So when dealing with 'Jacks, it seems to easy way out is to have BB cast Swamp Pit next to one, and have the Wrastler two-hand throw it in at point blank range. Is this as easy as it sounds or am I missing something?
What happens if said jack is a leviathan (or the other cryx one) and the talion charter ones?
Cheers
Matt
"good heavens,it seems my wee wee is stricken with rigour mortis"
Minor point, but I believe you will need a 1-handed throw the way it is worded. 2-handed throws need a target and cannot target a "space" or terrain. 1h then deviate as per usual and with minimal distance they will usually go where you want due to the 1/2 distance rule. All it means is that you cannot "hit" the swamp, just deviate into.
Now in darkness world stop turning, Ashes where the bodies burning
No more war pigs have the power, Hand of God has struck the hour
First off, the Leviathan, Harrower and Desecrator can't be knocked down in the first place. They're steady. And yes, Amphibious excludes they entire engine failure thing. Amphibious specifically states that it ignores the effects of deep and shallow water. This is why I love the Crab 'jacks as a Cryx player. They are just so awesome.
Yes, feralgiest would help the 2-h targeting.
If you are thinking along these lines, also consider the use of buildings (Primal p89-91). A wooden structure a few stories tall looks neat on the table and an unaware opponent can be very, very hurt by it.
When they collapse they cause POW=ARM X Height (stories)....the printed example is a POW48 damage roll that also causes KD. Even simple 2-story wooden huts would cause a POW24 damage with KD.
Toss an enemy in and dop a building on it.
Now in darkness world stop turning, Ashes where the bodies burning
No more war pigs have the power, Hand of God has struck the hour
I believe the Talion amphibious 'jacks are also immune to knockdown. Basically, all of the amphibious 'jacks are immune to knockdown as well, and so their amphibious rule is superfluous as far as swamp pit tossing is concerned.
But as was mentioned earlier, they're also squishier than most 'jacks, and so it's not a big deal to take them down by beating the tar out of them with a Wrastler.
You do know that most building are harder to kill then the warjack you are colloapsing them on right? That two stroy wooden building you listed off is generally going to be a 3x5 piece of terrain, which means it has 80 hit points. Not only that but you have to discuss it with your opponent before the game even starts which is a sure fire way of telegraphing your intent.
Gators should have an easier time of it. Nothing says a house can't be held up by a few tiny and rickety poles
Now in darkness world stop turning, Ashes where the bodies burning
No more war pigs have the power, Hand of God has struck the hour
The two heavies(Freebooter and Mariner) yes, the light(Buccaneer) no with regards to KD immune. That said you're dead on with the second part, talion warjacks are pretty squishy, so a wraster or even a spitter should have little trouble dealing with them, with the only difficulty coming from their slightly higher than normal(for warjacks) DEF.
Yes, since you can't cast a swamp pit under models in general. It's in the spell description and since Barny lacks moving abilities, there's no way, you can do it in his own activation.
And the 'jack must not be knock down, before you're moving him there with another model (like the Swamp Horror), so you can throw/slam a standing 'jack into a pit, resulting in inactivity, but if you do the same with a knocked down 'jack, it's still active.
"Throwing Farrow Brigands into a nasty infantry is not a sacrifice, but rather providing your opponent with bacon."
"Some idiot said, Barnabas will never ascend to godhood. After the battle, the same idiot stared at him and wimmered: Oh my god!"
What happens to a Warjack that goes down in water?
0.o
Umm... You really don't know? Wow...
Not trolling you, I just am surprised by this, as it is a core game mechanic. The warjack's furnace gets extinguished - no furnace fire, no functionality.
Yeah... there was an über bogus ruling that an already knocked down warjack's furnace does not go out if you push it into water. It's incredibly stupid as rulings go, because it only affects Gator players, as this was our primary way of dealing with high armour!!
Yeah, the rule on knockdown specfically says that the model has to be knocked down in the water. Dumbest ruling I've ever heard in my life, but the guess Barny's feat + Squiddy drag was just too powerful!![]()
"Eff him up B. Make sure you spread the gospel of fear up there about how bad we would crush them!" -Darknesse
The only way you can "target" when throwing is when doing a two handed throw, and then you can only target a specific model.
Otherwise, when doing either a one handed or two handed throw, you pick a point on the table half the strength of the throwing model away from the thrown model and deviate 1d3 inches from that point. You cannot pick a point closer, you must throw the maximum distance modified by deviation. Now there are dodges to this, if you pick a point that is on the other side of a model or wall that will stop the thrown model's movement, you can direct the landing point far more accurately since the model will run into the model/terrain and stop.
I understand that, I'm wondering what the game effects are that happen to a Warjack that is knocked down in water?
Does it automatically die and turn into a wreck marker? Does it just go immobilized? Or does it just shut down, and if it does shut down can a caster reactivate it? Sorry I don't own a rule book, and would like to take advantage of using this technique.
jack in shallow water that gets KD goes inactive, you can restart it by getting into b2b and sac'in your action. Do believe any model can do that. If the jack is KD in deep water it is removed from play. That is what I know, could have changed a little in mark 2. (I also have no mark 2 rule book, let a friend barrow it and he moved away lol)