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Autpost common Stockholder
Joined: 18 Mar 2005 Posts: 471 Location: Vienna

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Posted: Sun Sep 09, 2007 3:20 am GMT Post subject: |
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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.) |
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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 10:26 am GMT Post subject: |
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First of all, this does not exclusively apply to the Haunt spell and and being used by a MCA. So I've moved this to a new topic.
I had to dig into some old rulings in order figure this out. As everyone should already know, if you move a unit with normal results (it does not matter if generated by SAI or normal icons), away from a terrain, it's results are not available. Likewise, if you bring in a unit via an effect that happens before results are final, you have to roll that unit and can add it's results to the army. What else I found in some old rulings, is a discussion about rolling a die multiple times during the same turn. If for your first action, you roll for magic, and move a die via a path to another army, and then take a second march with that army, the die that just moved there has it's results count just like any die that had been there before. In other words, if a die is part of an army when final results are calculated, it's results will count.
So your example of a die using a Special result, being moved via a Ferry (or similar effect), and then being Pathed back to the army, will result in the die being rolled again, and perhaps (depending on the second roll's results) it's results counted twice. _________________ 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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Autpost common Stockholder
Joined: 18 Mar 2005 Posts: 471 Location: Vienna

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Posted: Sun Sep 09, 2007 4:22 pm GMT Post subject: |
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Even more: Resolve Teleport and move the Unicorn & Oak Lord carrying an artifact/medallion to another terrain (After you have resolved Smite & Logo (or whatever)). Then cast Path, bring back and reroll both Lord & artifact/medallion. Maybe some more Smite & the TSR-logo comes up again. (If the logo is bronze you may cast another Path to bring back & reroll the Unicorn (carrying an artifact) too.)
Cool!  |
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