Rihgu wrote:
Xenomancers wrote:
Daedalus81 wrote:
Xenomancers wrote:
It should just have a max of 3 mortal wounds...like almost every other stratagem of it's kind.
Or like the tyranids one - it should be based on the number of models charging. Not on hit rolls.
It makes no sense to be why some stratagems that deal mortal wounds should cost more or less
CP and some have a max limit and some dont...it is just silly and indefensible to have to obvious imbalances.
No, because 1) this kills your own models and 2) it can be avoided by limiting the number of models that can reach. With good positioning maybe 8 to 10 pox will reach which averages about 3
MW and kills 3 pox. Avoiding Mephrit Gauss isn't nearly so simple.
Do you get how generous this game is on getting units into
CC range? Every model in your unit gets a free 3 inch move after their charge roll and only has to be within an inch of a model within 1 inch of an enemy model. If you are charging - every single model in a 20 man unit should be attacking prodived you didn't roll just the minimum charge distance. In any case it doesn't matter as even with 30 out of 40 attacks you will average more than 3 mortal wounds. True rolls of 1 will deal a mortal to the pox walker but typically a mortal wound is going to remove a model as well (which gives you a pox walker back) and poxy have
fnp against the mortal wound automatically (this rule can basically be ignored as a balancing factor as it is an advantage for the pox walkers!).
Please re-read the rules for the relevant models and stratagems.
Because the mortal wounds are not allocated until the Poxwalker's Fight has resolved, they cannot get pox walkers back from the mortal wounds caused.
Hold up, why not? The mortal wounds are resolved after their normal attacks, not after the "Fight has resolved". Enemy models are still being destroyed by their attacks, so they still trigger the Curse.
Am I misunderstanding your point?