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AoS Stacking Ancient Warlord

Discussion in 'Rules Help' started by DarkMatter, Jul 13, 2018.

  1. DarkMatter
    Skink

    DarkMatter New Member

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    I was wondering how you guys are playing Ancient Warlord the Oldblood on Carnosaur's command ability.

    Ancient Warlord: A Saurus Oldblood is a veteran of battles without number – an experienced leader who is as inspirational to its kin as it is terrifying to the enemy. If the Saurus Oldblood uses this ability, then until your next hero phase, whenever a Saurus Hero from your army within 20" attacks in the combat phase, pick one of its weapons and add 2 to its Attacks characteristic until the end of the phase.

    Is it stackable? It didn't gain the disclaimer in the FAQ like the Oldblood on foot did. But the wording on the way it works has me questioning it. Been playing the Fang of Sotek battalion my few games since AoS2 release and if it stacks giving him and his friends +6 attacks on an important turn with my 3 free CP would be insane.
     
  2. Nart
    Carnasaur

    Nart Well-Known Member

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    If not stated otherwise, command abilities always stack.
     
  3. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    Yep, it should stack judging by rules as written.
    And yes it can be strong but if the Carnosaur is dead then the tactic is gone, so you also have a risk.
    Yesterday I faced an Ironjawz army and my friend took a huge risk and saved up all his points. I couldn't kill the Megaboss with my Deathrattle army (if I had then the game would have been a win for me) so in the third round he triggered a waagh. FIVE times. Those Ironjawz hacked through the whole Skeleton army in one round without meeting any real resistance.
     
  4. Canas
    Slann

    Canas Ninth Spawning

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    I think quite a lot of the stacking command abilities are going to be F.A.Q. to no longer be able to stack... And for some of the others that they can no longer stack with eachother (e.g. stuff that synergizes too strongly like our scar vet's and old blood's command abilities). It seems rather simple now to make some combination that's nigh unstoppable by just stacking command abilities. And yes it's very fluffy to waaaagh like that and fun to pull off. But playing against it is probably going to be very frustrating very quickly..

    Imho, making a blanket "all command abilities stack now unless otherwise stated"-change was rather a risky change seeing as they've only changed a handfull of abilities to actually be balanced around it. And I very much doubt they've play tested every single combination given the sheer amount of em (and the general level of playtesting GW seems to do)
     
  5. Flo
    Kroxigor

    Flo Well-Known Member

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    Yeah thats true it was not very clever to just make "all stack until otherwise statet"

    They did a Lot of FAQs and Errata which went live with the new rules tough where many abilitys got the "does Not stack" or "can only used once per Phase" like with the Oldbloods one
     
  6. Nart
    Carnasaur

    Nart Well-Known Member

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    In Legions of Nagash faction focus they showed how 40 skeletons can go up to 420 attacks per turn, so I doubt they didn't understand to what command abilities stacking would lead.
     
  7. Canas
    Slann

    Canas Ninth Spawning

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    Except that you could already pull ridiculous numbers with skeletons. The extra command abilities only add 2 extra attacks where you could already reach 4. They used to reach a "mere" 320 attacks, which would kill most things already anyway. So nothing really changed there. Also it requires a lot of set-up, requiring 4 different heroes. Also the improvement isn't that amazing, they've gone from 53 hits to 70 hits now, which is only a 32% increase in hits.

    In contrast @Aginor's example of 5 waaghs; it's waaay easier to pull off only requiring 1 hero and is not dependent on a spell (which can be unbound) it's far easier to have all the buffed units actually reach something (let's face it, you'l rarely if ever get more than 20 of those skeletons to actually be within reach at a time). And the benefit they recieve is far far greater compared to their previous state, doubly so if you consider that it can easily affect multiple units of orruks.

    For ironjawz the goto strategy can now easily be to just get a bunch of cp, and whenever you're in range for a good charge just blow a bunch on waaghs and watch your opponent be decimated. A turn 1 charge of a waagh army like that would be utterly ridiculous and wipe out basicly anything it manages to reach. Very fluffy, but also very very annoying if it works more than once.
     

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