8th Ed. MR and warmachines with runes

Discussion in 'Lizardmen Discussion' started by Haemoglobin, Aug 23, 2010.

  1. Haemoglobin
    Ripperdactil

    Haemoglobin 9th Age Army Support

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    I'm playing a 2500 points battle against a Dwarven army so I'm going to face a lot of warmachine power. I was wondering if the MR from items would also provide a wardsave against the magical attacks of a warmachine with runes.

    Thanks!
     
  2. vapor
    Razordon

    vapor New Member

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    It only works for spells that cause wounds, otherwise it would also protect you from attacks by magical weapons.

    Overall, I find it rather worthless in 8th.
     
  3. Bibamus
    Bastiladon

    Bibamus New Member

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    its still good, better than in 7th in some cases cause you still get the protection against IF.

    my question is: does MR help against shield of thornes?
     
  4. Haemoglobin
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    Haemoglobin 9th Age Army Support

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    In my opinion it should work. The attacks are delivered by a spell.

    And yeah I already thought MR would be useless against those pesky warmachines. What would you guys definately take in a 2500 list vs Dwarves? Knowing that hes going for a shitload of warmachines, including bolt throwers (at elast one with a master engineer), flame cannon and grudge thrower(s). I was thinking of taking that Ironcurse Icon (6+ward VS warmachine damage for an entire unit).

    And use some fast Skrox units to get to him close, maybe put a skink chief in there.
     
  5. Bibamus
    Bastiladon

    Bibamus New Member

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    chameleons can still take out warmachines, even better than skrox unless its the anvil of doom.

    new question: does MR work against sed anvil? are the runes the runelord strikes spells? they couldn't be dispelled in 7th and they still can't be but MR changed
     
  6. vapor
    Razordon

    vapor New Member

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    That one is really tough. I'd have to say no, since the attack takes place in the shooting phase. Talk it over with your group though.
     
  7. Haemoglobin
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    Haemoglobin 9th Age Army Support

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    Good point about the attacks being done during the shooting phase. Maybe their FAQ says somethina bout it.
     
  8. oldblood62
    Skink

    oldblood62 Member

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    In the last edition my buddie ran a anvil all the time and the biggest rules argument ever errupted bc I felt like somthing had to help against it,so I emailed gw several times ! I was told by several gw reps that the anvil is to powerful for anything to disrupt its effects , I would assume that will still hold true. At the top of the post I saw somone say MR gave you a save vs. Magic wepons I've never heard of that and just re read the rule for it a week or so ago and never saw anything about that!
     
  9. hellbreaker
    Troglodon

    hellbreaker Member

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    Fret not, for that is not what magic resistance does!
    It only works against spells.

    Cheers!
     
  10. Bibamus
    Bastiladon

    Bibamus New Member

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    my question still stands, are the runes striken by the anvil spells or not?

    as for the shooting phase argument: TK gave an incatation that allows you do do CC attacks with a unit in base to base contact with an enemy unit... would you get MR from those attacks because they are in the magaic phase, same with the same TK shooting in the magic phase.
    phase is notthe determinant here, but the nature of the runes. don't we have any dwarf players on this forum?
     
  11. vapor
    Razordon

    vapor New Member

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    The difference with the TK stuff is that it's an augment spell buffing a unit who's doing regular attacks out of phase. Since the anvil doesn't say it's a spell and it's attack takes place in the shooting phase without the use of powerdice (like a bound spell) I'm leaning towards no.

    But again, ask your group or T.O.
     
  12. Larinus
    Chameleon Skink

    Larinus New Member

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    If I was playing a Dwarf army I would take at least two units of Terradons. Don't bother with cold ones too much because they'll just get stopped and charged by his front line.

    Maybe if you're playing on a very wide board then put them on the flank - that might work.
     
  13. Bibamus
    Bastiladon

    Bibamus New Member

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    chameleons are cleary superiour to terradons, with 2S3 and 2S4+Stomp attacks you don't have much chances of killing the crew that soon, and the terradons might even lose combat. chameleons jsut need to roll 6's and pass the 6+ armour save (i think) to completely destroy a war machine, and they can do so from the 1st turn.

    the anvil is another story, i have no clue how to counter that as it can make terradons unable to fly and the guards themselves are quite strong
     
  14. vapor
    Razordon

    vapor New Member

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    Chameleons or Dwellers Below, just like a war machine.
     
  15. Haemoglobin
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    Haemoglobin 9th Age Army Support

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    Im tempted to use an Oldblood on a Carnosaur, but because of the warmachine-heavy team its probably going to be shot to bits =/
     
  16. Xul
    Temple Guard

    Xul New Member

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    the dwarf book says the runelord is "casting runic spells" using power dice provided by the anvil. based on that, those are spells.
     
  17. Xul
    Temple Guard

    Xul New Member

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    note that any clever player with war machines will deploy in a manner, which doesn't give you a decent spot to place the scouts.
     
  18. Haemoglobin
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    Haemoglobin 9th Age Army Support

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    Yeah, they tend to huddle the warmachines together in one or two groups, and then surround them with troops. The troops will be facing in a 180° arc so if I deploy the scouts, something is going to munch em up good :p
     
  19. vapor
    Razordon

    vapor New Member

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    Where are you seeing that?
     
  20. Bibamus
    Bastiladon

    Bibamus New Member

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    also, doesn't the anvil have a ward against shooting?
     

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