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WH: 8th Ed

In the dwarves list. The rune of furnace gives a 2+ ward to fire, not the immunity it used to.

Also, I am still getting the +1 armour save bonus from hand weapon and shield. It should be the 6+ ward save instead.
 
Wood elfs

Wood elves:

When I choose the lord choice "Treeman Ancient", AB calculate the point under the points for a rare choice.
 
great job guys....few errors for dwarfs

The White Dwarf is still showing as Lord and Hero.
Goblin Hewer showing as H,R

Ungrim Ironfist H,L

Also, would it be possible to include the other Dwarf characters like Duregar etc ? From older white dwarf mags ?

I would do it but I don't know how to use the system :(

Thanks again !
 
Hmmm.. for some reason i lost all the common magic items on the warriors of chaos list on the newest ab file. Anyone else having this problem?

edit.
Nevermind. I'm a douche. I loaded the 6th ed - 7th ed ruleset...

T.
 
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First, thanks for all the work. Silks, et all.

Ogre Kingdoms bug:

With the v11 of the eratta GW have removed the restriction on mundane equipment for a Bruiser BSB, therefore;

The options for an Cathayan Longsword, Extra Hand Weapon, Great Weapon, Ironfist, Brace of Handguns should be available.

If the Bruiser does not take a Magic Banner the Bruiser should be able to take magic shields such as the Charmed Shield. This comes up as a composition error.

The Enchanted Shield does not show up in the magic items list (the Ogre common magic items never had it) from the rulebook.

A Tyrant or Bruiser should be able to choose an Ironfist alongside a magic weapon (you could only use it as a mundane shield in the game) - this currently throws up a composition error.

Thanks again.:)
 
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Beastmen shamans have the option for magic armor. That's a no-go according to the bible p500.

So do Empire Wizards (other than Armour of Tarnus).

Also Inner Circle Knights armed with Great Weapon count as having Strength 5, but they should have Strength 6. The Champion count as having the right strength however.

Wood elves:

When I choose the lord choice "Treeman Ancient", AB calculate the point under the points for a rare choice.

It should be fixed, I didnt have any problems with the newest update.
 
Was there an answer for this? I am having the same issue when putting my HE Prince on Star Dragon. It shows 620 pts for Lord and 620 for Hero
 
Beastmen Gorehoofs (Centigor champion) have armor save 5+ as opposed to their brethren Centigors which have 4+. Something tells me that the coding doesn't include Gorehoofs as cavalry (+1 mounted save).

If you include Ghorros Warhoof in a Centigor unit, all centigors count as Core. But in a 2k list, if you purchase a 4th centigor unit the validator errors this: "Too many of the same Special".

BTW silks, great job you're doing :D
 
Was there an answer for this? I am having the same issue when putting my HE Prince on Star Dragon. It shows 620 pts for Lord and 620 for Hero

The same here with dark elves and High Sorcreress. Counts both in hero and lord. Is there any way to remove the Hero flag from the Lords?
 
I will look at the files, I am not sure how/why it is doing that but with luck I will find that procedure.

I am still working on getting the mounts to give the +1 Armor save
 
Yeah sorry guys - I've been a bit slow this weekend - had my wife's birthday so haven't had much time to do stuff.

Silks
 
Found the Lord & hero problem, the good news is it is easy to fix I was looking for something more complicated, the bad news is it must be done for each individual instance! (Silks, it is in the Eval button of the option adding the mount for mounts like the Chaos Dragon - I got that one).

I am looking over the files as I do them.

Ogres - I don't think this army has been addressed much at all. It is on the to do list but not at the top for me, so not likely today or tomorrow.
 
Wood elves

Wood elves:

Now that I got the newer version it did not set the "Treeman Ancient" under rare unit. but i discovered a new problem. It says that he can only have one spite now. :(
 
I am still working on getting the mounts to give the +1 Armor save

have had a look for you about mounts giving characters +1 to there armor save there is no procedure for this what has been done is in the options for each army is each mount if you select one of the mounts for example emWarhorse and click eval you will see

unit.stat[Save] = unit.stat[Save] - 1
call MountedUS2


and for the emGriffon

call Mounted

this is how the armours save is modified for being mounted you have two options go through every mount in the options in each data and add unit.stat[Save] = unit.stat[Save] - 1 or goto the Mounted and MountedUS2 procedures and add unit.stat[Save] = unit.stat[Save] - 1 to each of them then delete the unit.stat[Save] = unit.stat[Save] - 1 from all the mount that have it in each of the data files.
 
how to change a the +1 to the armour save for hand weapon and shield to a 6+ ward save

goto save in the unit stat tab in the definitions file and click finalise and delete this

~ If we have a hand weapon and shield, and aren't mounted, and don't have
~ a magic weapon, we get a save bonus
if (tagis[Helper.Mounted] = 0) then
if (tagis[Helper.HasShield] > 0) then
if (tagis[Helper.HasHandWep] > 0) then
if (tagis[Helper.HasMWeapon] = 0) then
var impsave as number
impsave = @value - 1
@text = @text & "{ref HandShld}/" & impsave & "+"
endif
endif
endif
endif

now go to the genericstuff data file go to procedures click on shield link delete every in there and add this

var result as number
result = unit.assign[Helper.HasShield]

unit.stat[Save] = unit.stat[Save] - 1

if (unit.tagis[Helper.Mounted] = 0) then
if (unit.tagis[Helper.HasShield] > 0) then
if (unit.tagis[Helper.HasHandWep] > 0) then
if (unit.tagis[Helper.HasMWeapon] = 0) then
if (unit.tagis[Special.Frenzy] = 0) then
var result2 as number
result2 = unit.assign[Ward.6star]
endif
endif
endif
endif
endif


and now you are done all the validation met for having a 6+ ward save for hand weapon and shield plus the +1 to the armour save
 
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