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  1. #1

    Default spirit door... how do you apply?

    Hi,

    I have a bit confusion in Sipirit Door. This is what I understood.

    If Kaya cast Spirit Door on herself, she automatically teleport to any beast within her CMD 8, that is if the beast is still within her CMD when the spell is cast. So Kaya literally moves 8" from her current location.

    If Kaya cast it to Feral Warpwolf, the Feral moves as stated above.

    Is this correct?

    Am I only limited to beast teleport or can solo or units benefit from this?

    Thanks for the insights.

  2. #2

    Default

    You are limited to casting it on Living Warbeasts within her command range. However, her command range is 12" her furyx2. So you can cast it on any warbeast within 12" of Kaya or upon herself to move to any warbeast within 12" of her. So with the additional 2" gained from the spell I believe she could move over 14" with the spell.

    I'm fairly new but that is how it is how I have played it.

  3. #3
    Conqueror cryocube's Avatar
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    Default

    Beasts or Kaya
    It is in her Control Range which is Fury Stat x2, not command which is her CMD stat.

  4. #4
    Annihilator
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    Default

    You seem to be somewhat confused between Command area and Control area. Kaya has a CMD value of 8. This means that her Command area extends 8" from her base. Kaya has a FURY value of 6. Her Control area extends 12" from her base (2x FURY = 12).

    The Spirit Door spell requires you to select a model in Kaya's battlegoup that is within her Control area (12"). Your battlegroup = your Warlock and their allocated Warbeasts. If you choose Kaya as the target of the spell, you can place her within 2" of any Warbeast that is within 12" of her when the spell is cast. If you choose a Warbeast, then that Warbeast is placed within 2" of Kaya. Models cannot advance or attack after being placed by Spirit Door. Although Kaya can cast spells after being placed by Spirit Door, she cannot cast Spirit Fang, because Offensive Spells are a type of attack (see p.79).

    The main use of Spirit Door is in performing hit-and-run attacks. You charge with a Warbeast, maim something, then activate Kaya and teleport the Warbeast to safety. You will find that it is rarely useful to teleport Kaya as there is so little she can do after the teleport. It is possible to cast successive Spirit Doors in order to reposition your entire battlegroup though e.g. activate Kaya, cast Spirit Door on herself, cast it again to pull a Beast to her new position, Feat, leach 6 more Fury, cast Spirit Door twice more to bring 2 more Warbeasts to your new position. This is easier said than done though, as you are quite limited by the 12" control area. Though this sounds like a lot of repositioning and teleporting, you have to keep all Beasts within 12" of Kaya throughout.

    If you scroll down to posts #15-16 in this thread, you will see some diagrams which demonstrate Spirit Door's usefulness:
    http://privateerpressforums.com/show...n-League-Guide
    Also, since you are beginner with Kaya, it's probably worth your time to read the entire Journeyman Guide!
    Last edited by mercury; 05-21-2012 at 06:12 AM.

  5. #5
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    Default

    Some other things to remember about spirit door:

    1. The target beast (either what you're teleporting to, or what you're teleporting to you) does not have to be completely within your control area... you just need the base to clip inside that 12" range. This means, if you're teleporting Kaya, you can actually get about 16" off of the teleport (12" to the beast, 2" for the beast's base size, and 2" from the beast's base on the side opposite of where Kaya started... it's actually a little less than 16" because the beast's base isn't quite 2" wide and it had to be at least partially within her control area, but you get the idea). Same thing with teleporting beasts... you can actually move them a pretty fair distance.

    2. The new griffon light warbeasts count their long leash ability when performing Spirit Door... it's not just for forcing. Thus, you can teleport them to Kaya from up to 24" away (or teleport Kaya to them, should you need to redeploy). This makes them her new best friend. This also goes for things with the Long Leash warbeast bond, if you're playing with bonding rules in your league.

    3. Warpwolf Stalkers can play farther up thanks to sprint... they can charge a target, smack it a couple of times (or more if you have a blackclad unit or Wildling that far up the board) and run back to her control area with sprint, where you can then have Kaya teleport him back to safety. This let's Kaya start her attrition game earlier, and gives the Stalker an effective 18" (ish) range from Kaya where he can smack stuff around.

    4. As you might've gathered from the above points, playing pKaya correctly is about abusing the Hit and Run and finding ways to pretend that Kaya has a larger control area than she actually does. This keeps her out of the fighting (which is essential due to her low armor) and reduces the enemy's ability to fight back in general. Once you've thinned out the enemy heavies, you'll be able to switch to a more aggressive playstyle, knowing the enemy no longer has many ways to fight back. Think of it as establishing Air Superiority... once you take out your opponent's aircraft and anti-air defenses, you can bomb them whenever you want, wherever you want, and there's nothing they can do about it. Same deal here... you're engaging them at a distance they can't match, dealing damage they can't reciprocate, and eliminating their assets which could otherwise give your warbeasts trouble before they have a chance to do so.
    It's not a question of win or lose, it's a question of whether or not you want to have friends afterwards.

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