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Made in us
Hooded Inquisitorial Interrogator






Sorry if this has been repeated, and I'm sure this is a simple to answer question, but I can't find an answer in the rulebook.

What bonus do you get from having magical attacks? At first I figured they worked like Power Weapons in 40k, in that no armor saves can be taken against magic weapons. But I can't find any part in the rulebook where it says they do that.

Also, in trying to find the answer, I see that Lore of Metal spells remove armor saves. And since that's a special case (and the other lores don't state the same with their direct damage spells) then I assume magical attacks DON'T remove armor saves.

So, what's the point to having magical attacks? Like, the buff from the Anvil of Vaul, or Chaos Knights Ensorcelled Weapons, or Skaven Warpstone Weapons? Is there another bonus I can't find? Please post/PM a page number so I can see/show the rule to myself and others.

Thanks in advance.

Oppressor wrote:You're asking the wrong question.

The correct question is, would I be enjoying this hobby if I did this?

The correct audience is you.
 
   
Made in us
Fixture of Dakka






San Jose, CA

Magical attacks let you a) hit Ethereal things (which are otherwise immune to attack); and b) remove the quasi-Ward save from Wood Elf Dryads.

That's about it.

This message was edited 1 time. Last update was at 2010/07/30 21:53:03


Quis Custodiet Ipsos Custodes? 
   
Made in us
Hooded Inquisitorial Interrogator






Depressing.

Would that count for all magic items (like all the weapon in the Common Magic Weapons list in the back of the book?)

Either way, that does really shrink the usefulness of magic attacks... Did they do more in 7th? Or were they always this...limited.

Oppressor wrote:You're asking the wrong question.

The correct question is, would I be enjoying this hobby if I did this?

The correct audience is you.
 
   
Made in gb
Towering Hierophant Bio-Titan





Fareham

I thinks its allways been limited.
However, due to the rise in VC players its a nice addition.

   
Made in us
Fixture of Dakka






San Jose, CA

flamingwalnut wrote:Depressing.

Would that count for all magic items (like all the weapon in the Common Magic Weapons list in the back of the book?)

Either way, that does really shrink the usefulness of magic attacks... Did they do more in 7th? Or were they always this...limited.
The previous incarnation of Daemons had a similarly-limited Ward Save as the poor Dryads, but no - this is how they've been since at least 6th edition.

But when a bunch of ethereals attacks one of your core units, it's nice to be able to do SOMETHING in return.

Quis Custodiet Ipsos Custodes? 
   
Made in us
Longtime Dakkanaut





Yeah, they don't do a whole lot. Lizardman Slaan Mage-Priests can also get an equivalent to ethereal and (if fielded) they will be the most powerful unit they have on the table.

   
Made in gb
Towering Hierophant Bio-Titan





Fareham

+1 to rustfields post.

It means the slaan is not only the strongest caster in the game, but its impossible to harm it without dragging a character into him (without getting munched by templeguard)

Hence why skaven warpstone weapons come in handy.

Failing that, skaven can just throw a brass orb at the slaan and its unit. (small blast, take an initiative test or die)

   
Made in us
Longtime Dakkanaut




Magic Weapons, which people sorta mentioned in the Dryad thing, sometimes influence Ward Saves. For instance, some characters have Ward Saves that apply "Only to non-magical attacks", or the reverse such as "6+ Ward, 2+ Ward versus Magical Attacks".

Magical attacks never really had much purpose, at least since 6th Edition. They allowed you to hurt some models overall, made hurting some things more difficult, and some things easier. Some things get bonus' attacking beings with magical attacks, some things get penalties. Usually, Magical Attacks do nothing on their own barring individual rules printed out (Ex: Magical Attacks, +1 Strength). Most of the bonus' and penalties are carried in individual rules, such as "Against models with magical attacks the bearer may re-roll failed "To Hit" rolls."
   
Made in us
Longtime Dakkanaut





Oh, and some abilities and items destroy magic items :p

While most "magic" items are obviously magic. Some are just bigger/better normal items. But you can be pretty certain if it's got a magic attack it really is magic.

   
 
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