if i got it correctly archaon does indeed auto banish even krondspines as archaon ability only states that the manifestation is banished while krondspine's rules say "each time this manifestation is targeted by the "banish manifestation" ability..." so it explicitly says that the krondspine's ability only works when actually using banish manifestation and not when archaon just snaps his fingers and banishes it
In 4th edition you nominate a target to be the pile in target. But you cannot then pile out of combat with any unit you were in combat with at the beginning of combat. 15.3 In the cole rules.
We corrected that after the army lists in the video. The army list part was wrong there was supposed to be a unit of bladelords that was included later
Also pretty much everyone saying that varanG is the best std unit. Mark of khorne them, and then at least save a cp to not hit on 4, and they will slap
@@Highgroundgaming1 for instance, splitting all the attacks with the knights. Could have probably actually killed all the dawnriders. With how good rally is and no battleshock now I wouldn’t personally spread attacks like that. Engaging multiple units CAN be good, but should probably try to really limit the number of attacks coming back…
I don’t think most armies function like Lumineth in terms of army construction. Flooding the board with as much infantry or cavalry as you can is not viable for many armies. LRL -1 to hit, fight with 2 units (every combat phase), strong spell casters (+2?) and most efficient shooting unit (arguably) makes them extremely good right now until people figure out how to fight them.
you dont need to mark wounds on models, they are allocated to a unit now, so no hustle to accidentally mark champion or banner etc
Missed that!! That’s awesome that would have helped me here
if i got it correctly archaon does indeed auto banish even krondspines as archaon ability only states that the manifestation is banished while krondspine's rules say "each time this manifestation is targeted by the "banish manifestation" ability..." so it explicitly says that the krondspine's ability only works when actually using banish manifestation and not when archaon just snaps his fingers and banishes it
That is correct. They are titled differently for very specific reasons, not by accident.
In 4th edition you nominate a target to be the pile in target. But you cannot then pile out of combat with any unit you were in combat with at the beginning of combat. 15.3 In the cole rules.
Great bat rep! I hate to burst your bubble but that the LRL list is only 1810 point 😬
We corrected that after the army lists in the video. The army list part was wrong there was supposed to be a unit of bladelords that was included later
How come you guys were rolling the Eye “secretly”?!
That’s how it used to be done 🤷♂️I take it you don’t do that anymore?
@@Highgroundgaming1 it’s not something the rule says.
You’re right. The old rule was that way so we will do it openly in the future.
manifestation cant move when set up , you cant rerool charge for manifestation
Thanks for clarifying. Did we reroll the charge?
Also pretty much everyone saying that varanG is the best std unit. Mark of khorne them, and then at least save a cp to not hit on 4, and they will slap
Well that’s interesting because they didn’t perform in our game at all!
@@Highgroundgaming1 you used your cavalry quite badly tho
Curious how you would have used them differently? We are always looking to get better.
@@Highgroundgaming1 for instance, splitting all the attacks with the knights. Could have probably actually killed all the dawnriders. With how good rally is and no battleshock now I wouldn’t personally spread attacks like that. Engaging multiple units CAN be good, but should probably try to really limit the number of attacks coming back…
Makes sense thanks!
I don’t think most armies function like Lumineth in terms of army construction. Flooding the board with as much infantry or cavalry as you can is not viable for many armies. LRL -1 to hit, fight with 2 units (every combat phase), strong spell casters (+2?) and most efficient shooting unit (arguably) makes them extremely good right now until people figure out how to fight them.
Definitely didn’t do the manifestations right. They can’t move the turn they come in