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 Ethereal Blades, magic attack rule
snoopholly
Posted: Nov 8 2009, 11:10 AM


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I've looked in the VC book and the rule book but cannot find a deffenition of "Magical close combat attack" ,could some one plz define this rule ,ie wots difference between magic attack and normal one, sorry if ive missed it in one of the books.
Dave
enTHRALLed
Posted: Nov 8 2009, 01:07 PM


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Basically it does depend on the makeup of your enemy. Magical blades can wound ethereals (spirit hosts, wraiths, banshee, green knight?, characters with ethereal rule) but mundane ones can't. Another one is that Forest Spirits from the wood elf book (Dryads, treemen, treekin, wild riders of Kornus? and characters with the forest spirit rule) cannot take their specific 5+ ward save if hit/wounded with anything magical - this includes weapons and spells.

There maybe more but I'll let the others get in here to help you out.... tongue.gif

Oops forgot to mention that certain spells can make a unit ethereal - but if you have magical weapons you can still wound them.

This post has been edited by enTHRALLed on Nov 8 2009, 01:11 PM
LordCypress
Posted: Nov 8 2009, 02:28 PM


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Theres also Ward saves and magical armour that don't work when hit by magical weapons.

Heres an example from my Chaos Mortals army:

Armour of Morrsleib
Chaos armour. Confers a 4+ ward save against non-magical attacks.

Wight Blades are magical so the Chaos model wearing this armour wouldn't get his 4+ ward save.
Kalandros
Posted: Nov 8 2009, 02:45 PM


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Things that are affected differently by Magical Attacks will mention so in their own rules of their own army book, not in the main rulebook.
snoopholly
Posted: Nov 8 2009, 07:27 PM


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Thx guys.
Just played a 1000pt VC v Empire battle ,due to us both being new to the game we played with no magic (also the club we've just joined is held in a church and one of thr conditions for using it for free is no magic allowed), any way i feilded 3 fell bat and during the battle i ended chargeing his detachment of 10 H'guners, after the second round of CC i was down to 1 FB ,the question was then asked "well how many of my H'gunners can be in CC with your FB"?
I looked in the new RB but couldnt find an answer.
Dave
LordCypress
Posted: Nov 8 2009, 08:38 PM


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The short and dirty answer is 4 handgunners would be in close combat with the Fell Bat.

You generally try to fit as many models into base contact with each other as possible. That determines how many models get to attack. There really is no set rule that states how many models get to attack in every single situation. You simply start moving models side to side to get in as many touching each other as you can. Sometimes a piece of terrain might be in the way and some models just won't be able to slide into close combat. Don't forget "Kiddie corners count".

snoopholly
Posted: Nov 9 2009, 06:56 PM


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Cheers mate, it was just with it having a round base we wrnt sure of the rules.
Dave
Preacher
Posted: Nov 11 2009, 11:59 PM


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For future reference the Fell bat should be mounted on a 40mm square base. Just glue the flying stand to the 40mm base and all is good.
LordCypress
Posted: Nov 12 2009, 02:45 PM


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Preacher made a good point there. I assumed that your Fell Bats were already glued onto Ogre sized bases. I've had my Bats mounted on these bases for so long now that I forgot they even came on round bases.

As Preacher mentioned Fell Bats should be on 40mm sized bases. It just makes figuring out close combat attacks that much easier. Also makes the models alot more sturdy.
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