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I was trying to use this video as a guide to get learn about AoS as I ordered the Sons of Behemat kit to play spearhead. From watching a few other videos, I'm a little confused if I'm getting something wrong or you guys are. It happens throughout, but 29:53 seems to be the easiest place to see. From what I understand, rend is supposed to modify the roll. His gargant has rend 1 on that attack, so the save rolls of 3, 4, and 2 should turn into 4, 5, and 3 so two should have saved as it was stated 'he has a 4+ armor'. Instead, you added the rend 1 to the save, turning the 4+ into a 5+, causing both rolls to fail. Am I understanding something wrong, or was it a mistake in the match? I'm hoping to go into my first game understanding the rules as much as I can, since there are a lot of them 😅
Rend is a characteristic that LOWERS the armor's value. So the 4+ becomes a 5+ to reach. If you want to apply it on the dice roll, considering you should roll as high as possible, a 3, 4 and 2 should be LOWERED by the rending value; meaning the player would have rolled the equivalent of a 2, 3 and 1; failing all three compared to the base 4+, If you RAISE the dice roll, it would mean that rending actually gives a BETTER save to your target; which would be paradoxal. Hoping this is clear :-)
@@thedoctor1471 I got confused from looking at a mix of old and new warscrolls I think. It looks like rend used to have a negative number to represent it, so seeing the positive numbers on modern warscrolls I thought that was meant to represent the weapon not being good at going through armor. Like the gargant's club might hit hard, but being a club maybe knocking things around rather than say a dagger not hitting hard, but piercing well. But it all makes sense now!
Don't ya just love players like that, remember every teeny tiny rule and update that effects their shenanigans etc, but always seem to forget stuff like hazard tests etc... 🤔
Maybe I'm just incredibly vanilla but this greek superhero / christian angel aesthetic that the stormcast eternals rock just slaps hard imo. Hallowed Knights especially! I love painting them atm and I'm making them as shiny as possible, no grimdark here :D
Good batrep. One thing I noticed you got wrong a couple of times that could’ve had a massive impact on the game though, you can’t pile into a unit and leave combat with another unit you’re in combat with. I think the big fly piled out of combat with the crypt guard and the other dudes piled away from the knights.
Love the PlayOn dice tray, but the orange together with red dice makes it quite hard to read the dice quickly. Just a minor thing, but might be worth changing up
I got this but not the additional Trebuchet & Ballista and blocks. Any idea what the characters with the long bases are for? The ones you get separately in the white box.
The turn mechanic, which is not common in most tcg, is actually very similar to Genius Invokation TCG which is a tcg inside the game Genshin Impact, in which turns are called rounds and both players act alternatively. The only difference is, in GITCG, there are two types of action, fast action and combat action. When you do a fast action, you can still act again but when you do a combat action, the turn is passed to opponent. Anyway great video and the game is pretty interesting.
Can you score battle tactics after choosing to take the double turn in Spearhead? I thought it was the same as AOS 4.0 where giving yourself priority after going second means you can't score secondaries.
It says you can’t draw new tactics unless you are the underdog and behind 5 points. Nothing about not scoring cards you already had since you don’t have to discard. At least from my understanding.
Its exciting to see so much spearpoint content already. I prefer smaller skirmish games and i hate list building. Lol I dont know if i just misunderstood something though, but i thought that the Gutrippas are supposed to be 2 units of 5, not 1 unit of 10 for spearhead.