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Post by sgregorbmmd on Jan 4, 2018 12:39:32 GMT
With the arrival of (I'll use their actual names this one time for the sake of clarity) Kwaak Slickspine and Gub, the Ironback Spitter now has access to the Enliven spell in addition to its native Retaliatory Strike.
The text of Enliven reads: "Target Friendly Faction Warbeast. If Friendly Faction Warbeast is in range, the next time it suffers damage from an enemy attack while it is not advancing, immediately after the attack is resolved the warbeast can make a full advance then Enliven expires."
The text of Retaliatory Strike reads: "If this model is hit by a melee attack made by an enemy model during your opponent's turn, after the attack is resolved this model can immediately make one basic melee attack against that model."
My main question is whether I can trigger two "Immediately after" effects off of one attack or have to choose one or the other. My second question is what portion of the rules I can cite to support the argument that will ensue if my turtle bites an attacking titan after it gets its first lick in then runs away, suffering negligible damage from the free strike thanks to Carapace. I've looked in the usual places and either missed or couldn't find a good answer.
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whydak
Junior Strategist
Posts: 288
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Post by whydak on Jan 4, 2018 13:22:30 GMT
Can't check right now but with Riposte(attack after being missed in mele) and Dodge(move after being missed in mele) it is stated that first you resolve triggers not generating attacks, triggers generating attacks are next.
It's written in detailed turn sequence and the end of the rulebook.
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Post by dogganmguest on Jan 4, 2018 13:40:07 GMT
You can trigger more than ability from the same source:
Also in the timing appendix for the attack sequence:
Since both of those state "after the attack is resolved" you can choose to advance and make an attack, in either order, at step 13.
The riposte and dodge comment above is not quite right, because that ordering applies to the active (attacking) model in steps 12 and 14. When you are the model being attacked, you resolve all your abilities at step 13 so you can choose to riposte first then dodge.
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regleant
Junior Strategist
Sometimes things go right
Posts: 267
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Post by regleant on Jan 5, 2018 4:06:07 GMT
You can trigger more than ability from the same source: Also in the timing appendix for the attack sequence: Since both of those state "after the attack is resolved" you can choose to advance and make an attack, in either order, at step 13. The riposte and dodge comment above is not quite right, because that ordering applies to the active (attacking) model in steps 12 and 14. When you are the model being attacked, you resolve all your abilities at step 13 so you can choose to riposte first then dodge. You cannot choose Riposte then Dodge. Step 12: Active Player resolve effects that trigger "after the attack is resolved" that do not involve making another attack Step 13: Inactive player resolve effects that trigger "after the attack is resolved" Step 14: Active player resolve effects that trigger "after the attack is resolved" that involve making an attack Dodge at Step 12, Riposte at step 14. So you can still make the Riposte attack if you are close enough after the Dodge.
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Post by dogganmguest on Jan 5, 2018 7:41:54 GMT
When you are the controller of the model with riposte (that is, you are being attacked) you are the inactive player. Steps 12 and 14 do not apply to you, they apply to the controller of the attacking model.
When you make your riposte attack, you do become the active player temporarily for another run through the attack sequence, and if your riposte attack somehow generated another attack and dodge, then you'd be correct about the ordering requirements.
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Post by dogganmguest on Jan 5, 2018 9:46:12 GMT
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regleant
Junior Strategist
Sometimes things go right
Posts: 267
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Post by regleant on Jan 6, 2018 1:45:10 GMT
Interesting. Confusing, but interesting.
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