mark of Tzeentch, because giving him the mark actually just gives him a 6+ ward save, whereas removing it shows the destiny's ward save.

Seems to be the case as well if you swap out Armour of Destiny and give him his default Chaos Armour and Preservation.

Alas I don't have the Army Book, so could it be that the Mark doesn't affect ward saves granted by items?

EDIT: Upon further playing, it seems to be a bug that occurs if a Shield is added into the mix, because it seems to just report the 6+ parry ward (which is itself a bug I presume because you can't get parry saves with magic weapons, which in my muck around atm I have in the form of the Chaos Runesword)
 
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New TK

LD is incorrect on both the TK Skeleton Archers Master of Arrows and TK Skeleton Warriors Master of Arms. It's hsown as 3 but it should be 5 like the rest of the unit.

General irregularities

If I add the Dragonsbane Gem and any armor that grants a WS I don't get the 2+*/x+ WS. It only shows the Armor WS.

It seems to grant the 6+ Parry WS even if I have a magic weapon?
 
Mark of Tzeentch + shields & 1hw should be 5+ ward save

Mark of Tzeentch + shields & 1hw should be 5+ ward save but in army builder it says 6+

If you add just the shield it says 6+* I assume the * is for the parry rule.

If you add Mark of Tzeentch to that unit it changes to 6+. It should change to 5+* again the star is for the parry rule.

IMO.

Jason
 
The Mark of Tzeentch is causing me the biggest headache! This is pretty much the reason there haven't been any updates recently - the solution to this just won't present itself. Anything I try causes problems elsewhere....
 
Suggestion

If its problematic can we get the * to put a note in the Option Footnotes section?

IE - Any time somebody adds shields + mark of tzeentch a 6+* appears under WSv and then adds a note to the footer

Mark of Tzeentch & Shield - In close combat Parry rule is in play and the Unit has a 5+ ward save to frontal attacks. All other WSv are made at a 6+

Just a suggestion

Jason
 
after the new datafile, there comes no failure-warning when you choose a grail reliquae without having a knight with grail vow in your army.
it's not so dramatically if you know it but if you forgot to take the vow, you should be not allowed to take the reliquae. i thought in the previous version there was a failure warning.

Joe
 
after the new datafile, there comes no failure-warning when you choose a grail reliquae without having a knight with grail vow in your army.
it's not so dramatically if you know it but if you forgot to take the vow, you should be not allowed to take the reliquae. i thought in the previous version there was a failure warning.

Joe

Will get that sorted. For the record, there was never an error message.
 
Army composition bug?

It doesnt seem that the latest files are recognizing the new army composition rules. In the main book there is a side bar that states that armys with older army books (not O&G or Tomb Kings) should use the army selection rules in this book , not the one prestented in the army book. Also the errata for the armies i have checked says that the composition rules in the main rule book over ride the army book. This came to my attention after playing a 2500 point game against a high elf army containing 3 bolt throwers. which according the main book is not "legal". I hope this hasnt been covered ,if so please point me to the post.
 
Have you read the High Elf FAQ? Because that would be the key here.
Page 89 – Choosing an Army
Add “Elite Army
The High Elves are few in numbers, but their armies are
trained and equipped to standards so high that they are the
envy of all other races. To represent this, an army may include
up to 6 of each Special choice (up to 12 in a Grand Army) and
up to 4 of each Rare choice (up to 8 in a grand army).”
 
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