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Made in us
Longtime Dakkanaut





We've been doing some playtesting, trying to put together a list of some of the corner cases that we could use a GW answer on. I'll start, anyone else who is playing/testing LOTR feel free to add some questions.

#1: To what extent are heroes part of a formation. If something affects a formation's fight/courage/hits (aside from spells, whose behavior is thankfully specified), does it do likewise for the hero? Obviously terror/Kamul/that elf dude, and other things have their affects heavily affected by this answer. (For bonus points, the relationship between the Dark Marshal and spells that affect a units fight/strength)

Inspiring Leader:

Inspiring leader allows a unit to use the boss's courage if he's nearby. Is this just for tests, or are they def 6 vs. spirit grasp enemies? This also applies to heroes leading units. Does his courage protect his guys?

Magic:

Ok, you can cast spells before, during or after your movement. Can you do so at several points? That is, can you cast a spell, say to buff your move, then move a bit, then cast a spell, then finish your move and do more casting? Or, do you have to pick a moment and do your whole spell cycle there, though that moment can be anywhere in your movement?

Epic Heroes and movement:

Ok, the Epic hero can move once per round to a unit within 18". Clear. But can he do so after his unit moves? Thus, a unit moves, he makes it move at the double, casts some spells, then warps to a new unit (maybe casts more spells, depending on the answer to the above), and now lets them move At the Double as well.

Counselor:

Can a counselor target the same hero with more than one might point, or does each might point have to counsel another hero? This is the difference between the epic heroes assembling in the first round to get wisdom from the wise and a neverending conference call of might generation between 2 counselors.

Priority:

Is Gandalf/the Palantyr's effect on priority continued through all rerolls that become necessary? That is, you throw a 3, I throw a 2 and my palantyr makes it a three. We tied, so we need to reroll. Do I still get the bonus?

Lurtz/Boromir:

Are these guys supposed to have the same rule? If not, what does Boromir's rule even do.

Epic Heroes with abilities that don't matter:

Spirit Grasp, Spirit Walk, Terror, etc. Why do they have these abilities? The rules never let them use them.

Mutual Terror:

This one isn't really a question, it's quite clear in the rules. I'm just dubious. Do terror causers really scare each other? Sauron trembles before the troll? If there's a question about how to fix this, I suggest most expensive scares least.

More as I think of them, these are in a few cases highly important.

All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
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New Codexia's Finest Hour - my fluff about the change between codexes, roughly novel length. 
   
 
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