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> TK question, Power dice
warpaintoz
post Feb 20 2008, 10:27 AM
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I was perusing the book last night and wondered: does the TK army generate two power dice as a base for the army? I couldn't find anything that said they didn't. If yes, then that's a couple of extra dispel dice for those pesky RIP spells!
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Lockjaw
post Feb 20 2008, 10:30 AM
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Correct. Same for dwarves. That said, trying to dispel flames of the phoenix, wall of fire, etc on 2 dice is rather hard smile.gif

Locky


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warpaintoz
post Feb 20 2008, 11:59 AM
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But not all those pesky Warrior Priest prayers.
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Dave Grant
post Feb 20 2008, 01:23 PM
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As locky said.

And yes the 2 dice are very nice vs warrior priests/butchers... if you remember to use them.


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warpaintoz
post Feb 20 2008, 01:29 PM
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Where then (and if) do they fit into the heirarchy?
They have to go last no?
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Dave Grant
post Feb 20 2008, 01:50 PM
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Not in Hierachy, but dispelling RIP spells is always last.


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Lockjaw
post Feb 20 2008, 02:05 PM
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QUOTE(Dave Grant @ Feb 20 2008, 02:50 PM) *

Not in Hierachy, but dispelling RIP spells is always last.

Don't have the book here to quote from, but I am almost certain you can choose to dispell RIP spells at any time during the TK magic phase. From memory it's due to the wording for dispelling RIP spells in your own phase refering to not casting any spells afterwards as opposed to ending the magic phase. Incantations are not spells, etc.

Locky


--------------------
Updated - Looking to buy or trade for the following Merc stuff. Must be painted. PM if interested.
Casters: Shae, Drake, Fiona, Bart, Durgen, Ossram
Solos: Ragman, Dougal MacNaile, eAlexia, Alten Ashley, Most of the Pirates
Jacks: Most merc jacks
Units: Kayazy Assassins & Eliminators, Idrian Skirmishers, Sea Dog Crew, Sea Dog Deck Gun, Press Gangers, Dannon Blythe & Bull, Herne & Jonne, The Commodore Cannon

Also after pretty much all the Rhullic stuff
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Dave Grant
post Feb 20 2008, 02:16 PM
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Cool - more help for the TK boys.


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