I think Shattering only comes into play for nerve tests in the range phase. So if you surge into a unit that you’ve just shot at, you won’t benefit from the shattering rule as there won’t be a check until the end of the combat. So no stacking by the looks of it
I had my first game with the COK updates yesterday. My main take away is as the original post said - Rev champs with surge (5) is so refreshing! I took two mounted champs with surge and the Monolith, which gave me pretty much guaranteed surge (13) across the board with the manoeuvrability of the champs. And when they’re not surging, they’re still inspiring or threatening flyers / shooting units etc.
The changes to the Reanimated Behemoth were brilliant fun too. I’m not sure it will completely replace my 2nd Bone Giant, but hitting on 3s is very nice. The lower nerve just makes me nervous!
RAHS was fun but gave me a headache trying to keep my possible mulitcharges open. He did get a few double charges with the Wyrm Riders, but i was against Seige Breakers, so even hitting on 3s didn’t do too well. I’ll give RAHS another go as the threat of his ability is it’s main use I think.
Same goes for the wyrm riders, i think their threat range and manoeuvrability is their greatest strength. Thinking of taking them with brew of haste or nimble next time if i have the points.
I also used chariots for the first time. I took 2 regiments as thicccccc chaff. I wasn’t expecting a lot from them damage output-wise so i wasn’t disappointed, but really liked the threat and the plinky plink damage to make your opponent think.
I find however that my soul snare just gets hounded from turn one with either hex or LB. Might have to practice keeping it hidden until absolutely necessary.
Looks like i’ve got some painting to do.