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Can I stack the number 5 spell from the nurgle lore to outright kill regiments in one turn?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in ca
Courageous Skink Brave




Toronto, Ontario Canada

I was wondering about a rule that no one knows about. The number 5 nurgle lore spell is a remains in play spell that takes away a strength and toughness every magic phase yours and opponents. When the toughness or strength reached zero the unit dies crumbles to nothing. Now it I have a lvl 4 and two lvl 2s with that spell do they stack if I all target the same unit. Which means if I successfully cast it three times I can kill entire regiments in my magic phase since they lose 3 toughness or strength right away and crumble. Talking about almost any core regiment dieing outright.
   
Made in gb
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I don't *think* you can....

I have a sneaking suspicion a unit cannot be affected by more than a single remains in play spell at a time.

Check the Remains in Play rules in the Rulebook, as I really cannot be sure though.

Otherwise, theoretically, yes, you could!

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Made in us
Longtime Dakkanaut







There doesn't seem to be a restriction on the number of spell effects to which a unit can be subjected.

Edit: Cut the rest of my post because I didn't notice you saying you had the three wizards for the individual casting.

This message was edited 1 time. Last update was at 2008/11/28 19:55:07


 
   
Made in ca
Courageous Skink Brave




Toronto, Ontario Canada

Yea I looked it up all it says is a unit cant be effected by more then one remains in play spell form the wizard who cast it. So three nurgle wizards can kill a unit a phase that is freaking broken and amazing.
   
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Deadly Tomb Guard




Payson Utah, USA

Wow, now I KNOW chaos is BROKEN. Wiping out ANY elf unit in one magic phase, talk about brutal.

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Made in ca
Courageous Skink Brave




Toronto, Ontario Canada

It is broken but the odds of getting three wizards to get that spell then getting it off is pretty freaking hard. What will be really broken is that nurgle can kill wizards off in one turn since the level 1 spell casts one a 5 and auto wounds no armor saves allow. So you take 3 wizards and snipe wizards. Now that is broken.
   
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Infernal gateway
   
Made in ca
Courageous Skink Brave




Toronto, Ontario Canada

yeah but that takes a 15 to get off. The level 0ne spell needs a 5 to get off and three wizards kills lords in like a turn LOL
   
Made in se
Preceptor






a ghost town in Sweden

It does say and i quote: "This can mean a whole unit is destroyed in a single turn!"


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Made in ca
Graham McNeil





North of you!

Entirely legal

i have to say that the nurgle lore is really the only really hard chaos one at the moment

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Made in se
Preceptor






a ghost town in Sweden

Ciaphas-Cain wrote:Entirely legal

i have to say that the nurgle lore is really the only really hard chaos one at the moment


I totally agree... but the look on the opponents face when Infernal Gateway hits their 350p regiment at Str 11-12 is priceless

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Made in ca
Graham McNeil





North of you!

Yea but that's the one spell... ALL the nurgle ones are very good

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Made in ca
Man O' War




Canada

atleast the chaos nurgle #5 spell is remains in play, what is stupid and broken is the daemon nurgle one that isn't remains in play (As well as pretty much everything else nurgle in that book)

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Widowmaker





Virginia

I think throwing that #5 spell out there twice would be a lot more effective than 3 times as it will cause your opponent to basically give up his next magic phase in order to pull those spells off and if he can't get them both dispelled the unit will die on your next turn(and probably not do so much on his).

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Fresh-Faced New User




@bat manuel

Situation: Turn 1) Wiz 1,2,3 cast leper at a unit of swordsmen and 2(wiz 1,2) successfully get through.

Turn 2) Wiz 1,2,3 attempt to cast leper again.

When Wiz 1 and 2 attempt to cast leper again, wont that cancel out the first castings as they are RIP spells?
   
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Monstrous Master Moulder






I dunno...

N.B that to be able to do this, all three wizards need to actually get the spell first!

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Widowmaker





Virginia

Doesn't that spell make your stats go down every turn? If not then I have no clue what I'm talking about and just cast that thing 3 times.

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Poxed Plague Monk



Wichita, KS

I don't see what the confusion is about. The spell says "If the unit is within 18' of the caster, place a coloured dice or otherwise distinctive dice next to the unit with the '1' side facing upwards. At the beginning of friendly Magic phase, turn the dice so that the number is one higher than last turn. " It doesn't say anything about turning the dice if this spell is cast again, (or again, for that matter). The spells effect is to move the dice during the next magic phase, thats it. Nowhere does it say that multiple casts will affect the dice.

From the way I read it, if 3 Curse of the Lepers are cast, that would place 3 "distinctive" dice next to the unit with all three of them showing the number 1. If an opponent wanted to dispel these in his magic phase, he would have to dispel 3 of them, not one huge, stacked Curse of the Leper spell. Seems pretty clear to me.

As far as the "This can mean a whole unit is destroyed in a single turn!" quote. I gather from this that they are talking about when the dice does finally catch up to the targeted units' Strength and Toughness, they will in fact be destroyed on that turn. Again, nothing there about stacking.

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Houston, TX

Except that each Curse also affects the unit. IE -1 from each.

-James
 
   
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Longtime Dakkanaut




Cherry Hill, NJ

Each instance of the spell is independent from the other. However their effects still stack with one another. This does mean that for each die that is placed next to the unit you subtract the total number of what is shown. I can't see how it can be interpreted any differently.
   
Made in gb
Horrific Hive Tyrant





London (work) / Pompey (live, from time to time)

would this apply to any characters in that unit?
if so, then i will no longer be taking a slaan in a unit of temple guard o.o
or, ill take that and stock up on skink shamen lol.



Edit: just a note on the stacking of this spell;
it says it can kill a unit in a single turn as pointed out, does that mean because you can stack the spell, or because it may be a weak unit you have used it on with low stats allready?

This message was edited 1 time. Last update was at 2009/02/09 13:31:01


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Tilter at Windmills






Manchester, NH

Yes, the effects of multiples clearly stack. They are still separate spells, of course.

If any of the casters attempts to cast another spell, or uses a dispel scroll, he stops his curse. Given that you need three casters to ALL have the spell, and to ALL successfully cast it without being dispelled, I expect that I will never actually see this combo happen.

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Houston, TX

Also, JD, remember that Slann can get MR pretty easily ;-)

-James
 
   
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[DCM]
Dankhold Troggoth






Shadeglass Maze

Piggyback question- can you stack other spells in successive turns? For instance, stacking this spell with one wizard using it over two turns? Or, stacking the "Causes Fear" spell by casting it again the next turn, and taking advtange of the "If the unit already causes fear, it now causes terror" since it causes fear from the previous round's remains-in-play spell?

Sorry if that's hard to follow... I'm having a hard time thinking about it myself...
   
Made in ca
Nimble Dark Rider




T.O.

@RiTides Nids
read the remains in play section of the brb

this is really hard to do, but you could definitely try it and make both player's magic phases a living hell for your opponent. I dont see this or the infernal gateway as being broken given the army books that have been coming out lately. Everyone said the same thing about "speed of the Asur" and now its just accepted and worked around.


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Longtime Dakkanaut




Cherry Hill, NJ

The same wizard cannot have more than one RiP spell active at any time. However if you have wizards with that spell then yes they will stack and the unit now causes terror.
   
 
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