Growl
Junior Strategist
Posts: 496
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Post by Growl on Aug 8, 2018 13:35:05 GMT
Because I apparently still often get the rules wrong, or make incorrect assumptions usually to my detriment, I just wanted to clear up some things with Scaverous.
1. Icy Grip; it seems like a cool, (lol couldn’t help it), spell, and I’m sure it still is, but it doesn’t stop the affected unit from charging right? I am hoping that I am wrong, because stopping charges would be really helpful, like more helpful that stopping runs I think, but if I’m reading it correctly it only stops runs/special attacks/power attacks. Though that is weird also because I can’t think of many warrior models/units that can even make power attacks?
2. His FEAT; it increases the cost of enemy spells by 1. Seems nice, but is pretty limited if I understand it correctly. It doesn’t effect models with “Magic Abilities”, like War Witch Sirens who’s spells don’t require focus and it doesn’t effect upkeeps right?
ummm I think that’s it for now...?
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Post by 36cygnar24guy36 on Aug 8, 2018 13:40:13 GMT
1. Correct, it does not stop the unit from charging
2. Correct. It is worth noting 'COST' specifically refers to the Focus or Fury cost of a spell, so any model that does not have a COST associated with their spell will not be affected, this includes models with Geomancy for example that force to cast a spell, but do not pay the actual COST
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Post by Gamingdevil on Aug 8, 2018 14:06:19 GMT
- You're right. It's a spell mostly cast for the -2 DEF though it can have interesting control applications as well. Note that affected models can still pick the "Run" option of Press Forward if no charge targets are available or they simply don't want to charge, but then they fall under the "must run, but can't rule" and thus make a full advance and immediately end their activation.
For instance if the unit will want to get the Press Forward order, because some of them want to charge or they want to run into a zone, they already couldn't do the last part, so if you don't give them charge targets, they might not make it into the zone. Or by using TK to turn around certain members of the unit you can force them to forfeit their actions. - Correct that it doesn't affect the cost of magic abilities (as they don't have 1), but it will still give you extra attack dice on friendly magic abilities as they are still spells.
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Post by tiberius on Aug 8, 2018 14:44:26 GMT
The others are correct, I use it mostly as a defense debuff to help my stuff hit. Its rare for me that the other ability gets any use.
For his feat, I rarely try to employ it as a burden to my opponent. The making your own spells cheaper and giving you a free boost to hit for all friendly magic attack rolls is really nice, especially if you have a couple of warwitch sirens, darragh Wrathe, withershadow combine, skarlock, cephylix mind slavers. My favorite to use are the cephylix or the warwitches (deathjack too) and get a really nice round of freely boosted 1 cost Telekinesis, boosted to hit sprays from 5 models, and whatever the deathjack wants to do. The withershadow can launch a few dark fires from 10" away and take out a solo or put some damage on a harder target. Its a good enabler for spell assassination or setting up your warjacks to do some heavy lifting.
On the rare occasion, the part about hindering your opponent becomes valid, like say Butcher 3 and all the stuff he wants to cast.
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Post by Gamingdevil on Aug 9, 2018 6:20:29 GMT
The others are correct, I use it mostly as a defense debuff to help my stuff hit. Its rare for me that the other ability gets any use. For his feat, I rarely try to employ it as a burden to my opponent. The making your own spells cheaper and giving you a free boost to hit for all friendly magic attack rolls is really nice, especially if you have a couple of warwitch sirens, darragh Wrathe, withershadow combine, skarlock, cephylix mind slavers. My favorite to use are the cephylix or the warwitches (deathjack too) and get a really nice round of freely boosted 1 cost Telekinesis, boosted to hit sprays from 5 models, and whatever the deathjack wants to do. The withershadow can launch a few dark fires from 10" away and take out a solo or put some damage on a harder target. Its a good enabler for spell assassination or setting up your warjacks to do some heavy lifting. On the rare occasion, the part about hindering your opponent becomes valid, like say Butcher 3 and all the stuff he wants to cast. You probably mean Cephalyx Overlords If you're within 14" of Butcher, you're probably dead... In general it's fairly decent against Hordes though, their animi getting more expensive is really annoying for them.
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Post by tiberius on Aug 9, 2018 16:00:55 GMT
Well yeah, of course, I was just making an example of someone that likes to cast a lot of spells for their game plan. But a single target is probably just as dead in that case. Yes, animi are also affected so it does really make the beasts hot. Some low fury casters, which there are a lot of, have trouble dealing with that.
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Growl
Junior Strategist
Posts: 496
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Post by Growl on Aug 12, 2018 7:38:33 GMT
Ok, I think I am missing something here. Huge bases cannot be tk’d right? I always thought that battle engines and colossals could not be moved, period, but I’m reading it over and over again, I hate the rule book btw, and all I find is that they cannot be slammed, thrown or pushed, nothing about being placed? What am I missing? Why can’t I get these stupid rules straight? (I don’t really expect or want an answer to the second question.)
edit: ok I found the spot where colossals cannot be placed, it is under their movement section, but still can’t find where it says it for battle engines. I realize that though they are both huge bases they do have some slightly different rules, so maybe Engines can be placed?
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germanicus
Junior Strategist
No jokes round ear...
Posts: 358
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Post by germanicus on Aug 12, 2018 7:56:11 GMT
Yes, Battle Engines can be placed because they do not possess the rule that Gargossals do have that states they cannot be placed/move outside their normal movement.
It's permitted by omission.
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Post by gedditoffme on Aug 12, 2018 8:24:29 GMT
They can be placed - and strongly recommended to deny charges or extend threat ranges
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Post by tiberius on Aug 13, 2018 11:10:47 GMT
Correct, battle engines can be placed such as something like telekinesis or apparition (which the wraith engine used to have as an innate ability).
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