Just wanting to make sure I have the correct interpretation on how this resolves.
If I manage to get this ability to trigger on a 1+ (and then subsequently <1), does it fail on the roll of a 1, or does the unit just get removed, seeing as though it is impossible to roll less than a 1, allowing it to trigger until there are no wounds left? That seems to be the intent of the spell text.
I realise most tournament packs count 1's as automatically failing, but I just want to check the 'vanilla AOS' effect of this.
***
I had a 3 player game today where the TK player had managed to throw enough Mystic Shields onto the unit of 6 Necropolis Knights to give them a 1+ Save. Arkhan came in, cast Curse of Years on them, and rolled:
1st Roll: 2 Sixes
2nd Roll: 1 five and 1 six
3rd Roll: 1 four
4th Roll: 1 four
5th Roll: 1 three
6th Roll: 1 five
7th Roll: 1 two
By this point, my ally (at the time) said that he thought the unit would be deleted. I thought there was a chance it would fail on a 1, so I kept rolling to see. Ended up causing 25 mortal wounds before I rolled a 1.
That spell is insane if you get lucky up front. Turned the tide of battle for sure, and saved my Aelven ally's butt. Alas, he only repaid me with betrayal.
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Tronhammer NZ
Just wanting to make sure I have the correct interpretation on how this resolves.
If I manage to get this ability to trigger on a 1+ (and then subsequently <1), does it fail on the roll of a 1, or does the unit just get removed, seeing as though it is impossible to roll less than a 1, allowing it to trigger until there are no wounds left? That seems to be the intent of the spell text.
I realise most tournament packs count 1's as automatically failing, but I just want to check the 'vanilla AOS' effect of this.
***
I had a 3 player game today where the TK player had managed to throw enough Mystic Shields onto the unit of 6 Necropolis Knights to give them a 1+ Save. Arkhan came in, cast Curse of Years on them, and rolled:
1st Roll: 2 Sixes
2nd Roll: 1 five and 1 six
3rd Roll: 1 four
4th Roll: 1 four
5th Roll: 1 three
6th Roll: 1 five
7th Roll: 1 two
By this point, my ally (at the time) said that he thought the unit would be deleted. I thought there was a chance it would fail on a 1, so I kept rolling to see. Ended up causing 25 mortal wounds before I rolled a 1.
That spell is insane if you get lucky up front. Turned the tide of battle for sure, and saved my Aelven ally's butt. Alas, he only repaid me with betrayal.
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