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Post by knoffles on Jun 16, 2017 12:12:32 GMT
Hey gents, I was hoping that someone might have a rulebook to hand and or be able to clarify a rule (as I've stupidly forgotten mine ready for my game tonight). When ambushers enter the table, do they need to come on a certain number of inches away from enemy units, or can they enter anywhere as long as there is space to do so? I know they come on in the remaining movement sub-phase but not sure about if there are any other restrictions bar they can't charge.
As my opponent is bringing ambushing chaos hounds tonight and I have a gunline, it would be useful to know.
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Post by frozenfood on Jun 16, 2017 12:23:25 GMT
One inch from other units is how we play it.
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Post by knoffles on Jun 16, 2017 12:29:11 GMT
frozenfood cheers. One other question. Am I correct in assuming that Magic resistance would give a ward save vs runed up Dwarf artillery? (So all his knorne daemons would get a 4++ or 3++ ward as it adds to their existing daemonic ward save). Thanks again in advance.
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Post by Horace on Jun 16, 2017 13:16:17 GMT
Magic Resistance is only against spell damage unless it got errata-ed at some point
(so no)
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Post by knoffles on Jun 16, 2017 13:50:16 GMT
Thanks Horace, I wasn't sure if it worked similar to the botwd and as, like a numpty, I forgot my books, I couldn't check the rules...
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Post by frozenfood on Jun 16, 2017 14:44:00 GMT
Only botw protects against all skaven artillery. Pointy eared weirdos.
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Post by mottdon on Jun 16, 2017 15:17:25 GMT
Yeah, Runes aren't actually "magic" according to the fluff. (Between you and me, it's totally magic. Stubborn Dwarfs.)
Actually, if I remember correctly, Magic Resistance ONLY works against magic missiles. This is why so many people wondered what's the point in taking a 15 point MR talisman over a 15 point Ward Save talisman. I think that it SHOULD work against all forms of magic and SHOULD be cheaper since it wouldn't work vs physical attacks, unlike ward saves, but sadly, that's not the case. Better yet, combine the ward save and magic resistance into one type of save and make it only work against magical attacks. It shouldn't have any effect vs physical attacks. That's what an armor save should be for.
"Oh, your Troll is smacking me across the face? Well, I have a 3++ ward save vs magic....and a shield. Shoot."
Suddenly those unkillable Chaos Lords aren't so unkillable.
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Post by Horace on Jun 16, 2017 15:30:20 GMT
AFAIK Magic Resistance works against all spells that allow a ward save. It does not specify only magic missiles in the book anyway.
It however does not work against magical attacks of any sort (which Dwarf runed artillery is, even with Ro Forging etc)
I do agree it SHOULD work against all magical attacks
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Post by knoffles on Jun 16, 2017 15:33:12 GMT
You legends. Cheers
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