| ASF great weapons; Clarify if you please. | |
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| Tweet Topic Started: 16th December 2009 - 06:05 AM (347 Views) | |
| Fenris | 16th December 2009 - 06:05 AM Post #1 |
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Chieftain
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If, say, you had a unit of Grave Gaurd equiped with great weapons and a corpse cart, if you got miasma of holy vigor off (all undead within so many inches get always strike first until end of turn) would this confer to the grave gaurd as well and would the get to strike first? |
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| chieftainskritchskritch | 16th December 2009 - 06:15 AM Post #2 |
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The Freshmaker
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Yes. Always Strikes First overrides the Great Weapon rule of Always Strikes Last. At least, to my knowledge. Otherwise high elf swordsmasters wouldnt be half as scary. |
| You kids these days have it so easy, what with your Plague Furnaces and your Hellpit Abominations and your Bonebreaker Warlords. Back in MY day, all we had was Slaves and Clanrats!...and auto-hit Ratling Guns...and skirmishing Jezzails...and 2D6 Warp Lightning...and Lead From The Back...wait, what was my arguement again? | |
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| Milney | 17th December 2009 - 03:22 PM Post #3 |
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Clanrat
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Great weapons don't have any rule "Always Strikes Last". They have the rule "Strikes Last". MASSIVE difference. As far as it goes: Always Strikes Last (a few items and spells) > Always Strikes First > Strikes Last in terms of rules priority. And no there is no rule which explicitly states this in one neat place, you'll have to hunt down the various FAQs and Errata (Wood Elves for example) for where its stated - or simply read the detailed spell/item description which normally includes it ignoring other modifiers. |
| "Give man-thing fire, keep him warm for a day; Set a man-thing on fire, keep him warm for the rest of his life-life!" | |
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| SiliconSicilian | 17th December 2009 - 09:10 PM Post #4 |
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Grey Seer
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This is correct for the most part. There are now at least 4 stages of "attack speed" in the game which depend on a weapon skill attack, normally with initiative. 1 - Always Strikes First (ex Corpse Cart, Speed of Asuryan) 2 - Strikes in Initiative Order (there are exceptions ie charges) 3 - Strikes Last (ex Great Weapons) 4 - Always Strikes Last (ex Chakax confers this to all his foes) Always Strikes First over-rides everything on the list except Always Strikes Last which over-rides everything. There are weird abilities in the game which are exceptions to the above (like Doomseekers which go before everything including impact hits) and abilities which happen at the end of combat, but I haven't put them in the list because they bring up their own debates on whether they are still valid. If I have forgotten anything from the list or just overlooked an ability of a race I don't play, please add it. Things like impact hits and wrecking ball attacks have been purposely been omitted as they aren't based on weapon skill and initiative like the 4 stages above. |
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