What are your ideas for making the wind push spell effective? Any great combination ideas or examples for an effective casting of this one are welcome.
I don't rate it much unfortunately, good for armies that want to delay CC, but we want to get stuck in ASAP. But perhaps there are some uses: - blowing missile troops/warmachines off the back of hills, thus losing los - blowing targets away from skinks so they might get another turn of shooting before being charged - blowing counter charge units out of charge range for when our block hit
Its really cool that its classed as a magic missile when IMO it isn't really. This means a Slann can channel it through a skink. You want to get a skink up onto the flank of your enemy line (whether he takes cloak of feathers or just runs is up to you) then push the battle line along into each other!
Pushing things into dangerous terrain is always fun as is pushing something from the side far enough to give another unit a flank charge, but on the whole I haven't found much use for it. Can you push something off the border and insta-kill it?
No, it states in the spell description that you treat a table edge as impassable terrain. I tried to do that in a game.
Going on Strewart's point. take a Horned one and run for it 35pts for better movement and an armor save.Much more safe and speedy.
I've used it to push fleeing units closer to the board edge so it's more likely they'll flee off. Also to push warmachines into places where I'll get hard cover against their fire.
Ok, there is probably something I'm missing since I don't have a copy of the new rules, but could you "blow" fliers into woods or does it only affect infantry?
You sure could, and since they are contacting terrain they take D6 str3 hits. In addition, the fliers take an additional D6 str4 due to the lore of heavens' attribute. Then of course the fliers take their dangerous terrain tests when they move.
You can also use the wind spell to push back "move or fire" troops so they can't shot at all. lol (its extra good since shooting phase is right after magic)
Yeah... But you cast spells in your own magic phase, not theirs, then your own shooting phase happens, not theirs.. Move or fire only refers to their own turn. So unless you managed to cast the spell in their magic phase, which I don't think is possible anymore or if it is then very very rare, that would never work.
My first thought with the Wind spell was to use it in connection with the Lore of Light or Fire spells that cause damage if the unit moves for any reason (I don't know the spell names). Use a Fire Slann to cast Cage of Fire (?) on a unit then force it to move with a Priest's Wind spell. It would require some luck in spell generation, but could be devestating if you get both spells off.
That's great tiger, I think it only works with the fire spell(flame cage) though. But it's a very funny use of the spell, worthy of a good long evil laugh.
There is a beast spell that causes the target unit to treat all terrain as dangerous, and it fails on a 1 or 2 instead of just 1. Cast this spell on a unit and then blow them into a forest or any piece of terrain. More than likely the unit will just choose not to move until the beast spell goes away, but that is a benefit in itself.
I think it is potentially incredibly powerful. Take a Priest with Cloak of Feathers and maybe Plaque of Tepok. Flying to a flank and pushing a unit across/infront of the opponents own battleline will be quite annoying. As anyone who has faced a Chaos Dwarf Earthshaker or DoC Siren Song, or has played with frenzied or animosity units know disruptive uncontrollable/enemy controlled movement can be.
No you can't. (I had the same idea) But my favorite thing to do with it (I've actually done this once) is fly a Skink with the feather cloak behind a unit of knights setting up a charge, push them towards my own line so they can't see the unit they were going to charge!
Situational I know, but you could use the spell to move an enemy unit closer to a Purple Sun or brewing Comet.... Just another idea for an opportune application of the Windy spell
you can't affect move adn fire since that only matters on the turn tehy shoot, when they have the option not to move. also, while you can channel through a skink, you might want a different lore on your slann than heavens, i mean.... seriously.
I think most were thinking of the flying skink priest with plaque of tepok. You have 3 out of 6 chances but actually it's a bit higher, since any double will let you select your spell.