Welcome Guest [Log In] [Register]
Welcome to The Chamber of the Everchosen. We hope you enjoy your visit!


Here at COTEC we are all about the Warriors of Chaos in Warhammer Fantasy Battle.

Tactics to help you slaughter your opponent on the tabletop, through to galleries on how to build your next Warshrine. Its all covered... and growing!

We are a forum for gamers and hobbyist alike and again would like to welcome you to a fun, friendly, warm place and hope to see you again!


Join our legion! Takes less than a minute and gives you access to everything!


If you're already a member please log in to your account by entering the correct runes and words of power:

Username:   Password:
Add Reply
Lore of Slaanesh Hysterical Frenzy Questions
Topic Started: Jul 30 2014, 09:25 AM (834 Views)
RasputinIII
Member Avatar
The Chosen
Despite my constant praise for the lore, its a tricky son of a $%@! I have a 2 questions that affect how I play the lore. Or more over I don't do things I want to.

1) Hysterical Frenzy: If you cast it on a unit, you can choose to end it at any time? So I could cast it on an enemy unit and then end the spell after my combat phase (just to do the damage) or does it have to stay until the end of the next players magic phase because its a hex?

2) Hysterical Frenzy: If I irresistable the spell and die from the mistcast, when does the spell end. Does it last until the end of the next players magic phase because its a hex, or does it end immediately because its RIP?

Edited by RasputinIII, Jul 30 2014, 09:25 AM.
Offline Profile Quote Post Goto Top
 
Jdo
Member Avatar
Exalted Guardian
imho remains in play is more important rule.
Offline Profile Quote Post Goto Top
 
Asvaldir
Member Avatar
Chosen of Tzeentch
P.36 of the BRB "remains in play spells end either when the caster dies or he ends the spell (which he can do at any time)."
Offline Profile Quote Post Goto Top
 
RasputinIII
Member Avatar
The Chosen
Thought so. Thanks.
Getting sucked down the hole really sucks (lol) miscasting frenzy.
Offline Profile Quote Post Goto Top
 
Jofarin
Clanlord
The chance to be sucked into the warp is barely above 1% IF you six dice the spell. Very unfortunate, but quite rare.
Offline Profile Quote Post Goto Top
 
Jofarin
Clanlord
@tactics: you could even end it after the enemies movement phase, so he not only gets damage during your turn, but also possibly has to charge. Or even inbetween two initiative steps, so your higher initiative guys can attack, while the enemy can`t parry and when he strikes doesn`t get the extra attacks.
Offline Profile Quote Post Goto Top
 
RasputinIII
Member Avatar
The Chosen
I'd feel very bad about ending it in the middle of a phase, but ending it after forcing charges is what it's all about.
Offline Profile Quote Post Goto Top
 
Foxen
Member Avatar
The Chosen
RasputinIII
Jul 31 2014, 05:55 PM
I'd feel very bad about ending it in the middle of a phase, but ending it after forcing charges is what it's all about.
Forcing overruns and pursue moves is what it's all about!
Offline Profile Quote Post Goto Top
 
Rorak Fangtaker
Member Avatar
Taker of Trophies
Yep, used it on some saurus to force the charge (somehow it worked), did the damage and they overran, then charged them in the flank with warriors. Needless to say, that unit died shortly thereafter.
Offline Profile Quote Post Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
« Previous Topic · Tactics · Next Topic »
Add Reply