Fastenhate Posted January 6, 2012 Report Share Posted January 6, 2012 Starting a Ramos crew and looking over his option and I have a question on Cut Away. Does the "Target gains Armor -1" from Cut Away go away during the closing phase? If it does I don't see the value of it. The range is melee and for 1 AP if not resisted the target will recieve the potentially +1 damage per hit for the rest of that round. So the arachnid needs to be one of the first models you activate to see the benefit and now because the arachnid is in melee shooting at the target is very risky (he is a 40mm base I believe). His size can also prevent charges and really clog up lanes in heavy terrain areas (can be a really good thing too). Sorry for the long post but I am debating purchasing one and no one in my area runs Ramos at all. Thank Quote Link to comment Share on other sites More sharing options...
TheOneWhoFell Posted January 6, 2012 Report Share Posted January 6, 2012 I don't have the card/book in front of me, but if it is a spell or action it ends during the Closing phase unless otherwise stated (like... Ice Pillars remain in play until recast by 'Tina or her Totem, or Pine Box doesn't end until the target beats a Wp->Wp duel or the spell is cast again, etc). Again, No book in front of me, so I don't know where Cut Away falls... but usually it will state duration if it's longer or shorter than the end of the turn (essentially). Quote Link to comment Share on other sites More sharing options...
Fastenhate Posted January 6, 2012 Author Report Share Posted January 6, 2012 The wording in the book is "Target model gains Armor -1 if it has an Armor of +1 or more. This Spell is cumulative." Quote Link to comment Share on other sites More sharing options...
von Clausewitz Posted January 6, 2012 Report Share Posted January 6, 2012 Yes, the armor -1 goes away in the end closing phase. Quote Link to comment Share on other sites More sharing options...
Hateful Darkblack Posted January 6, 2012 Report Share Posted January 6, 2012 And this is why the Large Steampunk Arachnid is ultimately not a very good minion. It was fun to paint, but I wish I'd read the text more closely before I bought it. Quote Link to comment Share on other sites More sharing options...
TheOneWhoFell Posted January 6, 2012 Report Share Posted January 6, 2012 How many can you run? I mean... If it's cummulative then you could destroy armor on a freikorps minion and then shoot him. Even if you hit the LSA they have armor, right? So it might be worth it... Quote Link to comment Share on other sites More sharing options...
Fastenhate Posted January 6, 2012 Author Report Share Posted January 6, 2012 They are rare 2 and Armor 1. Quote Link to comment Share on other sites More sharing options...
CannonFodder Posted January 6, 2012 Report Share Posted January 6, 2012 the Large steampunk arachnid (LSA) has a couple really good things you need to take into account. 1) Drops 3 scrap counters for 5 points, I think its the most cost effective source of scrap tokens. 2) Has a charge of 8 and melee expert +1. which gives it the same number attacks after moving 8 inches as an arachnid swarm that can only charge at 6 (5 SS vs 9 SS) Quote Link to comment Share on other sites More sharing options...
mythicFOX Posted January 6, 2012 Report Share Posted January 6, 2012 (edited) IIRC the LSPA's weapon ingnores armour. So almost all of the time you're better off spending the AP hitting the guy you're in combat with. Swarm has +ve damage, healing, and a paralyse trigger. That makes a big difference. Edited January 6, 2012 by mythicFOX Quote Link to comment Share on other sites More sharing options...
Hateful Darkblack Posted January 6, 2012 Report Share Posted January 6, 2012 I hadn't thought about using it as scrap for growth. Like some kind of giant archnid Desperate Mercenary! Quote Link to comment Share on other sites More sharing options...
Q'iq'el Posted January 7, 2012 Report Share Posted January 7, 2012 I don't have the card/book in front of me, but if it is a spell or action it ends during the Closing phase unless otherwise stated (like... Ice Pillars remain in play until recast by 'Tina or her Totem, or Pine Box doesn't end until the target beats a Wp->Wp duel or the spell is cast again, etc). You've got Ice Pillars wrong. Illusionary Forest works as you describe. Ice Pillars spell creates terrain, that is why it stays (it isn't an effect, so it doesn't go away). She can create as many pillars as she likes (being limited by AP and the cards, of course) and they stay on the table until destroyed. Quote Link to comment Share on other sites More sharing options...
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