Do you trample forward, sit back? I'm not sure what to do as its attacks are all fairly short range but you absolutely wanna keep the priest safe.
Last time i used it i was kinda.. afraid to move it away from my big rock in the middle of the field.. Since there was some dirty Canon aiming for it already.. Since i play vs a Dwarf mostly i just hide it handing out Ward Saves. When i can my revenge on a VC player, i will just put it near his units and start spamming BA. It depends on wich army you battle against.. Altough it seems a waste to JUST bring it for a 5+ Ward Save i think..
Well you definitely won't want it to be shot by heavy warmachines, so keep it safe from them, and you don't want any sneaky fast cavalry and such trying to assassinate the priest, but it is better to kill them than hide from them since they are fast and usually fairly weak. It is also most effective near your battle line, so I would move it up behind your main line so it can cover with ward and the skink can cast, then when combat happens start throwing out burning alignment and add it to combat where needed. That is an ancient stegadon under there, so you don't want to waste its combat power even though the skink is fragile. If you aim it for flanks it should be safe, since even agains ASF things the impact hits will destroy most in btb contact. Or if you go for the front, see how much you kill with impact hits, if it is a few target the unit champ with the skinks or or maybe the steg to reduce attacks back at you. Definitely no point completely hiding it, but at the same time you don't want to throw it away. It is a strange unit, I am yet to see if it is really effective or not.
just a couple of questions... does burning alingment affect units in cc? and can the priest use engine poweres in cc??? Also i might burning alignment spam the tk.... they are undead after all
Yeah I am 99% sure that in the description it mentions that it effects all units even those in CC. You can normally cast any spells from CC as long as they aren't magic missile unless they say otherwise, and of course remembering that in combat you have no LoS so yeah I would say when the priest is in combat he can still use it.
I believe it says, "all enemy units within 2d6". I see no reason why it wouldn't effect units in CC...
d6+1 impact hits d6 burning alignment hits d6 drain life hits (slann channeling, waiting for official FAQ on his one) thats how you use an engine
No FAQ needed on that last part, the army book clearly says magic missiles only and drain life is not a magic missile so cannot be used that way. Other than that, yeah a powerful strike. Don't forget the stegadon's attacks in combat after impact hits.
The thing I've had most succes with, screening it with skinks, sure it can still be shot, that saves the rest of your army, and unless its catapults or great cannons, they wont kill anything anyway. Make your opponent unable to charge the engine, and go burning alligment as close to the centre of your opponents army as you can. angling units is so easy with lizards, especially ranked skinks, salamanders/razordons and terradons, and burning aligment can tear many armies appart very very quickly. mathias
i mostly start doing 2 or 3 turns the 5+ ward ove rmy whole army ( 2 engines). then later one will go offensive and charge in with normal steggie or chief steggie with the other engine walking behind. then both of them start blasting thier burning allignment jeeeejjj
I was also thinking have one fall back a bit once you start getting close, one behind the other. If you have one of them 10-12" back, then enemies need to be basically within an inch or two to shoot the front one, so less fear of close range shots. In earlier turns it would be much better to spread them across your battle line though, might be a bit hard to manouvre.
If you can afford it (and believe me it's well worth it) take an Enchanted Item War Drum of Xahutec for the EotGs. It gives the ability to weave and march through the enemy front lines to cast Burning Alignment where it really hurts . I also add the Plaque of Tepok to make the Lvl 2 Priest like a Lvl 3 Wizard, knowing one more spell to go with the extra power and dispel dice. BTW I've never have used a Slann prefering to maul my opponants with a Carnosuar, so what are the really good magic combinations which everyone uses with only the EotG's Arcane Conflaguration to use? One more thing I'm a little confused about the Arcane Conflaguration when it say's I can choose any one Lore from the rulebook. Does that mean the Priest can still keep his Heavons Lore and still pick from another Lore?
no, with AC you pick one lore. for the rest of your turn, casting results to THAT lore are lowered by 1 so if your slann has Lore of fire, and you call out lore of fire, your priest gets nothing extra, but can cast his spells as normal
Aha so now i get your question from "Discussion". You don't get to USE the lore you pick from the AC, that would be pretty damn neat.. You still keep Heavens. If you pick Lore of Shadow for example.. You reduce the casting cost by 1 of all spells in that lore.. So Steeds of Shadows doesn't need at least 5 but 4 on an attempt. It's not really a big bonus.. but it is always welcome at 9+ attempts. Now i wonder tho.. It doesn't say the lore only benefits you.. Seems logic that the opponent with a same lore gets roll 1 less as well... Hmmm
I see little point in making it last until the start of your next phase if it doesn't have the potential to effect enemy spells.... I would say from the wording that it does. This may be a bit of a help sometimes, if your opponent has a remain in play spell going. When you use power dice in your magic phase to stop them, it takes the casting value of the spell not what was actually rolled to start with, so if you have reduced its casting value by 1..... It is easier to dispel.
the EOTG is a 3 phase beast: 1: protect the army as it advances. Pretty simple 2: use the Drums to get behind enemy lines! I find this to be a game breaking. once in the back move to just over 1 inch from 2-3 enemy units and spam RUINS. 3: charging... this is very situational! I only charge softer targets that 1 I know i will get a flank or at Rear and can keep heroes/champs out of combat to protect the priest. If you hit a flank and had D6+1 S6 hits, then d6 Ruins plus attacks you should not have any attackes back, and most of the time you will out number fof an auto break! Those are my 3 EOTG rules.... guidelines have only used it a few times but has served me very well!
Can the EOG march and cast on the same turn? For that matter, can i march my temple gaurd with the slann in it and cast in the same turn? Thanks.