Showing posts with label Bane Knights. Show all posts
Showing posts with label Bane Knights. Show all posts

Saturday, March 14, 2009

No Quarter Issue 23


The most recent edditon of "No Quarter" has hit LGS around the country (just not my gameshop) and in it every Warmahordes fan can catch a glimpse MKII changes to come.

Ripped right from the forums here's a glimpse of what will be.

MK2 info from the March "No Quarter" magazine.

  • Out of turn movement and attacks have been limited.
  • Based on size of game Warcasters and Warlocks will be included for free.
  • Warcasters come with a variable number of warjack points.
  • Rough terrain no longer prevents charges.
  • Cards redesigned
  • Warjack Shields and Open fists increased in POW
  • All Factions have mechanics.
  • Warjack points costs changed to be more proportionate compared with units.
  • Unit members are in formation if the are within the unit leaders command range.
  • Most unit leaders have the same stats as thier troopers.
  • All units behave in a manner similar to Field Promotion
  • Reaper gains Reach
  • Necrotech gains Repair
  • Bane Knights loose Shadowshift for Vengance [Which is used on some non Cryx Models] which triggers in control phase.
  • Kharchev gets retooled to become more killy.
  • Winterguard squads can have three Rocketeers each.
  • Doom Reavers become cheaper.
  • Charger gains Powerful Attack
  • Defender Heavy Barrel increases POW.
  • Stormblades and Stormguard are immune to Electricity due to the new damage typing system.
  • Knights Exemplar become a 10 man unit, but don't jump to conclusions
  • Severous has Convert as an ability rather than a spell.
  • Flails gain Chain Weapon.

Release ScheduleApril Field Test is not a playtest. Its looking for Typos and rules confusion and other final polish. Jan 2010 Warmachine II and card Decks. Warmachine 2 has a new Warjack for each faction in it. Followed by 5 Faction books, The Four familiar faces plus Mercenaries, Mercs includes seperate sections for Privateers and Rhul. Each has new models/units and a new warcaster.

Faction book order determined by Summer Rampage 2009. Then Hordes II. No mention of Retribution anywhere.

-Cheers-

Friday, March 13, 2009

R.I.P. Baneknights

Bane Knights have fallen to the mighty "Nerff." We Cryxians knew it was only a matter of time until our elite unit was summarily dismissed by the terrible Cygnar elitists at Privateer Press.

We'll miss you and your shadow shift. The amazing out of turn activations which kept you feared and relevant as a fighting force.

We'll miss your crazy shenanigans and the way in which you made less intelligent people go cross eyed as they tried to understand your ghostly ways.

Rest in peace you mean bastards. MKII be damned!

-Cheers-

Sunday, March 8, 2009

Bane Knights 101

During my last game vs. Legion a rules question came into play. Not because my opponent had a question, not because I had a question. But because a spectator questioned my interpretation of the Bane Knight shadow shift ability.



Now I don't have anything against rules lawyers, heaven knows I've done my fair share of butting my big ugly mug in on more occasions than I care to remember. I simply can't stand it when people try to second guess me and my understanding of how my own army works. So in an attempt to clarify how my most feared unit functions here is a quick lesson.


Q: Can the same Bane Knight be targeted by shadowshift multiple times per turn?


A: If you wanted to every time a unit is eligible to Shadow Shift you could have the same model make the Shadow Shift move and attack, as long as you follow all the rules for Shadow Shift (namely the bits about formation)


Q: When will Shadowshifts resolve after multiple hits from chain lightnings, forked lightnings etc? (Also includes: purge, spray attacks and any aoe effect that rolls to hit every model under the template.)


A: After all simultaneous effects are resolved.


1-chain lightning hits a unit and proceeds to get 4 additional hits. All 5 models take the pow 10. Any destroyed are removed (not from play, just destroyed)


2-The unit then gets it's 5 shadow shifts used any way you want so long as you follow the rules for it (namely formation as mentioned)


This Q&A can be found at http://www.privateerpressforums.com/index.php?showtopic=146494

Another thread with similar answers is http://www.privateerpressforums.com/index.php?showtopic=157872


Hopefully this issue can be put to rest.

-Cheers-

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