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8/5/2025, 12:26:17 AM
>>96252534
Not him but
>Knights
Mainly focused on the Towering rule, which allowed Knights to shoot over ruins which gave them an absurd advantage. This rule applied to many Knight-sized models, of which Knights are the most prominent. This played into part 2;
>Eldar
Devestating Wounds, particularly in conjunction with their original Strands of Fate army rules. At edition launch Devestating Wounds were basically Mortal Wounds; their damage would carry over between models. This was present on the Wraithknight's Heavy Wraithcannon, which each Knight could take two of.
Strands of Fate allowed Eldar players to roll 12 dice at the start of the game which they could then hold in stasis, being able to replace any future roll in the game with one of the 'banked' Strands rolls. Farseers also had a rule which allowed the substituted dice to be a 6, regardless of the original roll. These counted as UNMODIFIED ROLLS, allowing them to trigger Lethal/Sustained Hits and, more importantly, Devestating Wounds. There were no limits on the number of dice you could replace per phase.
When mixed with the aforementioned Towering rule, this allowed Wraithknights to essentially snipe ANY target off the board, turn 1, with no chance to make saves against it, as Strands Of Fate was basically cheating.
To correct this GW;
>Nerfed Towering
>Nerfed Devestating Wounds so they no longer carry over
>HEAVILY nerfed Strands of Fate; number of banked dice was cut in half and a once-per-phase limit was put in place.
Not him but
>Knights
Mainly focused on the Towering rule, which allowed Knights to shoot over ruins which gave them an absurd advantage. This rule applied to many Knight-sized models, of which Knights are the most prominent. This played into part 2;
>Eldar
Devestating Wounds, particularly in conjunction with their original Strands of Fate army rules. At edition launch Devestating Wounds were basically Mortal Wounds; their damage would carry over between models. This was present on the Wraithknight's Heavy Wraithcannon, which each Knight could take two of.
Strands of Fate allowed Eldar players to roll 12 dice at the start of the game which they could then hold in stasis, being able to replace any future roll in the game with one of the 'banked' Strands rolls. Farseers also had a rule which allowed the substituted dice to be a 6, regardless of the original roll. These counted as UNMODIFIED ROLLS, allowing them to trigger Lethal/Sustained Hits and, more importantly, Devestating Wounds. There were no limits on the number of dice you could replace per phase.
When mixed with the aforementioned Towering rule, this allowed Wraithknights to essentially snipe ANY target off the board, turn 1, with no chance to make saves against it, as Strands Of Fate was basically cheating.
To correct this GW;
>Nerfed Towering
>Nerfed Devestating Wounds so they no longer carry over
>HEAVILY nerfed Strands of Fate; number of banked dice was cut in half and a once-per-phase limit was put in place.
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