I don't know if this has been touched in another thread or not, but I have been debating (with myself) how an enemy can unbind a spell cast via Arcane Vassal through a Skink Hero or Troglodon. Arcane Vassal is huge utility for Seraphon as a Slann is so precious that they need to stay toward the back of the army, sometimes camping at the back of the table. Arcane Vassal is used to hit strategic points that your Slann cannot reach (even with Astrolith Bearer). So my question is: When the enemy wants to unbind a spell through the Arcane Vassal, do they measure 18" from the Vassal, or the actual caster, the Slann? It isn't clear cut in the rules, so I was wondering if any of you have had an argument during a game, or if you have a solid theory on how this is supposed to work. Also, side note, it doesn't sound like you're allowed to unbind through an Arcane Vassal (using 1 of the 3 unbinds that a Slann gets every turn), have any of you used the Slanns unbind, rather than the one the Troglodon or Starpriest gets? Any of your other thoughts on Arcane Vassal are welcome =)
I know you can't use the slaan's unbind through the vassal, interesting thought about unbinding against the slann rather than the vassal, but I think it goes to the vassal.
To me you unbind from the vassal but if the vassal atempts a unbind you use the vassal rules not the Slann
Right the vassal has one unbind of it's own, and nothing about unbind in the vassal rules from the slann scroll. So that's why you couldn't use the slann unbinds for the vassal.
Honestly I've always done it from the slann. It sounds unfair but the rule state that you unbind if you are with 18" from the CASTER and arcane vessel at no points says you CAST from the skink just that it's channeled, like a relay point.
"Arcane Vassal: Before a Slann Starmaster attempts to cast a spell, you can pick a vassal to channel it; this can be a Skink Hero or Troglodon from your army that is within 15". If the spell is successfully cast, measure the range and visibility from the vassal rather than the Slann Starmaster." There's the exact quote of the rule. By my judgement, because it specifies that you need to successfully cast the spell before firing it out of the Vassal, you'd also need to Unbind it before it gets fired from the Vassal. If that makes any sense.
Wow! This is pretty interesting. I've completely missed it. To add onto Bainbow's quote, here's the unbinding entry: "If a spell is cast, the opposing player can choose any one of their wizards that is within 18" of the caster, and that can see them, and attempt to unbind the spell before its effects are applied. To unbind a spell, roll two dice. If the roll beats the roll used to cast the spell, then the spell’s e ects are negated. Only one attempt can be made to unbind a spell." Note what's bolded: 'caster,' being the Slann. Without any additional rules, it seems to be correct the the Vassal only 'channels' the spell instead of 'casting' it. Looks like the Trog just got better.
Worth noting as well that when you factor in an Astrolith's spell range boost, an Arcane Bolt through a Vassal will have a 41" range. And they say we lack range.
If only the slann had a more interesting ranged spell :L But it has been incredibly useful for summoning.
I find it most useful in the Time of War rules where you get insanely OP spells for all your wizards.
I've been looking over the Seraphon warscrolls with a set of fresh eyes. This 'unbind-proof' strategy radically changes many of my own early-game tactics, emboldening our entire army but especially buffing our lone models. Keep in mind that *any* 'Skink Hero' can channel the Slann's spells now -- this includes Skink Chiefs and the Engine of the Gods, for example. At first glance, the nature of the Slann's four available spells demonstrates some aptitude for culling beefy lone models/small multi-wound units. Combined with a strong and/or well-placed Arcane Vassal (one that can hold the midfield early), the Slann/Vassal tandem ought to allow most generals to shore up any weaknesses in their army/eliminate threats in the opponent's army. I'm going to draft up some tactics that this tandem could pull off - the specialties of each individual Arcane Vassal (as well as complementary forces) - and post them in a new thread, contributors most definitely welcome! One area in which I can't offer much thought is the 'Time of War' scenario, as I don't have those rules.
What spells are good for that? All I see is the arcane bolt. All the others seem to be buffs or spells versus units. Sorry if the tone of that is off, I couldn't think of a better way to say it :S
The Thief of Time spell from the Mount Kronus ToW ruleset it particularly nasty for this Vassal tactic. 18" range, pick an enemy unit, that unit takes 1 Mortal Wound in every Hero Phase from now on (both yours and your opponent's) until the Caster is slain. That caster now being 41" away, place that on the enemy general or a big monster and watch them decay.
With summoning and astrolith, you basically threaten the whole battlefield. Especially if you summon nasty things with missile weapons, like a trio of sallies with one handler (possibly killing the enemy's general since turn 1).