Wrath of Kings Official FAQ

Talandyr

New member
Hey just wanted to check something that came up in my second game of playing.
My friend had the loot and plunder motivation and was playing Hadross and with the calith reaver and sevridan gutters was able to move up on the first turn to reach the nearest objective and used a combined order to grab all his tokens so at the end of turn one I was at half morale. Just checking that is the way it works and we haven't missed anything out. Seems a strong play, I did almost come back from it but was hard pushed feeling like I was fighting from behind.
 

EvilDave

New member
It's allowed. Unless you have something that can deploy in NML there's not going to be much you can do to stop it. Hadross can probably get 4 infantry around a 50mm objective on turn 1 with the Reaver in a skirmish, in a battle they could likely do it twice (assuming you're placing objectives closer to you than then).

The good news is you'll be getting to go first more in the later turns.
 

Talandyr

New member
Thanks I thought that was the case, it did allow me to then dictate turn order and help get all my motivations done too.
 

Fluffypants

New member
A question about how expending Resonate works. When does the Hadross player have to declare that Resonate is being expended? This has significant implications on the efficiency of its use.

Example:

A Deepman Guardian is attacked by an enemy with Resonate. Does he (1) have to declare that Resonate is being expended to allow for a re-roll due to defensive expertise when the attack is declared, or (2) can he wait until the die is rolled and *then* (upon seeing that he would take a hit and die) declare that resonate is being expended, thus forcing a re-roll of the hit result.

If (1), there is a very good chance that Resonate will be expended and the attack will miss anyway, thus effectively wasting the Resonate.

If (2), then this is a lot more powerful as it means that Resonate will not be expended wastefully.

Looking at the stat cards and wording, I'm really not sure of the intended meaning. Could someone clarify this please? Thanks!
 

EvilDave

New member
I'd call a model attacked once the attacker selects it as a target (so before dice are rolled). That being said, I'd hope it's (2) for the Deepmen's sake.
 

CMON Michael Shinall

Administrator
A question about how expending Resonate works. When does the Hadross player have to declare that Resonate is being expended? This has significant implications on the efficiency of its use.

Example:

A Deepman Guardian is attacked by an enemy with Resonate. Does he (1) have to declare that Resonate is being expended to allow for a re-roll due to defensive expertise when the attack is declared, or (2) can he wait until the die is rolled and *then* (upon seeing that he would take a hit and die) declare that resonate is being expended, thus forcing a re-roll of the hit result.

If (1), there is a very good chance that Resonate will be expended and the attack will miss anyway, thus effectively wasting the Resonate.

If (2), then this is a lot more powerful as it means that Resonate will not be expended wastefully.

Looking at the stat cards and wording, I'm really not sure of the intended meaning. Could someone clarify this please? Thanks!


You are being attacked the moment you are selected as a target:

Core Rules, Pg. 14, Attack Actions:

To make an attack a player takes the following steps:
•Select an attack action available to the active model.
•Select enemy model(s) to be targeted by the attack(s).Ensure that the attacker can see the targets and they are in range of the attack.
•One target at a time, roll the dice involved in the attack.Note that if an attack targets multiple enemies, dice are rolled separately for each enemy.
•Generate and apply the results of the rolls.
•Apply damage, and check for death.


It is at that time you would decide to expend resonate or not.
 

Fluffypants

New member
I'd call a model attacked once the attacker selects it as a target (so before dice are rolled). That being said, I'd hope it's (2) for the Deepmen's sake.

Yeah, it would appear that forcing Hadross models to expend Resonate without having an idea of whether the potential benefit will be in any way helpful is a very significant nerf from the previous Resonate mechanic. It's basically going from "everyone always receive benefit X" to "maybe receive benefit X, and if one model attempts to receive benefit X, no other models in your army may try to do the same". I just hopped on the WoK bandwagon recently, but this big of a nerf would suggest that Hadross used to be very broken/OP I guess.
 

Fluffypants

New member
You are being attacked the moment you are selected as a target:

Core Rules, Pg. 14, Attack Actions:

To make an attack a player takes the following steps:
•Select an attack action available to the active model.
•Select enemy model(s) to be targeted by the attack(s).Ensure that the attacker can see the targets and they are in range of the attack.
•One target at a time, roll the dice involved in the attack.Note that if an attack targets multiple enemies, dice are rolled separately for each enemy.
•Generate and apply the results of the rolls.
•Apply damage, and check for death.


It is at that time you would decide to expend resonate or not.

Thanks for the clarification!
 

CMON Michael Shinall

Administrator
Yeah, it would appear that forcing Hadross models to expend Resonate without having an idea of whether the potential benefit will be in any way helpful is a very significant nerf from the previous Resonate mechanic. It's basically going from "everyone always receive benefit X" to "maybe receive benefit X, and if one model attempts to receive benefit X, no other models in your army may try to do the same". I just hopped on the WoK bandwagon recently, but this big of a nerf would suggest that Hadross used to be very broken/OP I guess.

Deepmen, before, were the hardest Rank 1 Infantry to kill. Mathematically actually working out to be harder to kill than even some Rank 2 Infantry. Their role has been adjusted with the Update, whereas before they just didn't die, while shoving out Resonate.

Previously they just had too much going for them- Rank 1 allowed Bulk numbers, stats-wise they where, again, the highest base-line Defense Infantry in the game, and then on top of that they had Defensive Expertise (usually) by default. Even knowing how to play around Resonate (combine activation removal/attack) it still took a disporportionate amount of resources to kill 1 Deepman.

Deepmen are still only Hit on an 8+, which, again, puts them at the best defense of a Rank 1 Infantry in the game, chart-wise. Add to this they are the cheapest option to put Resonate on an enemy in the entire Hadross army.

I think people also need to consider that, if you don't want to expend resonate on the defense (btw, a single enemy attacking you is not the time to use it, but when they try to gang up on you since, again, you are only Hit on 8+), you still have the offensive options granted by your Leader's Inspires. Torvosh gives you +1[Rate] on your attacks, whereas the Kaxas allows you extra mobility as well as another attack.

Like most things in Hadross, their role has shifted slightly, and just trying to force them into the way they were before isn't going to lead to optimal results.
 

Fluffypants

New member
Deepmen, before, were the hardest Rank 1 Infantry to kill. Mathematically actually working out to be harder to kill than even some Rank 2 Infantry. Their role has been adjusted with the Update, whereas before they just didn't die, while shoving out Resonate.

Previously they just had too much going for them- Rank 1 allowed Bulk numbers, stats-wise they where, again, the highest base-line Defense Infantry in the game, and then on top of that they had Defensive Expertise (usually) by default. Even knowing how to play around Resonate (combine activation removal/attack) it still took a disporportionate amount of resources to kill 1 Deepman.

Deepmen are still only Hit on an 8+, which, again, puts them at the best defense of a Rank 1 Infantry in the game, chart-wise. Add to this they are the cheapest option to put Resonate on an enemy in the entire Hadross army.

I think people also need to consider that, if you don't want to expend resonate on the defense (btw, a single enemy attacking you is not the time to use it, but when they try to gang up on you since, again, you are only Hit on 8+), you still have the offensive options granted by your Leader's Inspires. Torvosh gives you +1[Rate] on your attacks, whereas the Kaxas allows you extra mobility as well as another attack.

Like most things in Hadross, their role has shifted slightly, and just trying to force them into the way they were before isn't going to lead to optimal results.

Makes a lot of sense.

Though I do have to say, Dragon Legionnaires seem quite a bit harder to kill than the Deepmen now. They are also hit on 8+ (diamond wall stance) and on top of that ignore 50% of those hits through healing vapours, and they do this all with no reliance on Resonate, just simply by being together and close enough to their Dragon Legion Keeper, which they'd want to do anyway. On top of this they get to select which Defensive Insight to use after results are generated, so if there are multiple Defensive Insight providers around they can choose the optimal one for the result that has been rolled against them. Seems pretty awesome compared to the Resonate mechanic, although it does make them a lot more reliant on staying clumped together for maximum benefits.
 

CMON Michael Shinall

Administrator
Makes a lot of sense.

Though I do have to say, Dragon Legionnaires seem quite a bit harder to kill than the Deepmen now. They are also hit on 8+ (diamond wall stance) and on top of that ignore 50% of those hits through healing vapours, and they do this all with no reliance on Resonate, just simply by being together and close enough to their Dragon Legion Keeper, which they'd want to do anyway. On top of this they get to select which Defensive Insight to use after results are generated, so if there are multiple Defensive Insight providers around they can choose the optimal one for the result that has been rolled against them. Seems pretty awesome compared to the Resonate mechanic, although it does make them a lot more reliant on staying clumped together for maximum benefits.


Dragon Legion (Shael Han as a whole) is reliant on their Insights. If those key pieces are removed, then they crumble. More so, as you mentioned, Legion require to be clumped up to be effective, and there are workarounds to this. A single Deepmen will always be at peak efficiency.

But this is the FAQ thread, not a discussion thread, so let's keep it on target.
 

Fluffypants

New member
Some Hadross FAQ questions:

Gutter Friar - Inspire Ability - If this model kills a resonated enemy, 1 enemy within 2" must take a will check(1)...

1. Is this a model of the Hadross player's choosing, or does the other player choose which model that is within 2" takes the will check?

2. Does resonating echo allow you to benefit from this ability if the enemy was not resonated to begin with? i.e. If I attack and kill 1 wound model with the Gutter Friar's Trident Strike attack, does the target gain resonate for taking a hit, *then* die, allowing for the trigger of the inspire ability to occur?
 

CMON Michael Shinall

Administrator
Some Hadross FAQ questions:

Gutter Friar - Inspire Ability - If this model kills a resonated enemy, 1 enemy within 2" must take a will check(1)...

1. Is this a model of the Hadross player's choosing, or does the other player choose which model that is within 2" takes the will check?

2. Does resonating echo allow you to benefit from this ability if the enemy was not resonated to begin with? i.e. If I attack and kill 1 wound model with the Gutter Friar's Trident Strike attack, does the target gain resonate for taking a hit, *then* die, allowing for the trigger of the inspire ability to occur?

1. Players always control targets of effects they generate, unless specifically stated otherwise.

2. Resonating Echo triggers when a Hit is generated, this step happens before damage is calculated. At the time of death, the Hit model would have Resonate.
 

EvilGardenGnome

New member
Posted this question in another thread, but I'd like an official answer:

Situation: Teknes army with an Addanii Brood Mastermind Commander. Turn begins with Model-X engaged with Addanii Brood Warrior. A Defender Lineman uses Rescue to switch places with the ABW. The ABW activates (part of Combined Activation) next and engages/attacks Model-X.

Do the Addanii Brood Mastermind's Inspire and Training (as Commander) apply for this ABW as it was the "another friendly model" that engaged Model-X at the start of the turn?

Addanii Brood Mastermind: Training said:
This model’s melee attacks gain Precision(+1) against enemies that began the turn engaged with another friendly model.

Addanii Brood Mastermind: Inspire said:
This model’s melee attacks gain [+1]die and Backstab against enemies that began the turn engaged with another friendly model.

EDIT: Formatting cleanup.
 
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CMON Michael Shinall

Administrator
Posted this question in another thread, but I'd like an official answer:

Situation: Teknes army with an Addanii Brood Mastermind Commander. Turn begins with Model-X engaged with Addanii Brood Warrior. A Defender Lineman uses Rescue to switch places with the ABW. The ABW activates (part of Combined Activation) next and engages/attacks Model-X.

Do the Addanii Brood Mastermind's Inspire and Training (as Commander) apply for this ABW as it was the "another friendly model" that engaged Model-X at the start of the turn?





EDIT: Formatting cleanup.


This situation could not happen as both the Addanii and Defender Linemen could not activate in the same turn.
 

EvilGardenGnome

New member
This situation could not happen as both the Addanii and Defender Linemen could not activate in the same turn.
Ah yes. Thank you. :worship!:
I got Turns vs Rounds mixed up again.:embarrassed: Of course, it does mean that on the ABW's turn, the abilities will be active.
 
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mystik

New member
I think people also need to consider that, if you don't want to expend resonate on the defense (btw, a single enemy attacking you is not the time to use it, but when they try to gang up on you since, again, you are only Hit on 8+), you still have the offensive options granted by your Leader's Inspires. Torvosh gives you +1[Rate] on your attacks, whereas the Kaxas allows you extra mobility as well as another attack.
If two or more Deepman attack a single resonated enemy together, does all can expand resonate (at the same time) and get the [+1d10] or just one?
 
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EvilGardenGnome

New member
Hypothetical situation: If a Warsmith attacks an enemy with no Strikes on their defence chart but at least one Armor, does Sundering turn that Armor into a Strike and Critical Blow then turn that Strike into an Overpower?

More generically, do the special abilities of attacks happen in the order listed, or whatever order is required to allow them all to activate?
 

CMON Michael Shinall

Administrator
Hypothetical situation: If a Warsmith attacks an enemy with no Strikes on their defence chart but at least one Armor, does Sundering turn that Armor into a Strike and Critical Blow then turn that Strike into an Overpower?

More generically, do the special abilities of attacks happen in the order listed, or whatever order is required to allow them all to activate?


Timing Conflicts
When 2 events need to resolve at the same time, theattacker’s effects go first, then defender’s.

In any other instance the player whose turn it is decidesthe order in which the events resolve.

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If you have multiple effects on an attack, such as Sundering/Critical Strike, they fall under the rules for Timing Conflicts, as noted above.

So, in your hypothetical question, you could resolve Sundering, turning an Armor into a Strike, then resolve Critical Blow, turning a Strike into an Over.
 
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