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Post by dangerpants on Apr 17, 2018 2:53:42 GMT
Can a wizard cast its augment spell on itself?
in many video games I play, a character is an ally to itself and "ally" targets can be used on "self," so I'm lead to believe there's at least a chance wizards can do this.
It makes a big difference in my Wood Elf army, as my Spell Weaver is being bared down on and could totally save itself.
ON A SIDE NOTE: You guys are AWESOME and thank you SO MUCH for taking the time to help me. It's a little frustrating to be trying to learn a game that people have stopped playing, but dammit I promised myself years ago I'd learn to play 8th edition, and I'm doing it! So thanks for the help as I weed through the rules as a beginner haha
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Post by FvonSigmaringen on Apr 17, 2018 8:32:29 GMT
Since you mention "allies" I hazard the guess that you are referring to the general description of augment spells on BRB p. 31. However, the description of a particular spell will specify the target(s) of that spell, usually the Wizard himself and/or one or more units within a certain range. Note that if a unit is targeted which contains the Wizard (or any other character), than the effect of the spell will affect the Wizard too. Similarly, if the Wizard is on his own, he counts as a unit, and a spell that affects all units within a certain range, will affect him too. However, if the Wizard himself is specified as the target, that would not normally affect any unit he is in.
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Post by mottdon on Apr 17, 2018 15:40:45 GMT
Awesome. So as long as the Augment can target a unit, he can cast it on himself, since he counts as a "unit".
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Post by FvonSigmaringen on Apr 17, 2018 15:56:53 GMT
Yes. Lone models are units too.
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Post by dangerpants on Apr 18, 2018 3:21:39 GMT
Alright, I'm hesitantly interpreting this as meaning my SpellWeaver can cast "walk between worlds" on herself. It just says it targets an "unengaged unit within range" and she is an unengaged unit within range...
She is lone and not joined another unit
/shrug
Thanks agian btw guys
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Post by dangerpants on Apr 18, 2018 3:30:25 GMT
After playing it this way, I might just rule that she can't because it seems a bit overpowered. She can just world-walk behind units that are coming in for the charge on just about every turn then, hehe. Seems like too much?
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Post by FvonSigmaringen on Apr 18, 2018 9:02:37 GMT
No need for hesitation: she is clearly allowed to do that. As it happens, in the previous version, "Walk between Worlds" could only be cast on the Wizard himself. Of course, you still have to get the spell off.
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Post by mottdon on Apr 18, 2018 18:33:19 GMT
I think that it's perfectly legal! That's what Wood Elves do. Hit and Run. They excel at this. So making your caster hard to hit isn't unsportsman-like at all. Most people take large bunker units that sit behind their line SOLELY for the benefit of protecting them. It's on your opponent to catch her or stop the spell from going off. And quite frankly, there are plenty of ways to do that. Your opponent just has to plan a few moves ahead for it.
Just wondering, what was in your (and your opponent's) list?
*P.S. - I'm glad you joined us here, dangerpants! I'm pretty sure I've seen your comments on many a YouTube BatRep, if I'm not mistaken?*
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Post by dangerpants on Apr 18, 2018 20:59:30 GMT
You've all made me feel much better about my spellweaver! As well as the rules I think that it's perfectly legal! That's what Wood Elves do. Hit and Run. They excel at this. So making your caster hard to hit isn't unsportsman-like at all. Most people take large bunker units that sit behind their line SOLELY for the benefit of protecting them. It's on your opponent to catch her or stop the spell from going off. And quite frankly, there are plenty of ways to do that. Your opponent just has to plan a few moves ahead for it. In fact, my wood elves lost despite the flashy world-walking, so I definitely feel less overpowered now haha. It's intentionally not quite a legal army as the core is < 25 %, as I'm just playing against myself and not worried about a perfectly balanced matched. - War Dancers
- Wildwood Rangers
- Glade Guard
- WayStalker
- Glade Lord
- SpellWeaver
- Wild Riders
Obviously the list would benefit from more melee front line, but I wanted to practice hit-and-run and kiting in this game and see how it can work out.
Also, my favorite way to learn a game is slowly and on my own, heh, so I'm trying to avoid army-building advice. I like the experience of building a crap army, seeing it fail, and then figuring a better way. I'm the same way with TCGs - I build crappy decks first and figure out what sucks on my own. When people give me good advice, it's like spoiling a movie ending for me.
I played against a Demons Of Chaos army that is the same point value but half the models, hah. The two armies are 1-1 after playing them against each other. The Demon Prince appears to be INSANELY overpowered.... My understanding of the rules is that units can march AND cast magic, which means the Demon Prince with his M=8 can just dance around the field while dropping huge bombs, all whilst having toughness, ward, and wound count to keep him pretty impervious to wood elf arrows.
Thanks dude! I'm really loving this. Yes, I've watched a TON of battle reports, but my name on there is my real name rather than DangerPants. heh.
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Post by grandmasterwang on Apr 19, 2018 1:21:57 GMT
You've all made me feel much better about my spellweaver! As well as the rules I think that it's perfectly legal! That's what Wood Elves do. Hit and Run. They excel at this. So making your caster hard to hit isn't unsportsman-like at all. Most people take large bunker units that sit behind their line SOLELY for the benefit of protecting them. It's on your opponent to catch her or stop the spell from going off. And quite frankly, there are plenty of ways to do that. Your opponent just has to plan a few moves ahead for it. In fact, my wood elves lost despite the flashy world-walking, so I definitely feel less overpowered now haha. It's intentionally not quite a legal army as the core is < 25 %, as I'm just playing against myself and not worried about a perfectly balanced matched. - War Dancers
- Wildwood Rangers
- Glade Guard
- WayStalker
- Glade Lord
- SpellWeaver
- Wild Riders
Obviously the list would benefit from more melee front line, but I wanted to practice hit-and-run and kiting in this game and see how it can work out.
Also, my favorite way to learn a game is slowly and on my own, heh, so I'm trying to avoid army-building advice. I like the experience of building a crap army, seeing it fail, and then figuring a better way. I'm the same way with TCGs - I build crappy decks first and figure out what sucks on my own. When people give me good advice, it's like spoiling a movie ending for me.
I played against a Demons Of Chaos army that is the same point value but half the models, hah. The two armies are 1-1 after playing them against each other. The Demon Prince appears to be INSANELY overpowered.... My understanding of the rules is that units can march AND cast magic, which means the Demon Prince with his M=8 can just dance around the field while dropping huge bombs, all whilst having toughness, ward, and wound count to keep him pretty impervious to wood elf arrows.
Thanks dude! I'm really loving this. Yes, I've watched a TON of battle reports, but my name on there is my real name rather than DangerPants. heh. Enjoy learning the game. Every battle is different. Daemon Prince is indeed OP. Many give him flight so he can flex around 10" and fly over stuff dropping spells. It's why often you might see things like a Sorceress on a dark Pegasus for the movement ability to get into optimum spell range. We actually play that wizards can't march and cast spells as we find it more fun/balanced. The great thing about 8th edition is how adaptable it is.
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