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hemlocked dragonfoal
Joined: 17 Jan 2018 Posts: 13

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Posted: Thu Feb 08, 2018 12:52 pm GMT Post subject: Spells that effect armys? |
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So last night my friend and I played our first game, since expanding past the starter set. A couple of situations came up for the first time for us, since we didn't really use magic with starter set.
1) He first cast a defensive spell, I think it was restless dead, on his reserve army, and then thought the effect would transfer with the units when he moved them into the frontier.
Although I can't find it now, I thought I remembered reading in a thread that the effect would only be active for the units that stayed in the reserve.
2) Later in the game, he wanted to cast restless dead on an empty frontier, and then move units from the reserve to the frontier, to then gain the effect.
I had no idea if this was allowed.
Thanks in advance for the clarification. |
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shepdog69 common Stockholder
Joined: 12 Jul 2016 Posts: 181 Location: Columbus

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Posted: Thu Feb 08, 2018 1:15 pm GMT Post subject: |
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From what i remember:
1) Army spell effects are restricted to the army at the terrain where originally cast (or reserves). Individual units that leave that location are no longer affected by the spell, immediately upon leaving, and units which join the army become affected immediately. Additionally, if the whole army leaves, it cancels the spell. Chuck, I couldn't find it this on the rules. Did it move from the target section of spells? Did it change?
2) An army must be present at a location prior to casting an army spell on it. As before, if the army is, at any time devoid of units, all army erfect spells are cancelled. The spell would cease immediately upon being cast on an empty army. _________________ Duct tape is like the Force: it has a light side and a dark side, and it holds the universe together  |
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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: Thu Feb 08, 2018 2:01 pm GMT Post subject: |
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The starter rules really don't address this. The full rules do address this, but not directly. The Reinforce and Retreat steps both refer to moving units. Left out is a statement from the older rules that armies do not move, only units move.
Under the definition of "Army" it states: "All of your units and items at a single terrain or the Reserve Area form an army." So if a terrain has none of your units, it is not an army. Under Spells/Duration it states: "If the army is destroyed (all of its units are killed) or otherwise no longer exists at a terrain or reserves at the end of a turn step, any spells affecting that army end. If a unit is killed any spells affecting it end." So it should be clear you can't cast an army effecting spell at a place that doesn't have any units at the army. Note: I only have to say units are present. If items are in an army, and all the units are killed, all the items are removed as well. In other words, items cannot exist without units to carry them.
BTW, there is no need in spells section to state anything about units being affected when they enter/leave an army. If a spell targets an army, it affects the entire army that is there at the time the spell is resolved. See the beginning of the "Calculate Roll Results" for how effects affect armies vs units. See the end of "Die Roll Resolution" to address dice entering/leaving an army during a roll. _________________ 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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