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Made in us
Stinky Spore



SoCal

Hello

So a few friends and I have been learning to play WHFB and luckily we started now with these 8th edition rules. One thing that has come up quite a bit is how Magic Resistance works against Magical Attacks. So here is an example
I have a unit with MR3 and armor saves (but no ward save) and it gets in combat with some tree guys that my friend says has magical attacks (another example involves a hero with a magic weapon thus causing magical attacks). What happens?

My unit gets its standard armor save and then a 4+ ward save from MR3

or

My unit only gets armor saves


There is a lot of confusion concerning this because we've read so many things about it. MR only works against wounds, check. MR does not work against miscast results, check. MR works against wounds caused from spells, check. MR adds to your ward save against qualifying wounds, check.

So what about these magical attacks? As you might be thinking by now, the former would mean MR is pretty nifty while the latter means MR is.... meh
   
Made in us
[DCM]
Tilter at Windmills






Manchester, NH

The rules for MR clearly state (twice) that it as a ward save against "spells". Not against all magical attacks (like those of Forest Spirits, and from magic weapons).

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Made in us
Drone without a Controller





Mannahnin is correct. Look at page 72 of the BRB under Magic Resistance. Read through it again and as he mentioned, it only affects ward saves vs spells.

So as for your example, you would only get your armor saves.
   
Made in us
Stinky Spore



SoCal

Thanks!

Now I can stop wasting points on MR.
   
Made in bg
Cosmic Joe





Bulgaria

MR is a waste, unless you're facing lots of magic missiles.


Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in us
Stoic Grail Knight



Houston, Texas

HoverBoy wrote:MR is a waste, unless you're facing lots of magic missiles.


I disagree somewhat...

One expensive lord level characters you really need to weigh the pro's and cons especially as character sniping with lore of death (think its death) is getting popular.

My slann with the proper build gets a 2+ ward vs magic, kind of takes my opponent off guard when they realize that.

Daemons-
Bretonnia-
Orcs n' Goblins-  
   
Made in bg
Cosmic Joe





Bulgaria

True dat.


Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in us
Longtime Dakkanaut




Then your Slann dies to Purple Sun.
   
Made in us
Stoic Grail Knight



Houston, Texas

Killjoy00 wrote:Then your Slann dies to Purple Sun.


gogo look out sir!

Im honestly not that scared of purple sun.

It rarely works as they want it to.

1/6 chance of misfireing and killing the wizard
chance to flop completely and got like 6 or 12 inches...

Had a wizard run up like 5 inches from my slann unit only to have it scrolled....

The slann then taught him the true powers of the winds of magic!!!

Also becalming cognition, makes it really really hard to cast it with no 6's

This message was edited 1 time. Last update was at 2010/08/18 15:35:43


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Orcs n' Goblins-  
   
Made in us
Mutilatin' Mad Dok




Philadelphia, PA

A lot of people underestimate the effectiveness of magic resistance. Take a few examples...

Flesh Hounds: MR3+5+ ward, 2+ save to spells, really good!

Dwarves: The dwarves have a lot of ways to get MR1 in their list, they have a 5+ ward to shooting/ magic missiles banner within 6 inches. So your unit with a MR1 character+ the ward can boast is units ward to magic missiles to a 4+, pretty good when combinating heavy armor/shield, and then the wards.

Slaan: people love to snipe them, 2+ wards help as mentioned above.

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