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![[Post New]](/s/i/i.gif) 2011/05/10 21:24:30
Subject: Archangel of Pain vs things that provide Inititive 10
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Stone Bonkers Fabricator General
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So dark eldar have a piece of wargear called "archangel of pain"
Basically it can be fired off in the shooting phase and it forces all enemy units in an area to take a Ld test. If they fail their WS and Initiate are reduced to 1 until end of turn. So how does this work on units that fail their ld test.
Say for instance then you charge a unit of howling banshees that failed their Ld test. Banshee mask says they are initiative 10 for the first round of combat. So are they initiate 1, 10 or 5(the two results cancel)
How about a GK unit. They fail and then are assaulted. Then they decide to cast quicksilver, which makes them initiative 10 for the round. Are they initiative 10, 1 or whatever they were before.
RAW I think they are reduced to Ld 1 and then bumped up to Ld 10 but still at WS 1. RAI I would argue something different but I just want to throw this out there and see what people think.
What about a unit in cover? Assume they fail and then get assaulted by a unit that does not have grenades. Both are initiative 1. I dont know how this works for power fists but it might be similar.
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Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2011/05/10 21:39:01
Subject: Archangel of Pain vs things that provide Inititive 10
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Lord Commander in a Plush Chair
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Quicksilver is cast in the GK players turn and only exists during their turn(so would have no effect, the GK are I1). I have no idea with the banshee masks, but they do ignore Lash whips; so they should ignore the Archangel(at least I-wise). Cover would be dependent on Assault grenades; DE attacking at the same time if they have none, or first if they have any.
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This message was edited 1 time. Last update was at 2011/05/10 21:41:01
This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.
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![[Post New]](/s/i/i.gif) 2011/05/10 21:46:37
Subject: Re:Archangel of Pain vs things that provide Inititive 10
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Angered Reaver Arena Champion
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You should post the quotes so that people can more easily see how the rules interact.
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Sangfroid Marines 5000 pts
Wych Cult 2000
Tau 2000 |
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![[Post New]](/s/i/i.gif) 2011/05/10 21:51:16
Subject: Archangel of Pain vs things that provide Inititive 10
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Stone Bonkers Fabricator General
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Banshee Mask
Wargear
"In the first round of an assault a model wearing a banshee mask has Init 10 and negates any init bonus conferred by cover and grenades"
Automatically Appended Next Post: Archangel of Pain
Wargear
"All enemy units within 3D6" of the bearer must pass a Ld test or have thier WS and Init reduced to 1 until the end of the turn."
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This message was edited 1 time. Last update was at 2011/05/10 21:54:01
Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2011/05/10 22:14:16
Subject: Archangel of Pain vs things that provide Inititive 10
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Decrepit Dakkanaut
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Banshee masks override the I drop.
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![[Post New]](/s/i/i.gif) 2011/05/10 22:48:03
Subject: Re:Archangel of Pain vs things that provide Inititive 10
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Angered Reaver Arena Champion
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Agreed. The profile gets dropped to 1 until the end of the turn, but during the assault phase the banshee mask is more specific (for the phase instead of turn) and therefore wins.
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Sangfroid Marines 5000 pts
Wych Cult 2000
Tau 2000 |
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![[Post New]](/s/i/i.gif) 2011/05/10 23:51:12
Subject: Archangel of Pain vs things that provide Inititive 10
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Apprehensive Inquisitorial Apprentice
Halifax, NS
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Banshee Mask definitely and Quicksilver probably trump it. As another poster said though, Quicksilver only lasts for the GK player's assault phase, so it and AoP would never interfere with each other.
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![[Post New]](/s/i/i.gif) 2011/05/10 23:58:42
Subject: Archangel of Pain vs things that provide Inititive 10
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Captain of the Forlorn Hope
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Lowering an Initiative to 1 then applying bonuses like Furious charge, Force Halberds etc will raise the initiative of the model.
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This message was edited 1 time. Last update was at 2011/05/10 23:59:03
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![[Post New]](/s/i/i.gif) 2011/05/11 00:17:46
Subject: Archangel of Pain vs things that provide Inititive 10
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Stone Bonkers Fabricator General
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DeathReaper wrote:Lowering an Initiative to 1 then applying bonuses like Furious charge, Force Halberds etc will raise the initiative of the model.
that may well be but as the lowest inititive in the DE book is 4 I dont think any of that will matter.
Archangel of pain is pretty sucks for 15pts. It requires a leadership test, Is one use only, is 15pts, is one per army, and is in an already high WS high inititive army. Just wondered how it interacted and from what I can see it looks pretty worthless, perhaps more than I realized but o well. Another useless piece of wargear in the DE armoury.
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Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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