One thing to note, using the Shadow Portal does not prevent a Mandrake operative from using the once per TP team Action Shadow Passage. However, performing the Shadeweaver’s Unique Action: Open Shadow Portal does. So, you can open a Shadow Portal TP1. TP2, with the Shadow Portal still open, then perform a Shadow Passage action. You cannot perform both the Shadow Passage Action and the Shadow Portal Action in the same TP.
I might be wrong, but think you did everything correct with the mandrakes. Suspect the “nowhere to hide” tactical ploy will be made to be the same as the breacha boy (1” thick) as charging through the whole furnace is a bit wild. Great batrep.
In a DIRGEMAW attack you get stunned when the critical attack dice is retained. Therefore, you are already stunned before rolling the defence dice. Therefore you have 2APL, before rolling defence dice, so when attacked with soulstrike ability you can save on 1 and 2, but not on 3 ;) "Designer's Note: Many rules in this army list refer to an enery operative's APL. This would be the APL at the time the rule takes effect (i.e. including modifiers)."
Oh good catch in the moment we missed the stun special rule when doing the attack and didn't apply the modifier. What a powerful model. The modifier to the apl would also make the models saves worse for soulstrike too!
Actually it's wrong, have a look at developpers commentary : Q: If an operative’s Action Point Limit is modified during its activation, will the action points it generated for that activation be affected? A: No, unless otherwise specified. Action points are generated after determining an operative’s order for its activation, so modifiers after that point won’t affect how many action points it has for its activation. Modifiers to an operative’s APL when it is activated (e.g. if the KOMMANDO NOB uses its Get it Dun! ability on itself) could affect the action points generated, as this happens before it generates action points.
I think I missed what your putting down. I was talking about the stun modifying the night lords APL down to 2 in the roll attack dice step. after which, in the roll defense dice step, you save on 2- instead of 3- via the soulstrike ability. This has nothing to do with action points, but the current action point limit. Just a silly but powerful interaction😆@@ThinKBriK31
I took the infiltrate scouting option. That little card we flip at the beginning of the game gives you a small bonus and decent des who goes first. This is in the matched play sequence Infiltrate let's you change 1 order in the first tp
IF you open the shadow portal, why you open the second portal on end of the board ? I Think this guy open 1 SP in place where he stay but the 2 SP ( on card is writed, make free Shadow Passage 6” move and Place before and After move Place shadow Portal Token 2” of this operator) so the portal can’t be on the second end map. I Think good ? ( sorry for my english i am still lerning)
@@jinofthesheep you have in book and card with this guy Shadowweaver perform free Shadow Passage with this Operator. Before and After Move Place Token Portal with 2” of this Operator. So of you do Shadow Passage you Must do normal Move 6” (ignore Terrain etc) but not no limit distanse
@@krisukrzysztofgola4681 Its treated as a normal move so you can't move after. It doesn't say "move the model 6"" it says, remove them and set them back up within shadow.
@@cjdxn for me is Strange because its write Perform a Normal Move if you go to rules normal Move is statistic of Distans that guy but in mandrake you ignore Terrains. Its Not Write perform unlimited Move its normal Move but you must be in Shadow. Edit. And it Write Remove from kill Zone and Place back but still Not Write unlimited move so i Think you can only Move 6” ignoring Terrains Like fly (but leave in Shadow)
@cjdxn there seems to be a lot of confusion here. It says perform a normal move (which is typically 3 circles or 6") it does not say treat Shadow Passage as a normal move.
for in midnight clad, i just figured that the operative itself still has a conceal order when determining LoS, so gains obscuring making it an invalid target even if a vantage point would treat you as having an engage order. however if an enemy operative is within 6" it then becomes targetable to everyone. needs a rules clarification for either determining if vantage point actually changes the order for this rule, or if this ability takes precedence as "specific rule, over general rule" philosophy
While it definitely seems as RAI. If you look a the updated skulk about ability for kommandos, they overtly specify that it works regardless of any other rules. implying you need this specification for it to work. little rough for RAW, but there is not way that getting behind a piece of cover will make you more in danger
@@2CasualYT when determining line of sight, for an operative with an engage order(in this case given by vantage point), it must be visible and not obscured to progress to dice rolling. If a piece of heavy terrain gave the operative obscuring then the shoot would still be illegal regardless of vantage. The in midnight clad, just gives the nemesis claw an additional way of obtaining obscuring, and since vantage doesn't physically change an order like the nightlords icon bearer does, when it checks for obscuring, the operative would still have a conceal order and would then become obscured. At least as far as I would assume
I guess I'm arguing if the in midnight clad is a stand alone rule, or a flow on from combat. If stand alone it works as intended, if a flow on from combat then it would count as engage for determining in midnight clad, which unfortunately the more I think about it is the case and it doesn't work in cover. So I think for now nemesis claw will sit on my shelf unpainted, which is a shame
Cool video. 14:52 you could have vox screamed the dirgemaw so he wouldnt be able to activate before your leader. Maybe something to keep in mind for next time.couldnt your leader get behind the heavy terrain with 4 inch movement to be safe?
clever thought, but we actually looked at the interaction between vox scream and the dirgemaws ability during the game. Vox states that it has no effect if there are no other eligible operatives to be activated, it has no effect. and when the dirgemaw activates her ability, she's the only eligible model that can be activated at the time. So if we are reading that right, it appears that you cannot. As for moving the leader back, Pete had models already in my backline with the shadow portal. so there wasn't good opportunity for him to be safe.