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 Post subject: Re: Skink + Kroxigor Units - what's the point?
PostPosted: Sat Apr 28, 2012 10:52 am 
Joined: Wed Aug 11, 2010 8:15 pm
Posts: 104
Arli wrote:
Movement caps out at 10 (unfortunately). When 8th first came out, that is all I ran. I bet I played 5 games before I was pointed to the BRB rule that states that no characteristic can go above 10. Birona's is still brutal when you get it off at the higher level in the first turn though.


Probably more of a rules question, but on the FAQ Timewarp is changed from Movement to Movement Allowance, which presumably means it can go over 10?


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 Post subject: Re: Skink + Kroxigor Units - what's the point?
PostPosted: Sat Apr 28, 2012 11:41 am 
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Unfortunately, in the BRB it states under characteristics that none of the stats on the statline can go above 10. That is what caps it.

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 Post subject: Re: Skink + Kroxigor Units - what's the point?
PostPosted: Sat Apr 28, 2012 12:15 pm 
Joined: Wed Aug 11, 2010 8:15 pm
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Ah, the Movement characteristic is actually fully named Movement Allowance, meaning that you are correct it cannot go over 10. Thanks!


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 Post subject: Re: Skink + Kroxigor Units - what's the point?
PostPosted: Fri May 04, 2012 4:29 am 
Joined: Tue Jul 20, 2010 10:25 pm
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Arli wrote:
Movement caps out at 10 (unfortunately). When 8th first came out, that is all I ran. I bet I played 5 games before I was pointed to the BRB rule that states that no characteristic can go above 10. Birona's is still brutal when you get it off at the higher level in the first turn though.



I believe that this is incorrect. The Movement Characteristic isn't doubled, it's their actual movement. The text of the spell makes no mention of characteristics. I admit I could be wrong, but I've seen it played this way before.

As a tangent, the FAQ rules that movement can go above 10, but it only confirms that with regard to the Random Movement special rule.

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 Post subject: Re: Skink + Kroxigor Units - what's the point?
PostPosted: Fri May 04, 2012 7:58 am 
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I wish that were the case. I would love to field movement 12 skrox, Kroxigors, and movment 16 Cold Ones(that would actually make those more playable). Until I see a faq that directly says that it can go above 10, I have to play it capped at 10.

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Skink, dammit. I'm a skink.
I thought skinks were skinny, squinty lizards with heads smaller than their necks.
See the words you're using? Skinny. Squinty. 'Sk' words. They sound like 'skink'. That's why you associate them with skinks.


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 Post subject: Re: Skink + Kroxigor Units - what's the point?
PostPosted: Fri May 04, 2012 6:29 pm 
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Skink
Joined: Tue Apr 17, 2012 11:55 pm
Posts: 25
Glen_Savet wrote:
Arli wrote:
Movement caps out at 10 (unfortunately). When 8th first came out, that is all I ran. I bet I played 5 games before I was pointed to the BRB rule that states that no characteristic can go above 10. Birona's is still brutal when you get it off at the higher level in the first turn though.



I believe that this is incorrect. The Movement Characteristic isn't doubled, it's their actual movement. The text of the spell makes no mention of characteristics. I admit I could be wrong, but I've seen it played this way before.

As a tangent, the FAQ rules that movement can go above 10, but it only confirms that with regard to the Random Movement special rule.


The FAQ changed that. It's now the actual characteristic that is being doubled.

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 Post subject: Re: Skink + Kroxigor Units - what's the point?
PostPosted: Sat May 05, 2012 7:50 am 
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Got to ask, what is it that makes the unit immune to Stomps?

The Krox are immune yes, but why does that transfer to the squishies?

/Z

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 Post subject: Re: Skink + Kroxigor Units - what's the point?
PostPosted: Sat May 05, 2012 11:02 am 
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Zorack wrote:
Got to ask, what is it that makes the unit immune to Stomps?

The Krox are immune yes, but why does that transfer to the squishies?

/Z


Because the unit as a whole does only have one unit type, and that is "Unique". Since Stomp only works on Infantry, it doesn't work on Skrox units.

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 Post subject: Re: Skink + Kroxigor Units - what's the point?
PostPosted: Sat May 05, 2012 12:53 pm 
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Joined: Tue Aug 09, 2011 9:49 am
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Location: Denmark
FlowinEnno wrote:
Zorack wrote:
Got to ask, what is it that makes the unit immune to Stomps?

The Krox are immune yes, but why does that transfer to the squishies?

/Z


Because the unit as a whole does only have one unit type, and that is "Unique". Since Stomp only works on Infantry, it doesn't work on Skrox units.


Thank you :)

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 Post subject: Re: Skink + Kroxigor Units - what's the point?
PostPosted: Sun May 06, 2012 5:29 pm 
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It's also in the FAQ. So if your opponents argue with you, just point them here: http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1610148a_FAQ_Lizardmen_V1_4.pdf

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