8th Ed. Walk Between Worlds and on top of Fanatics.

Discussion in 'Lizardmen Tactics' started by Lizardmatt, Sep 10, 2013.

  1. Lizardmatt
    Troglodon

    Lizardmatt New Member

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    Sometimes the good things you don't plan for, they just come up spur of the moment.
    Went up against an Orc and Goblin Gunline, that was using the threat of fanatics to defend the warmachines.

    Turn 1, I got off a boosted Walk Between worlds, and moved a block of 12 skinks point blank into his army. My idea was to pull the fanatics, giving up the skinks in the process. Then I read the spell. Ethereal until the end of the magic phase. AWESOME.
    Triggered 9 fanatics and had enough movement to step on 5 of them, along with ending on a mangler.

    Just something to keep in mind if you fight the greenskins.

    -Matt
     
  2. Arli
    Skink Priest

    Arli Moderator Staff Member

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    Wow, that is impressive. I wish Ogres had access to that spell. I will be facing O&G at some point in the next few weeks with my Ogres.
     
  3. Wizgamer
    Cold One

    Wizgamer New Member

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    I thought ethereal rule only moved you through 'terrain'. enemy units are not terrain.....
     
  4. Lizardmatt
    Troglodon

    Lizardmatt New Member

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    Fanatics and manglers have special rules that allow you to move on them; they do 2D6 S5 hits (or 3D6 S6 for manglers) then the fanatic/mangler is removed. Since the hits happen in the movement phase, and you are ethereal in the movement phase, you are immune to the hits since those hits are not magical.
     
  5. Fool
    Jungle Swarm

    Fool New Member

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    Fanatics and Mangleer Squigs are units with special rules. You can not charge them, but you can choose to walk up in base contact with them. If you do that they will die and give your unit 2D6 S5 AP hits (Fanatic) or 3D6 S6 AP hits (Mangler Squig) and then the Fanatic/Mangler Squig will be removed from play. Same thing happens if you for example ends your move on top of said Fanatics/Mangler Squigs (i.e. from a failed/succesful charge).

    So its a valid tactic to sacrifice a cheap unit by throwing it against a Mangler Squig to destroy it. Etheral units have the added benefit that they don't take any damage from the Fanatic/Mangler Squig and still gets to see the Fanatic/Mangler Squig removed from play.

    I play O&G as my first army and I really hate Etheral units killing my cute Mangler Squigs :)

    @Arli
    A Sabretusk cost almost nothing and is totally worth to sacrifice against a Mangler Squig.
     
  6. Wizgamer
    Cold One

    Wizgamer New Member

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    So what makes the Fanatics come out of the unit?
     
  7. MI_Tiger
    Temple Guard

    MI_Tiger Member

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    Anytime an enemy unit is within 8" of the unit concealing Fanatics, they have to be released. They fanatics move 2D6" in any direction the O&G player chooses. The movement phase "pauses" while the fanatic's movement is calculated then resumes after the fanatics are in place. After the reveal, fanatics move random distance and random direction, doing significant damage to anything they contact, including O&G units.

    Manglers are similar (though stronger), but they aren't concealed and the O&G player can control their direction until their first "combat".
     
  8. Wizgamer
    Cold One

    Wizgamer New Member

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    So how did the Skinks come to walk into the Fanatics? Movement had been completed. Sorry, but I'm having difficulty following what has happened here....

    Thanks
     
  9. Lizardmatt
    Troglodon

    Lizardmatt New Member

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    Skink Skirmishers get to move 20" thanks to boosted walk between world.
    The skinks move 6 inches forward and are forced to pause as the fanatics are released.
    With 14" of movement left, I'm able to move over several fanatics and a mangler, before ending my move on his flank, in short range with my blowguns.

    The key is to use skirmishers, so you get the free reforms as you sweep across the table.

    -Matt
     
  10. Wizgamer
    Cold One

    Wizgamer New Member

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    So you'd need a fairly hardy unit to end up with any members left in the Ethereal unit......

    For example, a fanatic could land (averagely) 7 strength 5 AP hits on the unit. if 3 wound and are unsaved, would that cause a panic test due to loss of 25%?
     
  11. rychek
    Troglodon

    rychek Active Member

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    Fanatics and manglers don't have magic attacks, so the etherial unit is immune to their damage. No need to worry about panic checks. :)
     
  12. Scalenex
    Slann

    Scalenex Keeper of the Indexes Staff Member

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    Ethereals will help more against Manglers than Fanatics. Manglers have to go forward. Fanatics can be released in whatever direction the player wants so if your Walk Between World's unit triggers them, you probably won't kill them (but forcing a redirect is nice too).
     
  13. Lizardmatt
    Troglodon

    Lizardmatt New Member

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    With ethereal skirmishers to the front, with ~12" of movement left, what choice does the O&G player have about where to throw fanatics? Sure, he could throw them sideways or into his backfield, but that would be the best place for me, and the worst place for him.
    As a previous O&G player, when my fanatics got pulled early, I frequently would throw them into nearby terrain, off the table out the back of the unit, or into other fanatics. The last thing you want is the fanatics in your own backfield.

    -Matt
     

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