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AoS Differences between the bound and normal Purple Sun

Discussion in 'Rules Help' started by Tilorn91, Oct 16, 2020.

  1. Tilorn91
    Saurus

    Tilorn91 Member

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    Hello everyone, I will keep this short. For a few games now I've run the Bound Purple Sun with the goal of smashing it into large models for the free 2d6 MWs, only now reading it correctly and realizing it requires a roll of a 6 to do the damage. Now my question is: Is the application correct in having that difference between the normal and bound versions?

    Is that the intended tradeoff where the normal version just does a guaranteed 2d6 MWs on a model with 6+ wounds where the bound one requires a roll of a 6? I don't have the endless spells rulebook, and I'm using the model for the spell from the club I'm playing at.

    EDIT: Just realized the bound spells are in our Seraphon book, and looking at the Bound Purple Sun, it indeed does say what the application says. That changes my question, is Purple Sun best used bound or unbound? Is it worth running?
     
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  2. chefofwar
    Chameleon Skink

    chefofwar Well-Known Member

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    I have not used it yet, but bound seems always worth it to me so that your opponent does not get a chance at moving it and messing with your plans
     
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  3. Grotpunter
    Troglodon

    Grotpunter Well-Known Member

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    There is no difference - You roll a dice for each model in the unit the Purple Sun has passed over. For each 6s = A model is slain. For models with a wounds characteristic of 6 or more it doesnt slay, but instead deals 2D6 MWs for each 6s you rolled. This is the same for both the normal and Bound version.

    The Bound is significantly better. Simply paying 10 pts to deny your opponent from moving the Purple Sun over your own models is huge. For 10 pts it eliminates a huge drawback from the spell.
     
  4. Putzfrau
    Skink Chief

    Putzfrau Well-Known Member

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    This!

    There is no difference in functionality between the two outside of the benefit bound always adds -- that only seraphon armies can move them. Both the bound and unbound versions require you to roll a 6 before removing models or dealing the 2d6 mortals.
     
  5. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    The general rule is: when dealing with predatory spells, always pick the bound version. To negate the opponent the chance to move it, it's too big of an advantage.
     
  6. IggyStarhost
    Ripperdactil

    IggyStarhost Well-Known Member

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    There actually is one slight difference i’ve noticed. The bound spells dont have the ‘empowered’ ability. Which is pitty, but understandable.
     
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