| Author |
Message |
 |
|
|
 |
|
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2013/07/02 02:38:35
Subject: Bironas Timewarp + Hand of Glory for movement
|
 |
Smokin' Skorcha Driver
|
If I have a unit that is under the effect of both spells how do I determine the units movement?
Is it:
A) (unit move x2) + hand of glory
B) (unit move + hand of glory ) x2
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/07/02 06:21:43
Subject: Bironas Timewarp + Hand of Glory for movement
|
 |
Sniping Hexa
Dublin
|
If there's no specifically stated way of solving it, use mathematics:
* / are solved before + -
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/07/02 10:32:27
Subject: Bironas Timewarp + Hand of Glory for movement
|
 |
Decrepit Dakkanaut
|
A), as this is how maths works unless you are specifically told otherwise
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/07/02 12:34:56
Subject: Bironas Timewarp + Hand of Glory for movement
|
 |
Smokin' Skorcha Driver
|
Isn't there a rule where the player who's turn it is determines the order of how to apply effects?
I may be thinking of 40k, but I remember this coming up a while back.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/07/02 13:02:24
Subject: Bironas Timewarp + Hand of Glory for movement
|
 |
Sniping Hexa
Dublin
|
it is when two effects conflict and should be resolved at the same exact time
it ain't the case here as mathematics apply (just as in 40K)
ie: Blood Angel Death Company with Power Fist charging strikes at S 4*2+1=9
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/07/02 13:40:19
Subject: Bironas Timewarp + Hand of Glory for movement
|
 |
Bloodthirsty Chaos Knight
Edinburgh, Scotland
|
Although it is he case for dwarf runes and other similar things. Would be nice if it was always just maths tbh.
|
Nite |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/07/02 14:25:05
Subject: Bironas Timewarp + Hand of Glory for movement
|
 |
Smokin' Skorcha Driver
|
Ok, works for me.
Thanks everyone,
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/10/21 16:06:26
Subject: Re:Bironas Timewarp + Hand of Glory for movement
|
 |
Iron Fang
US
|
Just to clarify here, B) is also proper mathematics. Parenthesis dictate that addition happens first. Both are written correctly.
So the question to me is, if you cast HoG first is the spell considered resolved at that time? Because if it is, then Timewarp would be applied to the *new* movement which would be M + HoG. If the spells do not resolve until the end of the phase, at which point it would be a simultaneous effect, then I would agree that A is undoubtedly correct. Now all of this is moot if the spell language states that it modifies the unit's original or unmodified Movement. If not though, then I could see a logical case being made of HoG being multiplied by Timewarp as well.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/10/21 18:23:35
Subject: Bironas Timewarp + Hand of Glory for movement
|
 |
Killer Klaivex
Oceanside, CA
|
mrfantastical wrote:If I have a unit that is under the effect of both spells how do I determine the units movement?
Is it:
A) (unit move x2) + hand of glory
B) (unit move + hand of glory ) x2
IIRC,
"B"
Hand of Glory boosts Move, which is capped at 10. It modifies your base stat.
Speed of Light double your move., which takes effect when the unit actually is moving.
-Matt
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/10/21 20:32:30
Subject: Bironas Timewarp + Hand of Glory for movement
|
 |
Kelne
|
In my book both affect your Move stat. From there it's math
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/10/21 23:38:37
Subject: Bironas Timewarp + Hand of Glory for movement
|
 |
Never Forget Isstvan!
|
Seeing as how the same company makes both games, do it like described in the 40k book.
Multiply base, then add............
|
JOIN MY CRUSADE and gain 4000 RT points!
http://www.eternalcrusade.com/account/sign-up/?ref_code=EC-PLCIKYCABW8PG |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/10/22 00:31:37
Subject: Bironas Timewarp + Hand of Glory for movement
|
 |
Bloodthirsty Chaos Knight
Edinburgh, Scotland
|
Eihnlazer wrote:Seeing as how the same company makes both games, do it like described in the 40k book.
Multiply base, then add............
Never a decent argument. The only arguement is on what the spells say.
If both say Move like double your maximum movement or increase your move by 3, these reference a number - the move characteristic. If one says move twice as far (absence of your, so referncing an action instead of a number) then it happens at a different point.
|
Nite |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/10/22 01:01:20
Subject: Bironas Timewarp + Hand of Glory for movement
|
 |
Never Forget Isstvan!
|
oh dont get me wrong, they are different game systems and have plenty of different rules between them.
But if, such as is the case here, one version has a rule clearly written out, and the other doesnt even mention it, then taking precedence isnt a bad thing.
|
JOIN MY CRUSADE and gain 4000 RT points!
http://www.eternalcrusade.com/account/sign-up/?ref_code=EC-PLCIKYCABW8PG |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/10/22 08:33:21
Subject: Bironas Timewarp + Hand of Glory for movement
|
 |
Decrepit Dakkanaut
|
If youre not told to apply maths differentlyt o how it is normally used, why would you?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/10/22 14:33:02
Subject: Bironas Timewarp + Hand of Glory for movement
|
 |
Killer Klaivex
Oceanside, CA
|
From the BRB FAQ:
Reference Section – The Lore of Light, Birona’s Timewarp.
Change “[...]Movement[...]” to “[...]Movement
Allowance[...]”
Move and Move Allowance are both the same(page3), and both are capped at 10 (also page 3). Also, even a magical augment cannot boost a stat above 10 (page 31).
Sequence isn't likely to matter, as double and adding a D3 is likely to result in 10 in either case.
-Matt
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/10/22 16:15:36
Subject: Bironas Timewarp + Hand of Glory for movement
|
 |
Decrepit Dakkanaut
|
Actually with M3 and M4 infantry it matters a lot which way round - double then add for the former, which is the only way yu know how to do it, rarely hits 10, and doesnt hit 10 1/3rd the time. If you add then double, you always hit 10 with M4, and with M3 you cannot hit 10 unless you add then double.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/10/22 18:33:53
Subject: Bironas Timewarp + Hand of Glory for movement
|
 |
Agile Revenant Titan
In the Casualty section of a Blood Bowl dugout
|
In 40k, I'm fairly sure there's a rule somewhere that states, with modifiers, that all multiplication is done before addition and subtraction. Hence a S4 model with a Power Fist and Furious Charge hits at S9, not S10. I imagine the same ruling would probably apply to WHFB. If not, and it's not stated elsewhere, I would assume you would use the rules of mathematics, which gives you the same result: multiplication/division first, then addition/subtraction.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/10/22 22:26:06
Subject: Bironas Timewarp + Hand of Glory for movement
|
 |
Decrepit Dakkanaut
|
Page 2; they just follow the usual rules for mathematics that everyone uses.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/10/23 01:06:05
Subject: Bironas Timewarp + Hand of Glory for movement
|
 |
Killer Klaivex
Oceanside, CA
|
nosferatu1001 wrote:Actually with M3 and M4 infantry it matters a lot which way round - double then add for the former, which is the only way yu know how to do it, rarely hits 10, and doesnt hit 10 1/3rd the time. If you add then double, you always hit 10 with M4, and with M3 you cannot hit 10 unless you add then double.
Elves (M5) and Lizards (M4 or M6) are the only two armies with access to hand of glory.
So it really only comes up with lizardmen, or more specifically, temple guard, saurus warriors, or Bastiladons. Everything else is fast enough to hit the cap of 10 from Timewarp.
Furthermore, only a High Magic Slaan, who's cycled spells out to lore of light can get both.
It's going to come up so rarely in the game that it doesn't matter. I'll give my opponent M10 and not worry about it; but rather, be happy with him blowing his power dice on timewarp and hand of glory.
-Matt
|
|
|
|
 |
 |
|
|