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jmonnett dragonsteed
Joined: 20 Apr 2005 Posts: 92 Location: La Crosse, WI

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Posted: Wed Jul 25, 2007 2:02 pm GMT Post subject: Haunt vs. Open Grave |
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Yo,
| piMaster wrote: | Page 123 of the Starter Rules says:
| Quote: | | This "magically constructed" army does not gain any of the attributes associated with an active army: protective spells, attaching units or encumbering magical items. |
I believe Open Grave would fall under the category of a protective spell. |
Stands to reason. No sense in making a complicated situation even more so.
But...
Is there a difference between "does not" and "cannot"? Should the phrase be parsed "...army does not gain any of [the attributes]..." or "...army does not gain any of [the attributes associated with an active army]..."?
In other words, is it simply that if the Haunting player has an army at the Haunted terrain already, the Haunting army would not gain the benefits of any protective magic cast on, magic items carried by, or units in, that "living" army, or is it that a Haunting army can't ever be the subject of protective magic? Seems a little wordy if it's the latter. For instance, why mention magic items when MIs never go to the DUA?
Now, saying you basically can't add spells or units to or remove them from the Haunting army makes things simple.
I'm not convinced that's what the rules say, though.
Could a gold magic unit 'Trip in a pair of Stoneskins to shore up against burial?
What problems arise from allowing a Haunting army to 'Trip magic on itself?
On a related note, if some units got moved out of a Haunting army, (Ferry, 'Tripped Path, whatever) would they stay or would they go when the Haunt was over? The MCA definition says that units in the MCA get buried or go back to the DUA. Something that got moved out of the MCA, however, isn't in the MCA anymore.
Something to bend your brains (or frustrate you with my stupidity ) on a Wednesday afternoon.
-John |
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jmonnett dragonsteed
Joined: 20 Apr 2005 Posts: 92 Location: La Crosse, WI

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Posted: Wed Jul 25, 2007 2:44 pm GMT Post subject: |
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Here are spells that cause a problem with a Haunting army:
Summon Dragonkin
Airy Acquisition
Call of the Wild
Camouflage
Path
Leaving
Open Grave
Reforge Item
The other spells either effect terrain, deal damage, modify results or add saves. (or resurrect, but there's no DUA during a Haunt so they don't work) All easy to do even within the context of a Haunting army.
Summon Dragonkin, Airy Acquisition, Call of the Wild, Path and Reforge Item all add (or could add) components to the casting army. The rules say that when a magically constructed army's (MCA) time is up, all the units in it go to the DUA. It's not much of a stretch to say that applies to units added to the MCA via magic. Similarly, units removed from the MCA would not go back to the DUA when the MCA does, since they're no longer in the MCA.
A quick check of the rules didn't find anything that says magic items can't go to the DUA. I suppose if they did, though, there'd be no way to get them back. Dragonkin, of course, stay where they are, until the MCA goes away, when they are forced back to the summoning pool.
For Open Grave and Leaving, it's a question of which spell's wording takes precedence: Haunt ("Bury any of your units killed during this melee action...") or Open Grave ("...any units taken as casualties immediately go to the reserve area rather than the DUA.") and Leaving (same wording except "any other of your armies at a terrain" instead of "the reserve area")?
Looks like Haunt's wording, explicitly saying units killed get buried, trumps that of OG and Leaving, and therefore it's of no use for a Haunting army to 'Trip in either of those spells.
So the real problem is Camouflage. It says "only melee effects can affect the target unit..." (Fade allows magic to affect the Faded unit, and Hide only prevents the Hidden unit from being targeted by magic, which has already happened if it's Haunting.)
Does this wording act as a shield against the MCA going away? Could it be argued that the Camouflaged unit is part of the MCA and therefore goes where it goes?
Hmm... Needs pondering. Or a ruling from on high, I guess.
This is just my interpretation, of course. I could be wrong.
Any thoughts? Or rulings? Who has the final say around here, anyway?
-John |
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piMaster rare Stockholder
Joined: 16 Jan 2005 Posts: 3235 Location: Rockford, IL

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Posted: Wed Jul 25, 2007 3:36 pm GMT Post subject: |
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Generally, Chuck Pint has the final say.
That sentence I quoted from the rules was put there in order to avoid all of the complicated rulings and situations you are referring to John. I asked a few of the same questions myself many moons ago.
Basically, a magically constructed army is a one-trick pony. It appears, does its one thing, and disappears. A magically constructed army is not a "real" army, but rather a collection of dead units that temporarily gets psuedo-army status so it can make a melee attack. Thus, you cannot add a living unit to a haunting army because its not really an army.
Perhaps it should not be called an army at all, thus eliminating this long list of rules for what it can do/not do. Instead of "magically constucted army" (or "haunting army"), call it a "magically constructed attack force" (or "haunting attack force"). Since Stoneskin does not target an attack force, you cannot put a Stoneskin on it. Of course, you could not use Nightmoves on it then either, but I'm okay with that.
| Quote: | | On a related note, if some units got moved out of a Haunting army, (Ferry, 'Tripped Path, whatever) would they stay or would they go when the Haunt was over? |
As the spell says, when the attacks are over, any units not buried go back to the DUA. It does not matter where they ended up during the attacks - once the attacks are over they are still dead and thus go back to the DUA. |
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DEEPBLUEB2 monster Stockholder
Joined: 20 Nov 2005 Posts: 7894 Location: Des Plaines, IL

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Posted: Wed Jul 25, 2007 3:44 pm GMT Post subject: |
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After haunt is done....
Do the units that get buried get a chance to use the undead racial ability..
burial resistance? |
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piMaster rare Stockholder
Joined: 16 Jan 2005 Posts: 3235 Location: Rockford, IL

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Posted: Wed Jul 25, 2007 3:53 pm GMT Post subject: |
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| Jim Rayborn wrote: | After haunt is done....
Do the units that get buried get a chance to use the undead racial ability..
burial resistance? |
If they are Undead units, then yes. |
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jmonnett dragonsteed
Joined: 20 Apr 2005 Posts: 92 Location: La Crosse, WI

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Posted: Thu Jul 26, 2007 9:43 am GMT Post subject: |
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| piMaster wrote: |
As the spell says, when the attacks are over, any units not buried go back to the DUA. It does not matter where they ended up during the attacks - once the attacks are over they are still dead and thus go back to the DUA. |
Ahhh... yes. The MCA definition says that units in it are returned to the DUA, which could be stretched to say that units not in it are not, but the Haunt description says plainly that any units not buried are returned, which would be an effect that would follow any moved units.
Serves me right for not looking in both places.
You have a point about rewording Haunt to get it to work without calling the attacking group an army. That would make things much easier.
I'm sure all those involved have tried.
Let me take a shot at it:
"Target your DUA. All of your units in it immediately launch a melee attack against any enemy army. This attack occurs at the location of the enemy army. The enemy army may counterattack. Any of your units killed in either the attack or counterattack are buried. This spell can be cast only once per magic action."
We still have a problem with 'tripped spells. Is it possible to add a clause, either here or in the Cantirp or SAI rules, which says Cantrip won't work? We also have a problem with many SAI definitions, which say they affect an army. (Counter, for one very relevant example)
Hmm...
"The attacking units are collectively considered an army for the purposes of SAI effects, but not for spells."
Hmm...
FAQ would say that healing magic wouldn't work, because either your DUA is empty, or the "army" *is* your DUA. Individual units could still be given Burning Hands... unless we stick with the "it's your DUA so no units in it can be effected by spells." That opens the door to the "army" getting weakened by 'Tripped in burial spells. And Honor the Dead becomes a problem, or a super combo.
Ferry-Firewalking-Teleport? They all say "army." "...considered an army for SAI effects..." So add "After the counterattack is resolved, any remaining units return to your DUA." to the description.
Hmm... spells still a problem.
Amateur hack version of Haunt, v 1.3
"Target your DUA. All of your units in it immediately launch a melee attack against any enemy army. This attack occurs at the location of the enemy army. The enemy army may counterattack. Any of your units killed are buried. Your units are collectively considered an army for the purposes of SAI effects, but not for spells. You may not target these units with spells. After the counterattack is resolved, any units not buried return to your DUA. This spell can be cast only once per magic action."
OK. With this the DUA is empty so both resurrection and burial magic fizzles. They're not an army (which may help vs. opposing magic; Woooo...we're ghosts!) so you can't add components to them. You can't cast magic on them, so no Paths or Burning Hands. The effect follows them in case they're Ferried out. OG and Leaving are trumped by the wording. And, best of all, no need for extra jargon!
I'm overlooking something... but what?
Will this work? Is it K.i.S.,S.?
Sorry for the long post. And for beating a dead horse. Just trying to help.
Or, perhaps, just trying.
-John |
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jmonnett dragonsteed
Joined: 20 Apr 2005 Posts: 92 Location: La Crosse, WI

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Posted: Thu Jul 26, 2007 12:23 pm GMT Post subject: |
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A better simpler idea:
Amateur hack version of Haunt, v 2.0
"Target an enemy army anywhere. Roll the units in your DUA and tally normal melee results. Inflict that much damage on the target army. The target army may roll for saves. This spell may only be cast once per magic action."
Potent, but simple.
v. 2.1
Add: "The target army may then be rolled to generate normal melee results. Roll the units in your DUA again. Subtract any save results from your opponent's melee result total. Bury a number of health of units equal to the remaining melee results."
Almost the same effect as the original Haunt, but simpler. And made somewhat more potent with Honor the Dead, but so what? No need to be monkeying with MCAs or worrying about Cantrips. The wording indubitably needs to be polished. Perhaps the cost would need to be adjusted, too.
Thoughts?
-John |
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piMaster rare Stockholder
Joined: 16 Jan 2005 Posts: 3235 Location: Rockford, IL

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Posted: Thu Jul 26, 2007 10:05 pm GMT Post subject: |
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Your version 2.1 is similar to the Haunt spell, but lacks its "spirit" and flavor.
All we really need to do is clarify the attributes of a magically constructed army and leave the wording of the Haunt spell alone. How about:
Magically Constructed Army: The situation caused by a Haunt spell, where the units in a player's DUA become an army to conduct a melee action. This "magically constructed" army (MCA) does not gain any of the attributes associated with an active army. Spells that target an army cannot target a MCA. Units within a MCA cannot be promoted or demoted. A MCA cannot contain dragonkin or magical items/artifacts/medallions. A MCA cannot use spells/SAIs to resurrect units/items (i.e. Spark of Life or Regenerate), nor can it use spells/SAIs the move units/items into or out of the MCA (i.e. Call of the Wild or Airy Acquisition). If a unit in a MCA is sent away from the MCA (i.e. Scent of Fear spell or Roar SAI), then the units go back to the DUA instead.
When the Haunt spell is resolved, the units within the player's DUA are moved to the location of the targeted enemy army (and are thus no longer in the DUA). The units within the MCA get all the racial benefits they enjoyed during life. Note that the units within the MCA are still dead, and thus do not intermix with that player's living units at any time. Since the units within the MCA are not in the DUA, spells that target a unit may be cast upon units in a MCA.
Once the melee action (attack/counter attack) is completed, the spell is finished. The units in the MCA are either buried or returned to the DUA. A MCA cannot sustain any action past the melee action. |
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chuckpint White Dragon SFR President Site Admin
Joined: 10 Jan 2005 Posts: 9187 Location: Evanston, IL

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Posted: Mon Jul 30, 2007 6:38 pm GMT Post subject: |
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| jmonnett wrote: | | Here are spells that cause a problem with a Haunting army: Summon Dragonkin, Airy Acquisition, Call of the Wild, Camouflage, Path, Leaving, Open Grave, Reforge Item |
OK, lets go thru these one by one. First of all, the wording for a "Magically Constructed Army" (MCA) covers most of this. The part that says: "This “magically constructed” army does not gain any of the attributes associated with an active army: protective spells, attaching units or encumbering magical items.", prevents you from adding protection spells (Leaving & Open Grave), attaching units (Call of the Wild. Summon Dragonkin, & Path), or encumbering magic items (Airy Acquisition, Reforge Item). Does that mean you can't cast those spells? No, but the target cannot be the MCA. You could cast a Path that moves a "living" unit from one terrain to another. It could even be to the same terrain as the MCA. But it would not join the MCA, it would join a "living" army at that terrain or form a new one. So Call of the Wild cannot work, since the spell only allows the unit to move into the casting army.
So that leaves Camouflage and Hide. Both of those are simply trumped by the Haunt spell itself. All units killed go to the BUA, and all the rest go to the DUA. Period.
SAIs like Ferry/Teleport/Firewalking can move a unit out of the MCA, but at the end it still goes to the DUA. Why might it be good to use an SAI like that? Simple, if the other army counter-attacks and would wipe out the MCA, units that move away are not sent to the BUA. But they still go back to the DUA. SAIs that bring back the dead can't work, there are simply no units in the DUA at the time Haunt is in effect.
Other SAIs with potential problems:
Convert -> it can kill units, but with nothing in the DUA, it cannot bring anything back
Dispel Magic -> not a problem, but since the target is your DUA, the army you attack cannot try to roll a Dispel to get rid of the Haunt.
Entangle -> entangling effect is gone at the end of the Haunt since the unit is "dead" again.
Rise From the Ashes -> normal effect, if the Phoenix is killed, it gets to roll, and if it gets this SAI, goes to the player's reserves.
Roar -> causes units to flee the MCA, but they still go back to the DUA at the end of the Haunt.
Scare -> similar to Roar, if they go to reserves, they still go back to the DUA at the end of the Haunt.
Vanish -> again, if the unit moves away, it will go back to the DUA at the end of the Haunt.
I think that covers everything, but if not, I'm sure someone will let me know. While this spell is confusing, I think the rules if read carefully cover everything.... _________________ You can never have too many dice.
First Place at the first ever Daemon Dice sealed starter tournament.
Battlefest tied for first GenCon 2012
Single Race Champion GenCon 2008-2009, Sealed Box Champion GenCon 2007,2009,
My collection is 21,500 Dragon Dice, 20,000 Daemon Dice, and others (too many to count). |
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piMaster rare Stockholder
Joined: 16 Jan 2005 Posts: 3235 Location: Rockford, IL

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Posted: Mon Jul 30, 2007 9:42 pm GMT Post subject: |
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| Quote: | | SAIs that bring back the dead can't work, there are simply no units in the DUA at the time Haunt is in effect. |
You keep saying that, but there certainly can be dead units in the DUA while the Haunt spell is being resolved. For example, the defending player uses a Cantrip during their save roll to FoD a common living unit. |
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chuckpint White Dragon SFR President Site Admin
Joined: 10 Jan 2005 Posts: 9187 Location: Evanston, IL

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Posted: Mon Jul 30, 2007 9:52 pm GMT Post subject: |
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| piMaster wrote: | | Quote: | | SAIs that bring back the dead can't work, there are simply no units in the DUA at the time Haunt is in effect. |
You keep saying that, but there certainly can be dead units in the DUA while the Haunt spell is being resolved. For example, the defending player uses a Cantrip during their save roll to FoD a common living unit. | Which would place that unit into the MCA. So all they would be doing is adding to the MCA until the Haunt was over, at which time all units in the MCA go back to the DUA. _________________ You can never have too many dice.
First Place at the first ever Daemon Dice sealed starter tournament.
Battlefest tied for first GenCon 2012
Single Race Champion GenCon 2008-2009, Sealed Box Champion GenCon 2007,2009,
My collection is 21,500 Dragon Dice, 20,000 Daemon Dice, and others (too many to count). |
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jmonnett dragonsteed
Joined: 20 Apr 2005 Posts: 92 Location: La Crosse, WI

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Posted: Tue Jul 31, 2007 10:14 am GMT Post subject: |
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I would like to start by thanking Brad and Chuck for helping me understand this.
| chuckpint wrote: | | The part that says: "This “magically constructed” army does not gain any of the attributes associated with an active army: protective spells, attaching units or encumbering magical items.", prevents you from adding protection spells (Leaving & Open Grave), attaching units (Call of the Wild. Summon Dragonkin, & Path), or encumbering magic items (Airy Acquisition, Reforge Item). |
Of course.
The confusion arises from the turn of phrase, though. "Does not" implies that a preexisting condition would not apply, but a new one might. "Cannot," of course, has the opposite problem. Maybe something like this would be less ambiguous: "This 'magically constructed' army does not and cannot gain any of the attributes associated with an active army. Components may not be added to it, and protective spells have no effect on it."
By the way, what the heck are "the attributes associated with an active army," anyway? Apart from the whole adding units and protective spells thing?
Perhaps it's immune to army affecting SAIs? Obviously not, but someone may attempt to argue that way, and wouldn't necessarily be wrong, just going from the MCA description.
"Duh, it's an army. Frostbreath!" "But it doesn't have the attributes associated with an active army. Like being affected by SAIs."
One might also argue against racial abilities if they were not explicitly permitted in the MCA description.
Again, I wonder if Haunt could not be re-worked to act similarly but without needing added jargon like "MCA" and essentially a half page supplemental description in the back, which, as has been observed, can be easily missed.
| chuckpint wrote: | | So that leaves Camouflage and Hide. Both of those are simply trumped by the Haunt spell itself. All units killed go to the BUA, and all the rest go to the DUA. Period. |
Of course a Camouflaged unit is not affected by magic, inasmuch as it's only affected by melee damage effects.
I'm mixing other games' interpretations of phrases. Sorry.
It is clear that Haunt's effect "sticks to" the 'flaged unit. Or is it that the unit is simply not affected by new magic? Burning Hands would stay on it, for example, as long as it was cast before Camouflage. That makes sense. If correct, keeping this thinking in mind would be handy in unraveling other thorny situations.
Besides, what would happen at the end of the spell when the rest of the MCA goes back to the DUA? Would it hang around? At an enemy's reserves? That way lies madness!
| chuckpint wrote: | | I think that covers everything, but if not, I'm sure someone will let me know. While this spell is confusing, I think the rules if read carefully cover everything.... |
More or less. Just a little ironing needed and it all falls into place.
-John |
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jmonnett dragonsteed
Joined: 20 Apr 2005 Posts: 92 Location: La Crosse, WI

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Posted: Tue Jul 31, 2007 10:25 am GMT Post subject: |
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| chuckpint wrote: | | piMaster wrote: | | Quote: | | SAIs that bring back the dead can't work, there are simply no units in the DUA at the time Haunt is in effect. |
You keep saying that, but there certainly can be dead units in the DUA while the Haunt spell is being resolved. For example, the defending player uses a Cantrip during their save roll to FoD a common living unit. | Which would place that unit into the MCA. |
Would it? I'm not so sure.
[Check the rules again...]Oh! It does!
Haunt targets the DUA, see? It also says "all dead units form..." which could be read as both a one-time thing ("dead units [at the time] form...") or an ongoing thing ("dead units [for the duration of the spell] form...") but since it targets the DUA, it basically puts up a "gone fishin'" sign there, which sends new "arrivals" into the fight.
The preceding exposition was as much for my own benefit as anyone else's.
I dare say I'm getting the hang of this.
-John |
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Autpost common Stockholder
Joined: 18 Mar 2005 Posts: 471 Location: Vienna

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Posted: Fri Sep 07, 2007 10:37 am GMT Post subject: |
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Two more questions about leaving the MCA:
1.) What if a unit leaves the MCA (because of Ferry) & joins another army and is later during the counterattack killed with a Lightning Strike? Is this unit buried (because it has been in the MCA before) or just sent back into the MCA? (The description just says: "During the spell, any “killed” units from this army goto the BUA." So units which have been, but are no longer in the MCA do not go to the BUA(?).)
2.) A Phoenix in the MCA is buried, rolls his RftA and goes to the reserve. When Haunt ends, what happens with him? Since he is labeled as "has been in the MCA" is he dead again or may he stay because the MCA-effect has expired? |
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DEEPBLUEB2 monster Stockholder
Joined: 20 Nov 2005 Posts: 7894 Location: Des Plaines, IL

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Posted: Fri Sep 07, 2007 11:33 am GMT Post subject: |
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| I would think there is no escape from the MCA label. |
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chuckpint White Dragon SFR President Site Admin
Joined: 10 Jan 2005 Posts: 9187 Location: Evanston, IL

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Posted: Fri Sep 07, 2007 11:39 am GMT Post subject: |
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In your first case, your mistake is that a unit that leaves the place the MCA was sent to, does not join any other army. It is still part of the MCA, it's just at a different place. So why use a Ferry (or similar SAI or magic)? Simple, if your MCA is going to get wiped out on the counter-attack, it allows some of the units to escape from that damage. They still go back to the DUA after the spell is over. If for any reason, a unit that is part of the MCA is killed, it goes into the BUA (Undead and Phoenix still get to roll to try and avoid it).
In the second case, a Phoenix is always a special case. If it is killed or buried it gets to roll, and if it comes up with RftA, it is back alive and in reserves. This SAI overrides as a special case the rest of the rules about units in the MCA returning to the DUA or going into the BUA. _________________ You can never have too many dice.
First Place at the first ever Daemon Dice sealed starter tournament.
Battlefest tied for first GenCon 2012
Single Race Champion GenCon 2008-2009, Sealed Box Champion GenCon 2007,2009,
My collection is 21,500 Dragon Dice, 20,000 Daemon Dice, and others (too many to count). |
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DEEPBLUEB2 monster Stockholder
Joined: 20 Nov 2005 Posts: 7894 Location: Des Plaines, IL

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Posted: Fri Sep 07, 2007 12:37 pm GMT Post subject: |
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If the Phoenix can escape the MCA..perhaps the Undead can as well...
The MCA army attacks...
the opposing army rolls a counter...
the attacking army chooses 4 health of Undead...
which get killed...
using the undead burial resistance
the undead units are now in the DUA
Now the opposing army counter attacks...
can the MCA army if it has UNdead in it step damage?
and if so are these new step damaged units free from the MCA?
They might be, as if you step damage during a dragon attack,
the new step damage units do not need to save against any remaining damage from the dragon attack. |
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chuckpint White Dragon SFR President Site Admin
Joined: 10 Jan 2005 Posts: 9187 Location: Evanston, IL

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Posted: Fri Sep 07, 2007 1:31 pm GMT Post subject: |
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No the Undead cannot escape. If they are "killed" they get a roll vs burial. If they save, they stay in the MCA, if they don't save, they go into the BUA. At the end of the spell, all units either end up back in the DUA or BUA, with the possible exception of a Phoenix (as noted above). There are never any units in the DUA during a Haunt spell. They are in the MCA (which also as noted can get scattered at different places) or in the BUA. At the end of Haunt any MCA units go back to the DUA.
So while the Undead have the advantage of Burial Resistance during a Haunt, they do not get any form of stepped damage. _________________ You can never have too many dice.
First Place at the first ever Daemon Dice sealed starter tournament.
Battlefest tied for first GenCon 2012
Single Race Champion GenCon 2008-2009, Sealed Box Champion GenCon 2007,2009,
My collection is 21,500 Dragon Dice, 20,000 Daemon Dice, and others (too many to count). |
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riolis common Rep
Joined: 25 Mar 2005 Posts: 281 Location: Naples, FL

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Posted: Sun Sep 09, 2007 6:59 am GMT Post subject: |
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Autpost
You would still need an Undead mage or 3 with those Treefolk or Feral. No way to get Hauting otherwise. _________________ Got to love wolves, overwelming numbers, act as a team, Nature ready made army.
We walk a fine line between dream and reality. The border we dance upon is known as insanity!
It is through the beans of java that my hands aquire the shakes to roll Dragon Dice.
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chuckpint White Dragon SFR President Site Admin
Joined: 10 Jan 2005 Posts: 9187 Location: Evanston, IL

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Posted: Sun Sep 09, 2007 10:34 am GMT Post subject: |
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| Autpost wrote: | Here is a new trick, but I am not sure if it works:
A MCA rolls for attack and Ferry and Cantrip comes up. First resolve Ferry and move the haunting Gryphon to another terrain, then cast Path on the same Gryphon and move him back into the MCA. Why? When the Gryphon joins the MCA again, he is rolled and has another chance for +4 Melee.
Even better: Teleport, Smite and Cantrip comes up; First resolve Smite, then move the Oak Lord (who has just resolved the Smite) together with the Unicorn to another terrain, then cast Path on the Oak Lord and bring him back into the MCA. Reroll him and if Smite comes up again, he has killed 6 health of units in one attack.
(In a single race game this would be a Treefolk™ only (?) trick; All other races either don't have a move away SAI like Teleport or no bring back spell like Path.)
If I am right then even a Call of the Wild cast by a MCA could have an effect, but only on a haunting Feral.
Example: During a counterattack in a Haunt your opponent rolls a Roar and chooses a haunting Elephant-Folk as target, which is sent from the MCA to your reserve. During your save roll a Cantrip comes up and Call of the Wild brings the Elephant-Folk from the reserve back into the MCA. Since the Elephant-Folk joins the MCA before results are finalized, it is rolled and has a chance for +4 saves or even a Trumpet. (If you cast Call of the Wild on a living Feral, nothing would happen.) |
Just to make this really, really, really clear. There is no reason that you could not cast a spell to move an unit from one place to another terrain. Call of the Wild, unlike Path, does not move a unit to a terrain. It moves a unit to the "Casting Army". Because of the way a MCA is made, you cannot have a "living" unit join the MCA. But you could (if the MCA is at a terrain), cast a Path to bring a unit to the same terrain as the MCA. It would not join the MCA, it would either join a "living" army already there, or form a new "living" army.
Sorry about the posts getting a little out of order here. Riolis posted while I was in the middle of posting my response. He was replying to the quote above. _________________ You can never have too many dice.
First Place at the first ever Daemon Dice sealed starter tournament.
Battlefest tied for first GenCon 2012
Single Race Champion GenCon 2008-2009, Sealed Box Champion GenCon 2007,2009,
My collection is 21,500 Dragon Dice, 20,000 Daemon Dice, and others (too many to count). |
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