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  1. #1
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    Default How many Geokinesis powers can hurt an Invisible unit?

    Looking at the Geokinesis powers, wondering if any of these are effective against an Invisible unit?
    (Got the rules from 1d4chan)

    [Primaris] Chasm
    Forces a dangerous terrain test without armor save, single unit.

    [2] Scorched Earth malediction, 24"
    Choose a point, it deals a single S5AP4 hit to each unit within 6". This 6" area is dangerous terrain.

    [3] Land Quake malediction, enemy units within 18" of caster
    Considered to be in dangerous terrain, and cannot run, turbo-boost or flat out.

    [5] Warp Quake 24"
    Target a ruin: units in it takes D6 S6AP- hits;

    [6] Shifting Worldscape 24"
    Move a piece of terrain by 24", including models in it, forces dangerous terrain tests on the unit inside.

    Also, would adding mandatory Dangerous Terrain tests for a unit that has Invisiblility balance what many consider to a broken power? Think about it, someone who is invisible can't see where their body, legs, appendages, cloak etc. are.
    "There's no use permitting some prophet of doom to wipe all your smiles away!"

  2. #2
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    Default

    Assuming that they are accurate...

    Quote Originally Posted by son_of_volmer View Post
    [Primaris] Chasm
    Forces a dangerous terrain test without armor save, single unit.
    Depends on the Type of Psychic Power it is, Malediction or Witchfire.

    Quote Originally Posted by son_of_volmer View Post
    [2] Scorched Earth malediction, 24"
    Choose a point, it deals a single S5AP4 hit to each unit within 6". This 6" area is dangerous terrain.

    [3] Land Quake malediction, enemy units within 18" of caster
    Considered to be in dangerous terrain, and cannot run, turbo-boost or flat out.
    To my knowledge, Maledictions are not affected by Invisibility.

    Quote Originally Posted by son_of_volmer View Post
    [5] Warp Quake 24"
    Target a ruin: units in it takes D6 S6AP- hits;

    [6] Shifting Worldscape 24"
    Move a piece of terrain by 24", including models in it, forces dangerous terrain tests on the unit inside.
    These target terrain, not targeting the Invisible unit, so not affected by Invisible.

    Quote Originally Posted by son_of_volmer View Post
    Also, would adding mandatory Dangerous Terrain tests for a unit that has Invisiblility balance what many consider to a broken power? Think about it, someone who is invisible can't see where their body, legs, appendages, cloak etc. are.
    Considering how difficult it is for Dangerous Terrain to actually Wound, I can't say this is a knock out of the park. It may actually be a little better against Vehicles because of the chance of Immobilization. However, Move Through Cover will allow a model to completely ignore most of these effects, so expect to see the Tyranids laugh raucously at you while using this. Most Tau Vehicles can also be upgraded to avoid most of these as well, I believe.

  3. #3

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    Quote Originally Posted by son_of_volmer View Post
    Also, would adding mandatory Dangerous Terrain tests for a unit that has Invisiblility balance what many consider to a broken power? Think about it, someone who is invisible can't see where their body, legs, appendages, cloak etc. are.
    Invisibility doesn't actually make the unit invisible, it "removes the unit from the enemies mind" (telepathy)
    So why it is a blessing rather than a malediction I have no idea.

  4. #4

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    Considering that most Invisibility-centric builds run units with Skilled Rider, Move Through Cover, or contain unit types that are similarly unaffected, Dangerous Terrain tests won't really win you games, unless they're running other units.

  5. #5

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    Chasm doesn't have a type. It actually does seemm to work on invisible units as it not a shooting attack, though it's effectiveness against typical invisistars is questionable

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