AzraelEVA
Joined: Nov 14, 2015
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  Posted:
Dec 08, 2020 - 18:18 |
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Muff2n
Joined: May 20, 2017
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  Posted:
Dec 08, 2020 - 18:23 |
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"We’ve clarified this to explain that if the Pass action is modified below 1, then it’s still a wildly inaccurate pass."
OMG |
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Phontome
Joined: Oct 09, 2020
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  Posted:
Dec 08, 2020 - 18:35 |
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They have also stated that if a 1+ passer roll gets modified to 1 it is still accurate. |
_________________ Hello from the Farm.
What do I farm, you ask?
Barn Cats. |
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dolphinandrew
Joined: May 09, 2017
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  Posted:
Dec 08, 2020 - 19:28 |
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AzraelEVA wrote: | Announcing the intended Block target before moving when you want to blitz is intended. |
Interesting in combination with the clarification on dump-off: The dump-off happens as soon as they are nominated as the blitz target.
No need to combo with NoS any more |
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Lyracian
Joined: Oct 29, 2015
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  Posted:
Dec 08, 2020 - 19:37 |
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I am amused that Wild being “less than 1†is considered FAQ NOT errata. Seems they want to make a point of only one printing error in the book not two (or three).
Makes me wonder if the TRR change was a design or printing decision...
Declining Blitz target is interesting as you can no long start the blitz and if you use a dodge, or other re-roll, early change who you want to hit.
Dump off gets a boost (the only passing skill that does).
At least a PA stat increase to 1+ does something now. In fact better value than Accurate/Cannoneer |
_________________ Nuffle wills it.
Lyracian. |
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MattDakka
Joined: Oct 09, 2007
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  Posted:
Dec 08, 2020 - 19:46 |
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dolphinandrew wrote: |
Interesting in combination with the clarification on dump-off: The dump-off happens as soon as they are nominated as the blitz target. |
The mental image of a DE Runner saying: "My spider sense is tingling!" came to my mind. |
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ceetee
Joined: Jun 28, 2009
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  Posted:
Dec 08, 2020 - 19:58 |
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Diving tackle clarification still puzzles me. If the dodge is failed on the first roll, diving tackle can be used on the reroll assuming it wasn’t used on the first roll.
So with a wardancer dodging on a 2+...
Roll a 3 on the first dice, no DT, dodge successful.
Roll a 3 on the first dice, DT used, wardancer uses dodge reroll and needs only a 2+ to escape?
Have I misunderstood? (Every chance this is the case ) |
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sebco
Joined: Feb 14, 2005
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  Posted:
Dec 08, 2020 - 20:11 |
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ceetee wrote: | Diving tackle clarification still puzzles me. If the dodge is failed on the first roll, diving tackle can be used on the reroll assuming it wasn’t used on the first roll.
So with a wardancer dodging on a 2+...
Roll a 3 on the first dice, no DT, dodge successful.
Roll a 3 on the first dice, DT used, wardancer uses dodge reroll and needs only a 2+ to escape?
Have I misunderstood? (Every chance this is the case ) |
That's what I understand reading designer's answer and that's a bit strange... Before that Q&A, that point seems clear to me and it is no more...
Teh other thing that surprises me in designer's answers concerns animal savagery and pile-driver. I agree with the use of claw and might blow but pile-driver... means your own player can be sent off injuring a team-mate! |
_________________ I like cheese but don't call me skaven ! |
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ph0enyx13
Joined: Nov 14, 2015
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  Posted:
Dec 08, 2020 - 20:23 |
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dolphinandrew wrote: | AzraelEVA wrote: | Announcing the intended Block target before moving when you want to blitz is intended. |
Interesting in combination with the clarification on dump-off: The dump-off happens as soon as they are nominated as the blitz target.
No need to combo with NoS any more |
There is still the possibility of them being tagged by 1 guy before the blitz is announced, but this does make pass and accurate a lot better with dump off vs NoS with dump off |
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J_13
Joined: Sep 08, 2020
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  Posted:
Dec 08, 2020 - 20:25 |
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No turnover when failing Projectile Vomit or Chainsaw... That adds quite a lot of value to these players.
Multiple rerrols per turn. Also weird change.
Diving tackle response makes unclear something that was clear before...
Good to know that they will be "adjusting" rules twice a year. |
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JanMattys
Joined: Feb 29, 2004
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  Posted:
Dec 08, 2020 - 20:26 |
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dolphinandrew wrote: | AzraelEVA wrote: | Announcing the intended Block target before moving when you want to blitz is intended. |
Interesting in combination with the clarification on dump-off: The dump-off happens as soon as they are nominated as the blitz target.
No need to combo with NoS any more |
True but this also means that the blitzer now knows where the ball is before moving square one. So he can't blitz a different target, but he can change his movement path and go to the ball instead (especially if at the end of the dumpoff the ball is on the ground). |
_________________
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Niessuh
Joined: Dec 11, 2009
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  Posted:
Dec 09, 2020 - 08:36 |
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AzraelEVA wrote: |
Multiple rerolls in one turn stays.
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Told ya! another big win for dwarfs (and other 50k RR teams: human, skaven and elfs)
Now having more than 3 RR is useful and makes risky plays more reliable, |
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Lyracian
Joined: Oct 29, 2015
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  Posted:
Dec 09, 2020 - 12:43 |
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Q: The rules for team turns state that a team turn ends when
all eligible players have been activated. However, the rules for
player activations state that coaches are not obliged to activate
every player. Does this mean that coaches can choose to end
their team turn without activating all of their eligible players if
they wish? (p.42)
A: Yes. Remember that a player can choose to move
zero squares, so if you wish to do nothing with a player
simply activate them, move zero squares, and then end
their activation.
Beast of Nurgle and Trolls beware! You do not have to activate but now it seems you do. No more leaving these players on their own to tie up opponents. If you do they have a 50% chance to go stupid.
Not good for Nurgle or Goblins... |
_________________ Nuffle wills it.
Lyracian. |
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Wolbum
Joined: Jul 14, 2010
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  Posted:
Dec 09, 2020 - 12:48 |
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Lyracian wrote: | Q: The rules for team turns state that a team turn ends when
all eligible players have been activated. However, the rules for
player activations state that coaches are not obliged to activate
every player. Does this mean that coaches can choose to end
their team turn without activating all of their eligible players if
they wish? (p.42)
A: Yes. Remember that a player can choose to move
zero squares, so if you wish to do nothing with a player
simply activate them, move zero squares, and then end
their activation.
Beast of Nurgle and Trolls beware! You do not have to activate but now it seems you do. No more leaving these players on their own to tie up opponents. If you do they have a 50% chance to go stupid.
Not good for Nurgle or Goblins... |
A playtester on the facebook group confirmed that it is not the case. As in, the yes states you can just leave them alone as before without activating. |
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MattDakka
Joined: Oct 09, 2007
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  Posted:
Dec 09, 2020 - 12:57 |
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Nice. That answer (moving 0 squares, end activation) could be misunderstood. |
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