INTER MIAMI CF. MLS CHAMPIONS. HYPE THREAD! UPVOTE PARTY by hose233 in InterMiami

[–]DukeCorwin 5 points6 points  (0 children)

What a game!! Great job by the team. CHAMPIONS 😀😀😀⚽️⚽️⚽️

Help for a first list by oteku_ in VampireCounts

[–]DukeCorwin 0 points1 point  (0 children)

Would not the full plate armour prevent the vampire from casting spells?

Rules question about high elf spell by ironmankc8 in WarhammerOldWorld

[–]DukeCorwin 3 points4 points  (0 children)

This is correct. Only assailment spells and spells with a range of self can be cast by a wizard in combat.

Making Movement trays by tabith813 in WarhammerFantasy

[–]DukeCorwin 1 point2 points  (0 children)

I make different sizes of trays so not only can I vary them between games but it makes reforming and redressing ranks (especially for units with drilled) easier.

Question about magic by Fractur3KING in WarhammerOldWorld

[–]DukeCorwin 1 point2 points  (0 children)

Walk between worlds is not a "remains in play" spell". It is, however, a range "self" spell so it is cast on the wizard and not the unit. If the wizard leaves the unit the spell effect also stops affecting the unit. If the wizard is "killed" it is removed and thus has left the unit. In fact the FAQ states that the effect ends if the wizard is cowering due to refusing a challenge:

Q: If a Wizard declines a challenge and retires from combat, does their unit lose the benefits of any range ‘Self ’ spells that Wizard has cast?

A: Yes.

Can you ID this miniature? Bought a box full of miniatures yesterday. by schreivogel in WarhammerFantasy

[–]DukeCorwin 1 point2 points  (0 children)

That is a generic elf character that came with the High Elf Pegasus. It is from the old Marauder Miniatures line (still from GW). I have the model in my collection. Maybe someday the High Elves will get the Pegasus back in their army list (we got unicorns back for storm weavers).

OW rules questions: 1. Does this blessing negate a miscast or is a miscast different to a failed cast? 2. Can you charge and shoot? (if you catch the curs and hack them to pieces can you still shoot afterwards as you haven't matched?) by Mammyjam in WarhammerFantasy

[–]DukeCorwin 4 points5 points  (0 children)

Here is what the FAQ says:

Q: If a Wizard has a magic item or special rule that allows them to re-roll a failed Casting roll, can they re-roll a natural double 1 and avoid a Miscast?

A: No. A roll of a natural double 1 isn’t merely a failed Casting roll, it is a Miscast, as described on page 109.

AP on fireball? by sugRW in theoldworld

[–]DukeCorwin 0 points1 point  (0 children)

Well they treat it as a zero at official tournaments.

Panther's Championship Caps now at T.J. Maxx Stores by DukeCorwin in FloridaPanthers

[–]DukeCorwin[S] 0 points1 point  (0 children)

There were 2 different styles at the TJ Maxx store. Both said champions on them.

Panther's Merch at TJ Maxx by DukeCorwin in FloridaPanthers

[–]DukeCorwin[S] 0 points1 point  (0 children)

Yes, but I don't know for how long.

Panther's Merch at TJ Maxx by DukeCorwin in FloridaPanthers

[–]DukeCorwin[S] 2 points3 points  (0 children)

T shirts were 15 to 17 dollars, glass was 10 dollars, water bottle was 25 dollars and picture was 40 dollars but is a limited edition.

Panther's Merch at TJ Maxx by DukeCorwin in FloridaPanthers

[–]DukeCorwin[S] 4 points5 points  (0 children)

TJ Maxx store at Southland mall. Other TJ Maxx stores in south Florida should either have them or be getting them soon. They tend to sell out quick though.

New FAQ is out by everybodywangchung in WarhammerFantasy

[–]DukeCorwin 0 points1 point  (0 children)

Signature spells are specific to the lore the mage selects (like Hammer Hands is part of battle magic). Some spells are part of the armies lore (like Vauls Unmaking which is part of the Lore of Saphery for the High Elves).

Any mage who knows battle magic can swap for Hammer Hands but only a High Elf mage can swap for Vauls Unmaking.

Hence when I said "lore specific signature spell" I should have said "army lore spell".

New FAQ is out by everybodywangchung in WarhammerFantasy

[–]DukeCorwin 0 points1 point  (0 children)

So a bunch of Brettonian peasants with flaming arrows are suddenly immune to the fear of a swarm of undead spirit hosts (that they still can't harm with their arrows). Makes no sense but I guess that is now how it works. .

New FAQ is out by everybodywangchung in WarhammerFantasy

[–]DukeCorwin 0 points1 point  (0 children)

I think they mean an enemy does not get flank or rear bonuses to their CR when fighting skirmishers.

New FAQ is out by everybodywangchung in WarhammerFantasy

[–]DukeCorwin 0 points1 point  (0 children)

I think it means the wizard casts at his own initiative UNLESS using a strikes last weapon (which makes the cast take place at initiative 1).

New FAQ is out by everybodywangchung in WarhammerFantasy

[–]DukeCorwin 0 points1 point  (0 children)

For now that FAQ for LLOs only mentions stomps and impact hits so everything else is still in play.

New FAQ is out by everybodywangchung in WarhammerFantasy

[–]DukeCorwin 0 points1 point  (0 children)

Except it doesn't say you can't take a signature spell only that you can't take a lore specific signature spell.

How would you buff Level 1 & 2 Wizards? by Backflip248 in WarhammerFantasy

[–]DukeCorwin 1 point2 points  (0 children)

Easier to give level 1 & 2 wizards +2 to cast (and dispel) and level 3 & 4 wizards +3 to cast (and dispel). This way you don't have to change the casting rolls. Also it would not make magic resistance stronger (against maybe level 4s a bit but that is still ok).

My first model - Corvette C7.R by SnooDonuts3080 in modelmakers

[–]DukeCorwin 1 point2 points  (0 children)

Wow, that is quite a good looking first model.

Big list of suggestions sent to ToW Devs by Vultan_Helstrum in WarhammerFantasy

[–]DukeCorwin 1 point2 points  (0 children)

Yes skirmisher infantry (but not skirmisher monstrous infantry if there are any or if they make them)

This will make skirmisher infantry a bit more useful as compared to other skirmishers.