Grimtooth Posted June 15, 2009 Share Posted June 15, 2009 So Healing Potions & Balms works against the first failed save per turn. So is it: 1. Wolf Priest with 2 wolves attached to Long Fangs x5 in cover. Gets shot by enemy unit A, 2 wounds put on the wolves. Fail one, just ignore it. Enemy unit B shoots at them, 2 wounds on wolves, fails one, wolf dies. or 2. Wolf Priest with 2 wolves attached to Long Fangs x5 in cover. Gets shot by enemy unit A, 2 wounds put on the wolves. Fail one, just ignore it. Enemy unit B shoots at them, 2 wounds on wolves, fails one, just ignore it since it is the first failed save against a new enemy unit? Link to comment https://bolterandchainsword.com/topic/171164-healing-potions-balms/ Share on other sites More sharing options...
LPetersson Posted June 15, 2009 Share Posted June 15, 2009 I read it as 1. Link to comment https://bolterandchainsword.com/topic/171164-healing-potions-balms/#findComment-2022634 Share on other sites More sharing options...
Wolf Guard Nostromo Posted June 15, 2009 Share Posted June 15, 2009 I've always treated it as 1. i.e. one per turn not one per turn per unit attacking. As an afterthought, it always seems more effective with expensive models, like WGTDA, than cheap ones like wolves... Link to comment https://bolterandchainsword.com/topic/171164-healing-potions-balms/#findComment-2022638 Share on other sites More sharing options...
Grimtooth Posted June 15, 2009 Author Share Posted June 15, 2009 I've always treated it as 1. i.e. one per turn not one per turn per unit attacking. As an afterthought, it always seems more effective with expensive models, like WGTDA, than cheap ones like wolves... I run 13th Co. Long Fangs are a very valuable unit in an army that has no tanks or dreads. Keeping them alive with 10pt wolf models is easy to do and even after they die, the healing potions and balms then works for the Long Fangs as well. Link to comment https://bolterandchainsword.com/topic/171164-healing-potions-balms/#findComment-2022645 Share on other sites More sharing options...
SeanyPrawny Posted June 15, 2009 Share Posted June 15, 2009 Aye I'm going to be using that unit 2morrow in a game, totally worth it. Link to comment https://bolterandchainsword.com/topic/171164-healing-potions-balms/#findComment-2022653 Share on other sites More sharing options...
Grimtooth Posted June 15, 2009 Author Share Posted June 15, 2009 I run it as 1 as well but the inclusion of the turn made me think of everything that can happen in just one turn. Link to comment https://bolterandchainsword.com/topic/171164-healing-potions-balms/#findComment-2022659 Share on other sites More sharing options...
Valerian Posted June 15, 2009 Share Posted June 15, 2009 I run it as 1 as well but the inclusion of the turn made me think of everything that can happen in just one turn. Per turn means just that: it works just one time per game turn (or maybe player turn), but certainly not against multiple units in a single turn. Link to comment https://bolterandchainsword.com/topic/171164-healing-potions-balms/#findComment-2022756 Share on other sites More sharing options...
Captain Talon Posted June 15, 2009 Share Posted June 15, 2009 I think the real question is....why are you putting the wounds on the wolves? Remember, balms only work if you get a save. If the wolf gets no save, it gets no balm. And you remove wolves in place of casualties, not in place of wounds. So take your unit, put 2 wounds on 2 Long Fangs. the first failed save is ignored, the second failed save, you take the wolf off. So you are getting a 3+ save, and not losing the Long Fang. Unless the SW FAQ has changed in the last 2 weeks, this is how wolves have worked for 10 years. Link to comment https://bolterandchainsword.com/topic/171164-healing-potions-balms/#findComment-2022769 Share on other sites More sharing options...
Grimtooth Posted June 15, 2009 Author Share Posted June 15, 2009 I think the real question is....why are you putting the wounds on the wolves? Remember, balms only work if you get a save. If the wolf gets no save, it gets no balm. And you remove wolves in place of casualties, not in place of wounds. So take your unit, put 2 wounds on 2 Long Fangs. the first failed save is ignored, the second failed save, you take the wolf off. So you are getting a 3+ save, and not losing the Long Fang. Unless the SW FAQ has changed in the last 2 weeks, this is how wolves have worked for 10 years. Wolves get a cover save when in cover. And I am not sure about this, but is the unit treated as a complex unit due to different gear and stat lines? If so then wound allocation would dictate that unsaved wounds stick on the model that did not make the save not to whichever model the owning players wants. Now the 5th FAQ says to use the wolves as written which would mean that they could simply be taken off as casualties despite the new way of allocating woounds. I get to play it a better way now. Link to comment https://bolterandchainsword.com/topic/171164-healing-potions-balms/#findComment-2022788 Share on other sites More sharing options...
OnlyInDeath Posted June 16, 2009 Share Posted June 16, 2009 Yeah, I think Talon has it dead on. RAW: The Wolves must still stay within 2" of their master, but otherwise count as being part of the unit and may be removed as casualties in place of the character or in place of models in the unit which they have joined. Casualties do not happen until a wound is unsaved. Therefore, roll your 3+ save. If you fail one save, use HP&B, if you fail both, then you can lose a wolf. The only time a wolf MUST take a save by itself is if there are enough wounds to go through the unit and you must therefore place one on each of the wolves. Now, there's a sneaky little (and highly debated and frowned upon) way to play this to advantage, that I wont go into but the wise of you can probably figure out. Link to comment https://bolterandchainsword.com/topic/171164-healing-potions-balms/#findComment-2022919 Share on other sites More sharing options...
Grey Mage Posted June 16, 2009 Share Posted June 16, 2009 If you have an armor save, even if you dont, and you take a wound that is not saved then you have an "unsaved" wound. To simplify it- you ignore the first wound you take that would actually harm the squad. You dont have to attempt a save to have an "Unsaved" wound. The term doesnt imply an attempt at a save... just a failure to do so. So, if your hit by a Warp Spider units Deathspinners (AP -) and take four wounds, rolling 3,5,3,2 you would take a wound, wich is then discarded by HP+B. If on the other hand your hit by a unit of 3 Dark Reapers (AP 3) and take four wounds you would not get to roll anything. You would instead alocate the wounds, and ignore one of them, taking three wounds instead of four. If however that unit of Dark Reapers has an Exarch with an Eldar Missile Launcher (S 8) you would not ignore the wound as it causes instant death. Or if your unit was in HTH against a Carnifex (S 7) and the Wolf Priest was in the back of your overly large BC unit and unable to attack you would not ignore the wound as the Carnifex ignores saves in CC. If the Wolf Priest was in the front rank and attacking the carnifex you would not ignore the first wound done to you by the big beasty as the WP is engaged in CC and thus unable to use the ability. A fenrisian wolfs wound can be ignored just as easily as a long fangs or a TDA WGBLs. However in most cases it is wiser to put the wound on a model that has a decent save so you can atleast try to get the armor save off. Against weapons like Plamsa Cannons where no save is possible then by all means, wolf it up I suppose... but even then if your planning on ignoring the wound, why not put it on a normal guy and save the wolf for a different hit in that salvo? Link to comment https://bolterandchainsword.com/topic/171164-healing-potions-balms/#findComment-2023001 Share on other sites More sharing options...
KeithGatchalian Posted June 16, 2009 Share Posted June 16, 2009 It is my understanding of how the HPB and the old Narthecium works is that you have to have a save that fails in order for their power to work. It is not a "unsaved" wound....it specifically says a failed save. For example, a Space Marine gets hit by a plasma gun, in the open. No save, he dies, because the weapon is AP2. He has no save against it, so the HPB can't be used. The Marine in cover, or a Marine with a 4+ Invuln, fails their save against the plasma. Since they got a save, and since the attack is not instant death, then the HPB would work. Link to comment https://bolterandchainsword.com/topic/171164-healing-potions-balms/#findComment-2023538 Share on other sites More sharing options...
Lord Ragnarok Posted June 24, 2009 Share Posted June 24, 2009 Keith, I agree with you. I'm reformatting my list to include a Wolf Priest with HP's with one wolf leading a GH pack with a WG in terminator armor. My plan is to take plasma like saves on the WG...if he passes great, if he fails then it gets ignored by HPB. The next AP 2 or 3 will go to the wolf, then to a GH with no special gear. RAW and no FAQ working means we can gake this on INV, Cover saves IMO. Link to comment https://bolterandchainsword.com/topic/171164-healing-potions-balms/#findComment-2030137 Share on other sites More sharing options...
Hfran Morkai Posted June 24, 2009 Share Posted June 24, 2009 Don't wolves have a 6+ save? I swear I read that and it confused me. But not as much as Ulrik's wolves, they're cheaper and have BS4! Spitting wolves of death! Link to comment https://bolterandchainsword.com/topic/171164-healing-potions-balms/#findComment-2030146 Share on other sites More sharing options...
Roguemarine Posted June 24, 2009 Share Posted June 24, 2009 ya the way i read it was that as long as the weapon does not cause instant death you get to ignore it, from shooting anyways. Link to comment https://bolterandchainsword.com/topic/171164-healing-potions-balms/#findComment-2030292 Share on other sites More sharing options...
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