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Made in us
Fresh-Faced New User




I played a game the other day where my opponent was playing Chaos Beastmen and he had two magic users that gave units within 8" of them +1 to hit and +1 to wound if within range of both- giving his huge beastmen +1 to hit/+1 to wound
There was nothing in the FOUR pages of rules that said he couldnt do something like that but i was still a bit salt when he killed my skarbrand lol so im just curious cuz i cant find anything through google
   
Made in gb
Longtime Dakkanaut




United Kingdom

Not really sure what you are asking, but yes nothing stops you getting +1 hit and + 1 wound, either through unit abilities or being the subject of a spells, command ability etc. Indeed you can stack more than that.

For beastmen the beast lord can give +1 hit to brayherds within 16" (way more than 8") and the standard bearer can plant the standard giving +1 wound to brayherds within 16". Neither are magic users though, they are just the command ability of the general and the affect of the standard.


The beast lord also gives +1 to charge and run rolls on top of that..

Unit wise you can then get even more, Gors could then get another +1 to wound from their ability (as well as possibly +1 attack). Bestigors could instead be adding a further +1 hit.

This message was edited 2 times. Last update was at 2017/02/04 00:35:40


 
   
Made in us
Irked Necron Immortal




If you are playing with the basic rules (Open Play) then its anything goes and everything stacks. So if you focus spells and abilities on a unit you can easily get +1Hit/Wound/Save

Now in the Generals Handbook there are the 3 Rules of 1. These are:

1) Rolls of 1 always fail

2) You can only cast each spell once per Command Phase. Even if you have 3 of the same wizard only 1 can ever cast 1 of each known spell. So only 1 can cast Mystic Shield leaving the other 2 able to cast Arcane Bolt and any other known spells

3) Abilities that "explode" can only do so once. For example, if you have an ability that allows you to gain extra hits on a roll of 6 you can only get one extra hit. Even if you roll another 6 on your extra hit (makes my Bleakswords sad)
   
Made in us
Boosting Ultramarine Biker




Illinois, USA

Info on things like bonuses, combat abilities, etc., is on the units Warscroll, not in the rules. If in doubt, ask to see, or lookup, the Warscroll.

ETA: You mentioned Skarbrand, so I'm assuming you're running Khorne. If magic is kicking your backside, get some some Flesh Hounds, they can unbind one spell per round, or a Bloodsecrator, whose "Loathsome Sorcery" rule forces re-rolls of successful casting rolls of all Wizards (including your own) within range. If Flesh Hounds are within 8" of a Daemon Hero of Khorne, they get to re-roll failed unbinding attempts.

This message was edited 1 time. Last update was at 2017/02/04 18:11:06


 
   
 
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