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 Post subject: SBG: Resistant to Magic and Shatter/Tremor
PostPosted: Thu Nov 11, 2010 12:23 pm 
Craftsman
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Hey all, need some quick reference to rules....

1) Where is the official rule to describe Resistant to Magic (ie. Glorfindel(sp) and the Cave Drake)?

2) The new Shatter spell has made the game very...very...unbalanced. It is worded is such a way that even prevents the Good model to "pick up" a weapon during the ENTIRE game. Is there talk of having this spell reworded or taken out? ...or for weapons, especially named weapons, getting a resistant save? Even wizard staves are included under this spell.

3) Tremor: a potential 12" st6 magical whip, where only 1 model can make a save in the "usual way." Only saving grace is that it casts on a 5+. I get the impression that GW is making very overt strides to break away from J.R.R. Tolkiens' M.E. and making it ....gw-universe.

Anyway, needed to vent and seriously need to know where the rules for Resistant to Magic is to be found.

-Scar :puppy:

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 Post subject: Re: SBG: Resistant to Magic and Shatter/Tremor
PostPosted: Thu Nov 11, 2010 5:18 pm 
Elven Warrior
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Believe the resistant to magic rules are found at the beginning of the hobbits section in ORB.

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 Post subject: Re: SBG: Resistant to Magic and Shatter/Tremor
PostPosted: Thu Nov 11, 2010 6:04 pm 
Loremaster
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A model carrying a magic weapon will have Will to resist Shatter and models can't pick up weapons under normal circumstances anyway,
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 Post subject: Re: SBG: Resistant to Magic and Shatter/Tremor
PostPosted: Thu Nov 11, 2010 8:48 pm 
Craftsman
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ScarpeIron wrote:
3) Tremor: a potential 12" st6 magical whip, where only 1 model can make a save in the "usual way." Only saving grace is that it casts on a 5+. I get the impression that GW is making very overt strides to break away from J.R.R. Tolkiens' M.E. and making it ....gw-universe.

In theory it looks scary, but in practice either the Shaman a) won't make it into the right position to cast the spell before dying, or b) won't cause enough damage to repay his own points value in that way, so you might aswell get more models instead. A lot of people are crying about the new Shaman being overpowered, but in reality he's even more useless than the old one. Oh and by resisting in the 'usual way', the spell has no effect at all. So just have a hero in your line somewhere if you're that afraid.

And as Hithero said heroes have Will for a reason.

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 Post subject: Re: SBG: Resistant to Magic and Shatter/Tremor
PostPosted: Fri Nov 12, 2010 2:33 pm 
Craftsman
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I found the rules for Resistant to Magic, we all kinda busted out laughing for a while too. (thanks for replying Noddwyr)

and BlackMist, you're reading that with Tremor you're reading the rules in a way that if one model in the line resists the knockdown then ALL the models in that line resist the knockdown effect? Cause we did not see it that way. You do pose a interesting point though. We looked at it in your interpretation and figured it can also mean that if one figure resists the knockdown effect then the rest in the line behind it are "saved," meaning the spells "tremor" is blocked from going further...but the rest up to that point are still knocked down.

As for Shatter, I completely agree with your points and they were brought up as well. I just see the actual model/rules being un-Tolkien-esque. I know I know...but I like storyline and for me it just does not seem to fit into Middle Earth. With that being said, I enjoy the fun of the game and my pleasure can be buffered a bit to allow my friends to have a bit of their fun as well. Even if that means I have to endure the jabs of having failed the resist and seeing Durins axe turn to dust.....

But again, Black you raised a interesting point. I will throw it back into my groups mix and see what we come up with.

Thanks all for responding -Scar :puppy:

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