AoS Eternal Starhost Question

Discussion in 'Seraphon Discussion' started by Drcrabs, Mar 24, 2017.

  1. Drcrabs
    Skink

    Drcrabs New Member

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    i think I may know the answer but it's got me thinking a bit. This is regarding the Patient Guardian ability of the Eternal Starhost. If I march/run/move with the guard on my first turn and then my opponent takes their first turn and then after that we both have taken our first turns it's now round 2. My opponent wins the roll to go first and successfully charges my guard. Do my guard recieve the bonus from Patient Guardian or not?
     
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  2. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    Nope, sorry. You must not move in your move phase, to have the bonus in the following combat phase. ;)
     
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  3. Drcrabs
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    Drcrabs New Member

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    Even if it is technically two combat phases later in the next complete turn?

    So..
    Turn 1: Me -> Opponent
    Turn 2: Opponent (this is where my question comes up)
     
  4. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    Yes, the movement phase of that round is what counts.
    So the bonus only applies in the combat phase of your turn inside that round, and only if you didn't move or charge in that (your) turn.
     
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  5. Canas
    Slann

    Canas Ninth Spawning

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    Well he didn't move in his combat phase, so he now has it in his 2nd turn. If his opponent charges him before his guard even get the chance to move they haven't moved that movement phase so they have the bonus in the combat phase :p
     
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  6. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    The ability triggers specifically if the guards don't move in their combat / move phase. (Otherwise, where is the point? you never move during the opponent's move phase ;))
     
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  7. Drcrabs
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    Drcrabs New Member

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    I guess what Canas is trying to say and what I'm getting at is that since it is no longer Turn 1 for everyone and is now Turn 2 for everyone the Guard now haven't had a chance this Turn to have a movement or combat phase to make it disqualified for the bonus.
     
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  8. Crowsfoot
    Slann

    Crowsfoot Guardian of Paints Staff Member

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    So if you went first in round 2 and don't move the ability triggers, if you go second in the round and don't move does the ability trigger in round 3?

    Also do both save bonuses apply?
     
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  9. Canas
    Slann

    Canas Ninth Spawning

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    No, the bonus triggers in round X if you didn't move in round X, if you get charged before you ever get the oppertunity to move in round X you still haven't moved so it triggers.

    Which two save bonusses?
     
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  10. Crowsfoot
    Slann

    Crowsfoot Guardian of Paints Staff Member

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    +1 for being within 8in of a hero and +1 from the battalion
     
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  11. Drcrabs
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    Drcrabs New Member

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    I think those bonuses are always active as long as the guard are close enough to their eternity Warden, or if the eternity Warden is near another hero near by can at least give the them one +1.
     
    Last edited: Mar 24, 2017
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  12. Canas
    Slann

    Canas Ninth Spawning

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    Those should stack and Always be active (when within range of course)
     
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  13. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    Patient Guardian simply doesn't work in your opponent 's turn.

    Or, at least, that's what's written in the italian version of the book.

    This is the literal translation of last part of the italian text for the Patient Guardian ability.

    "If a unit of Saurus Guards of an Eternal Starhost in its own move or charge phase, then.. (you have the bonus to damage) ...in the next combat phase"
    Which is always your combat phase, that happens right after those move / charge phases.
    It doesn't extend to enemy’s turn.

    If the original text is different, please let me know, because I've already found a mistake in the translation of another ability.
     
    Last edited: Mar 24, 2017
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  14. Canas
    Slann

    Canas Ninth Spawning

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    That is the text in the english book too, at least the gist of it. However, the most logical explenation in this example of it would be:

    - Round starts, opponents wins the initiative roll.
    1) Enemy moves
    2) Guards stay put
    3) Guards get charged by enemy
    4) Guards don't charge cuz they're already stuck in combat
    5) Guards get the damage bonus when they actually get to attack during the combat phase.

    What might be causing the confusion is that @Drcrabs is using "turn" and "round" interchangeably. What he meaned is just that what I just described happened.
     
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  15. Days to Daze
    Skink

    Days to Daze Member

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    The ability states that it takes effect in "that" turn.

    • Celestite Polearm Damage increased to D3 for following combat phase if Guard unit does not move/charge that turn

    The way I see it is that in turn 2 your opponent charges you after rolling initiative, he attacks with one unit. And now it's your turn to attack with the guard. They have yet to move in that turn. So it triggers. It doesn't state whose turn so I assume it counts for both.
    If you're stuck in combat and havnt moved yet that turn (both during your turn or theirs) then it triggers in the following combat phase if it was worded as "during your turn" then it wouldn't trigger during their turn 2 combat phase.

    Correct me if I'm wrong
    Edit:
    Mind you, it isn't possible to move during your opponents movement phase and they assume you know that so maybe I'm wrong. They could have made it clearer by saying during your turn.
     
    Last edited: Mar 29, 2017
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  16. Canas
    Slann

    Canas Ninth Spawning

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    I think the main issue is just the ambiguity in turn & round.. had they used the word "round" it'd been clear enough...

    Anyways it'd be a god-awefull ability if it couldn't trigger if your opponent has the priority and chargesthem first..
     
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  17. Gotrek
    Jungle Swarm

    Gotrek New Member

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    Different question same battalion. Is it worth taking 3 units of 10 guard or should I use 3 units of 5?
     
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  18. Bowser
    Slann

    Bowser Third Spawning

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    If you have the points, take ten. They are pretty killy in numbers, and will hold an objective like crazy.
     
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  19. Canas
    Slann

    Canas Ninth Spawning

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    Since they have only 1 wound taking a bigger unit is probably worth it unless you're facing an anti-horde army.. they're suprisingly squishy with their low wounds, even with the amazing save.
     
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