7. Edition Vampir auf Nachtmahr? Oder lieber zu Fuss?

Kuttentroll

Aushilfspinsler
11. März 2008
11
0
4.811
Ich (ein Neuling) grüße euch! 🙂

Auch wenn ich seit einiger Zeit Vampir Minis bemale und umbaue, fange ich erst demnächst an richtig mit Freunden zu spielen. Deshalb bin ich noch nicht so bewandert in Sachen Regeln.

Nach dem alten Armeebuch hatte ich vorgehabt meinen Blutdrachengeneral
in eine Einheit Fluchritter zu packen. (Habe noch ne schöne unbemalte Mini des Einhorns von Morgana Le Fey, welche ich umbauen wollte)

Nach dem neuen Armeebuch wäre das nicht unbedingt so ratsam, da die FR ja dann nicht mehr körperlos in der Bewegung sind....

Lohnt es sich generell noch den Fürsten auf einem Nachtmahr zu setzten?:huh:
 
Nach dem neuen Armeebuch wäre das nicht unbedingt so ratsam, da die FR ja dann nicht mehr körperlos in der Bewegung sind....
Wieso? Musst doch nur Gelände (wie früher umgehen) sonst kein Nachteil bei den Fluchrittern. Die 4 Pkt. mehr seh ich eher als Geschenk an, da man die Fl nun ja auch beschwören kann!

Lohnt es sich generell noch den Fürsten auf einem Nachtmahr zu setzten?
Ja, z.B. wegen den Fluchrittern! ^_^
 
Da der Angriff teil der bewegungsphase ist, denk ich daß sie in der angriffsbewegung genauso körperlos sind und somit kann normaler beschuss Ihnen nichts anhaben!!
Die Regel sagt ganz klar: Bezüglich ihrer Bewegung (und nur ihrer Bewegung) gelten Modelle auf Skelettpferden als körperlos.

D.h.: Fanatics, Musketen, Kanonen, etc. = tun weh, da man nicht in der gesamten Bewegungsphase immun gegen feste Materie ist, sondern nur in dem mom. wo man sie bewegt. Bleiben sie stehen, weil jm. schießt, Fanatics kommen oder sonst was passiert, sind sie nicht mehr immun gegen Köperliches.

Man kann es sich eigentlich so vorstellen, das die Skelettpferde halb Geister sind und womöglich einfach über den Wald, Felsen,... drüber-/hindurchfliegen, die Kerle oben drauf bekommen noch immer normalen Schaden.
 
2 Fluchritterregimenter je 5 mann ohne alles. knackige 240 Punkte, perfekt 😀 Die Uber-Unit-Of-Doom-Breaker Status haben jetzt ja die Vamirritter inne
Bezgl. Fluchritter:
Würd denen wenn möglich immer RW 2+ geben, sie sind zwar dann langsamer, aber alles bis S5 (RW-2) prallt im Durchschnitt zur Hälfte ab (und im Durchschnitt würfel ich bei denen über Durschnitt). Die 40 Punkte sind halt in Rst. meist besser investiert, als in eine 5er Todeswölfe-Einheit!

Bezgl. Blutritter:
Sind zwar jetzt der Breaker schlecht hin, aber man sollte nicht vergessen, dass die Fluchritter nichts an Effektivität verloren haben.

-> Frage: wer ist besser für die Armee geeignet ein 10er Block Fluchritter oder ein 5er Block Blutritter...
 
Während die Einheit sich bewegt ignoriert sie doch den Bewegungsabzug.
Die Diskussion hatte ich gestern am Nachbartisch erlebt. Meiner Meinung nach ist das nicht der Sinn der Sache. Ich denke mit bewegungseinschränkenden Effekten sind halt so Sachen wie Amboss, Herrin der Sümpfe etc. gemeint. Der Rossharnisch verlangsamt die Einheit dennoch weiterhin ganz normal.
 
Die Diskussion hatte ich gestern am Nachbartisch erlebt. Meiner Meinung nach ist das nicht der Sinn der Sache. Ich denke mit bewegungseinschränkenden Effekten sind halt so Sachen wie Amboss, Herrin der Sümpfe etc. gemeint. Der Rossharnisch verlangsamt die Einheit dennoch weiterhin ganz normal.

RAW wird der Malus ignoriert.

Gehört aber mit zu den Dingen, die in ein FAQ gehören, wie auch

[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]BESTIARY[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Q. May a Necromancer mounted on a Corpse Cart join a friendly unit? If yes, and the Necromancer is killed when the Corpse Cart is attached to a friendly unit, must the Corpse Cart be subsequently detached from the friendly unit?[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Commentary: In regards to the first question it appears that the answer is yes, as a Corpse Cart “moves as a monster.” However as a Corpse Cart is not truly a creature, clarification would be appreciated. In regards to the second question, it appears that we should apply the logic outlined for Tomb Kings characters / light chariot units (i.e. separate them at the end of the phase). Please confirm. (VC pg. 43 / Rulebook pg. 73)[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Q. If a Necromancer is mounted upon a Corpse Cart and the Necromancer is subsequently killed, does the Corpse Cart have to take a Monster Reaction test ?[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Commentary: The rules for the Corpse Cart states that it "moves and fights as a monster". The topic of monster reaction tests is not covered within its rules. Please clarify. (VC pg. 43 / Rulebook pg. 61)[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Q. If a Skeletal Steed is given barding does the model suffer a -1 Movement penalty?[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Commentary: The rules for ethereal movement are unclear as to whether or not barding is considered an “item” and thus ignored for purposes of ethereal movement. Please clarify.
(VC pgs. 45, 48 / Rulebook pg. 12)
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[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Q. Under "Ethereal Movement" it states "They are also never affected by any special rule, spell or item that would otherwise reduce their movement or stop them from moving completely." Does this mean that spells, items, etc which have both a damage and movement negating component (e.g. the Rune of Wrath and Ruin from the Dwarfs Anvil of Doom) are entirely ignored by ethereals? Or is just the movement negating component ignored?[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Commentary: As this wording is found under "Ethereal Movement" it appears that the intent is just to ignore the movement negating component. However as RAW can be used to claim that the damage component is also ignored this needs to be clarified. (VC pg. 48)[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Q. Do the "Ethereal Movement" rules consider "Stupidity" to be a special rule that they would ignore? For example, if an ethereal unit becomes Stupid during a game, and subsequently fails a Stupidity test may it move as normal, or is its move halved?[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Commentary: Intent appears to be that the unit would suffer, but this is not clear. Please clarify[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Q. Does a unit of rank and file Blood Knights suffer any penalty from not nominating a model to accept an enemy challenge?[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Commentary: As Blood Knights are neither characters nor champions, the rules appear to indicate that they are not bound by the normal challenge rules and do not suffer any penalty from failing to nominate one of the Blood Knights to accept an enemy challenge via the Martial Honour rule. However, as this is the first time such an ability has appeared in the Warhammer system, the design intent is being questioned. Please clarify.
(VC pg. 46 / Rulebook pgs. 76, 77)
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[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Q. Does the Black Coach coach absorb only Power Dice, or can it also absorb Dispel Dice generated by Wizards within 6" of it?[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Commentary: It appears the intent is that it only absorbs Power Dice, but the text is not fully clear. Please clarify. (VC pg. 47)[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Q. May a Tomb Banshee use her Ghostly Howl to target an enemy unit in close combat with whom she is not herself engaged with?[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Commentary: The rules do not specify whether this is allowed or not. Please clarify. (VC pg. 49)[/FONT][/FONT]
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THE BLACK ART
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[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Q. May Invocation of Nehek be cast upon friendly units engaged in close combat ?[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Commentary: The spell’s description does not give explicit permission to cast it into close combat. Thus per RAW it appears that the spell may not be cast into close combat, with the exception of Vampire Counts characters healing themselves. That being said, the spells description and other contextual clues found within the book lead us to believe that the design intent is to allow the spell to be cast into close combat. Please clarify. (VC pg. 38 / Rulebook pg. 107)[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Q. Do Fell Bats and Bat Swarms qualify as "infantry" for purposes of Invocation of Nehek?[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Commentary: Per the rules as they currently stand it is clear that Fell Bats and Bat Swarms count as Unit Type: Infantry (they are even stated as such in the Vampire Counts Reference Sheet), however many are questioning the intent in this case and believe it must be an oversight. Please clarify. (VC pg. 38)[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Q. May Invocation of Nehek be used to heal Spirit Host units created via the Wind of Undeath spell only up to their starting number of wounds or the starting number of wounds on their profile (i.e. 4 per base)? For example in a case where a new Spirit Host unit was created via Wind of Undeath with 6 wounds, would the Vampire Counts player be restricted to healing the unit back to 6 wounds or would he be able to heal the unit back to 8 wounds ?[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Commentary: This is unclear. Please clarify. (VC pgs. 38-39)[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]SPECIAL CHARACTERS[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Q. May Konrad Von Carstein combine the bonuses from the Sword of Waldenhof with his Vampiric Power of Red Fury to generate additional attacks? For example, if Konrad inflicted 3 unsaved wounds to an enemy unit of Ogre Bulls would he be entitled to 6 more additional attacks or only 3?[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Commentary: Intent appears to be no, but a case can be made either way. Please clarify. (VC pg. 62)[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]VAMPIRIC POWERS[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Q. In a Vampire Counts army which includes a Vampire with the Ghoulkin Vampiric Power, is the power restricted to allowing units of Crypt Ghouls (and characters which remain attached to the Crypt Ghouls) to make a march move prior to the roll for first turn? Or, does the power allow a character who started the game attached to the Crypt Ghouls to separate from them and make an independent march move? For example, may a Vampire with the Talisman of Lycni make a 18” march move prior to the roll for first turn?[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Commentary. The intent clearly appears to be that it is restricted to allowing the Crypt Ghouls and characters which remain attached to them to march, but as a RAW argument can be made to the contrary, please clarify. (VC pg. 82)[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Q. If a Vampire has the Vampiric Power of Flying Horror and he selects a Nightmare as a mount, does the model retain the ability to fly?[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Commentary: While the intent appears to not allow such a thing (as the power explicitly states that the “Vampire” has the ability to fly), arguments can be made to the contrary. Please clarify. (VC pg. 82)[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Q. In a situation where a Vampire automatically kills an enemy model (i.e. Frostblade, Sword of Kings, S7 wounding hit vs. a Chariot) and he has the Red Fury power does he gain an additional attack for every wound remaining on the destroyed model's profile? Or in such a situation does he only gain an additional attack for the initial wound caused?[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Commentary: Allowing Red Fury to count wounds remaining on a profile for additional attacks in such a situation does not appear to be the intent (due to the obscene number of additional attacks it can generate) but the situation is unclear. Please clarify. (VC pg. 83)[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Q. If a Vampire selects the Vampiric Power of Dread Knight (which comes with a Barded Nightmare) may he select another mount, such as a Hellsteed, to replace the Barded Nightmare with?[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Commentary: While it seems illogical that a character can have two mounts, the rules are unclear on the matter of replacing one. Please clarify. (VC pg. 83)[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]
ARTEFACTS OF DEATH
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[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Q. If a Vampire Counts character armed with Blood Drinker or the Tomb Blade is within 6" of a Corpse Cart with an Unholy Lodestone do the effects of the two combine to restore extra wounds / extra models ? For example, would a Vampire Lord armed with Blood Drinker and within 6" of a Corpse Cart with an Unholy Lodestone be able to bring back 2 Grave Guard models for each unsaved wound he inflicted upon the enemy?[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Commentary: The wording and intent is unclear. Clarification needed.
(VC pgs. 38, 84)
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[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Q. If a Vampire with the Vampiric Power of Lord of the Dead, Summon Creatures of the Night, or Summon Ghouls is armed with Blood Drinker or the Tomb Blade and is attached to the appropriate unit, do the effects of the two combine to allow the Vampire to increase the unit beyond its starting size?[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Commentary: The wording and intent is unclear. Clarification needed.
(VC pgs. 83, 84)
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[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Q. Are saves allowed against the additional wounds caused by failed Toughness tests from the Black Axe of Krell ?[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Commentary: As currently written all forms of saves (armour, ward, and regeneration) are allowed. The design intent is being questioned due to the background text. Please clarify. (VC pg. 84)[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Q. If a Vampire Lord is wearing the Helm of Commandment and the Accursed Armour (-3 to WS) what Weapon Skill does he pass onto a friendly unit? WS7 or WS4 ?[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Commentary: This situation is unclear. Please clarify. (VC pg. 85)[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Q. If a Vampire Lord is wearing the Helm of Commandment and passes his Weapon Skill onto a friendly unit containing a Vampire Thrall with the Accursed Armour (-3 to WS) what Weapon Skill will the Thrall fight with?
WS7 or WS4 ?
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[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Commentary: This situation is unclear. Please clarify. (VC pg. 85)[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Q. If a friendly undead unit is targeted by an enemy spell or ability which modifies the Weapon Skill of the unit (e.g. the Lore of Light Spell, Blinding Light) and a Vampire Lord wearing the Helm of Commandment wishes to pass his Weapon Skill onto the unit, which takes precedence? Is the unit's Weapons Skill considered to be 7 and then modified per the spell or ability, or will they use the Vampire Lord's Weapon Skill in such an instance?[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Commentary: This situation is unclear. Please clarify. (VC pg. 85)[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Q. If a Vampire with the Helm of Commandment is engaged in combat at the start of a close combat phase, is he allowed to use the Helm's effects to bolster a friendly undead unit if his combat is resolved and he is becomes unengaged prior to the end of the phase?[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Commentary: Per RAW this is allowed. Intent is unclear. Please clarify. (VC pg. 85)[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Q. For purposes of the Helm of Commandment, if the unit the wearer is attached to is engaged in close combat is he considered to be "engaged" and thus unable to use the Helm? Or must the wearer himself be in base to base contact with the enemy to count as "engaged" for purposes of the Helm?[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Commentary: Rules and Intent is unclear. Please clarify. (VC pg. 85)[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Q. May Walach's Bloody Hauberk be combined with mundane heavy armour? For example is it legal to equip a Wight King with Heavy Armour, Walach's Bloody Hauberk, Shield, and a Barded Skeletal Steed for a total of a -1 starting Armour Save?[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Commentary: The intent clearly appears to be that the Bloody Hauberk is a magic suit of armour such as full plate armour, but the rules neglect to state that. In addition the wording of the item states that it can be combined with steeds, shield, etc. Please clarify. (VC pg. 85)[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Q. If a Vampire Counts character selects the Armour of Night, do enemies suffer the normal to hit penalties in addition to the -2 to hit penalty provided by the armour? The description is silent as to whether or not the usual to hit penalties (e.g. -1 to hit penalty for shooting at US1 models) apply.[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Commentary: This is unclear. Please clarify if the normal to hit modifiers apply or not. (VC pg. 85 / Rulebook pg. 28)[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Q. Do hits from the Rod of Flaming Death count as "Flaming" ?[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Commentary: The name of the item and the background text indicate that it is flaming, but the rules do not define it as such. Please clarify. (VC pg. 40)[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Q. Are saves allowed against wounds suffered from using the Crimson Gem of Lahmia? If yes, if no wound is suffered does the item still generate a power dice? Also, is this item limited to one use per friendly magic phase? Or may it be used multiple times per magic phase?[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Commentary: This item needs multiple clarifications. (VC pg. 86)[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]ARMY LIST[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Q. What is the correct price for upgrading Grave Guard to great weapons? The Army List states "Unit may exchange shields for great weapons - 1 pt". Is that suppose to mean 1 pt per model ?[/FONT][/FONT]
[FONT=Verdana, Arial, Helvetica][FONT=Verdana, Arial, Helvetica]Commentary: Intent is clear, wording unfortunately is not. Please clarify. (VC pg. 94)[/FONT][/FONT]

Und da fehlen noch die Übersetzungsfehler!
 
Warum ohne Harnisch? Während die Einheit sich bewegt ignoriert sie doch den Bewegungsabzug.
Solche Dinge führen dazu, dass Turniere, etc. zu nervigen Angelegenheiten werden...

Wenn ein Harnisch als Gegenstand zählt, dann reduziert es die Bewegungsfähigkeit nicht. Zählt es nicht als Gegenstand, reduziert sich die Bewegung um 1!

Man muss halt nur noch GW fragen als was es zählt...