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Slaanesh VS Warmachines Question
Topic Started: May 29 2013, 09:40 PM (576 Views)
amadiss
The Chosen
Greetings. I've read several times that you can shutdown warmachines by casting spells such as Acquiescence or Cacophonic choir.

I don't understand how this is so, would someone explain please?

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Asael
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Warrior of the Chamber
They give Random Movement (D6).
So, the WM has to move and can't shoot this turn.
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Kaedron
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The Chosen
Warmashines can't move and fire. Random Movement means you have to move. You do the math.

As a reminder, random movement means you can't charge or move normaly. At the beginning of the compulsory movement phase, you turn the unit in any direction and than move forward the distance random movement specifies (in the case of these spells, d6").
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Calamity
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Clanlord
u can still charge in a sense if ur within 6inchs n they roll a 6. U just don't get the choice 2 flee as a normal charge since its rdm movement much like the hell pit from skaven
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amadiss
The Chosen
So, I see thr BRB says "Units with random movement always move during the compulsory movements phase".

I guess this is the relevant sentence, isn't it?


I always thought this means that you cannot move during any other subphase but not that you actually have to move.
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Kurrilino
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Exalted Guardian
my question is, would pivoting count as movement ????

The purpose of that question,
I turn their warmachine to take the next shooting phase away.
If the opponent wanna shoot, he would have to turn the warmachine again.
Would that pivoting count as 2nd move ?
Edited by Kurrilino, May 29 2013, 11:52 PM.
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MyNameDidntFit
The Dark Prince
No. Warmachines may pivot and shoot as per the BRB. The part of Random Movement that makes them unable to shoot is that they must move at least 1".

An even bigger plus is that they charge, flee and pursue with their 1d6" movement, as I understand it.
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Wulfrik
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The Chosen
MyNameDidntFit
May 30 2013, 01:00 AM
An even bigger plus is that they charge, flee and pursue with their 1d6" movement, as I understand it.
Yes, that is correct.

Adds just another layer of nastiness to both of those spells, doesn't it?
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Kal
The Chosen
This could be fun! Especially against dwarf gunlines
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amadiss
The Chosen
Applying this to STanks means that as long as they have one or more Steam points,
they must use at least one for movement.
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Wulfrik
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The Chosen
amadiss
May 30 2013, 01:41 AM
Applying this to STanks means that as long as they have one or more Steam points,
they must use at least one for movement.
Actually, I just looked up the rules for Steam Tanks, and I've just made a very strange discovery.

Giving the Steam Tank Random Movement doesn't hurt it at all. In fact, it actually helps the Stank. From the Empire book, with the relevant part underlined:
Quote:
 
For each Steam Point you choose to expend, the Steam Tank's Random Movement increases by D6".
This is quite a bit similar to the Chosen - Warshrine thing, where they can roll four dice instead of three at the beginning of the game. It's not setting how many D6's you roll, but rather adding D6's to the total. Essentially, throw that spell onto a Steam Tank, and (provided Choir doesn't kill it) you've just given it an extra D6" to charge with.
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Flint13
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Predator of the Northern Wastes
Makes sense. If a slaaneshi wizard is dubstepping at me, I'd want to run him down that much more
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amadiss
The Chosen
Wulfrik
May 30 2013, 02:05 AM
amadiss
May 30 2013, 01:41 AM
Applying this to STanks means that as long as they have one or more Steam points,
they must use at least one for movement.
Actually, I just looked up the rules for Steam Tanks, and I've just made a very strange discovery.

Giving the Steam Tank Random Movement doesn't hurt it at all. In fact, it actually helps the Stank. From the Empire book, with the relevant part underlined:
Quote:
 
For each Steam Point you choose to expend, the Steam Tank's Random Movement increases by D6".
This is quite a bit similar to the Chosen - Warshrine thing, where they can roll four dice instead of three at the beginning of the game. It's not setting how many D6's you roll, but rather adding D6's to the total. Essentially, throw that spell onto a Steam Tank, and (provided Choir doesn't kill it) you've just given it an extra D6" to charge with.
I think you would replace its special movement with 1d6, but not add one more. I'm not sure.
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MyNameDidntFit
The Dark Prince
Wulfrik
May 30 2013, 01:37 AM
Yes, that is correct.

Adds just another layer of nastiness to both of those spells, doesn't it?
Yup. I've saved many a unit from certain death by Acquiesencing their opponent in a round where I know they're going to break. It's hard to be 2d6 with 1d6 :D

And catching the poor enemy fools, of course.
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Wulfrik
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The Chosen
amadiss
May 30 2013, 06:38 AM
I think you would replace its special movement with 1d6, but not add one more. I'm not sure.
Like I said, the way it's worded, it would logically work like that. Again, exact wording from the book:
Quote:
 
For each Steam Point you choose to expend, the Steam Tank's Random Movement increases by D6".
Now, it's rather obvious that they didn't intend for this weird little loophole (I mean, how could they?). But as many people say: RAW always trumps RAI.
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