View Full Version : Sacred War Sphinx ruling
Lordmonkey
29-08-2015, 19:55
Please could I have a RAW breakdown of the way that wounds are halved vs a Khemrian war sphinx. Our club plays it that wounds are halved and rounded up per attack, rather than halving the total wound pool. Which is it, if either?
Wounds are only inflicted once all the attacks for a unit have been made so I reckon it's supposed to be half of the total inflicted by each attacking unit.
Lordmonkey
29-08-2015, 21:32
Thanks that was my exact reasoning aswell.
Per unit I'd say.
Also it's quite an OP ability in an already strong army.. but that is besides the point.
Lordmonkey
30-08-2015, 11:53
In my last game we played the other way, so halved multiple damage wounds only. With 30 darkshards and a bolt thrower I scored exactly 12 wounds in a single turn. Without the rule it would have been 14 but we were halving the double damage wounds from the bolt thrower.
Knocking the sphinx out freed a gap so my Cold One Knights could charge a big block of 40 archers who were deleting one unit per turn with their shooting (Khalida, righteous smiting, nearby to-hit buff terrain, so they hit on a 3+, with 4+ granting a free shot... it's silly until you get it into combat).
So 14 halved to 7 leaves 5 wounds remaining. I'm fairly confident that my 10 Cold One Knights could have finished it off on the charge, but then they'd be at the mercy of the archers AND a unit of necropolis knights, provided I didn't get a double turn (which I didn't). As it was, I scored a victory, but without them smashing into the archers that turn and killing ~20, that would have been a total defeat.
So yeah, War Sphinx is too stronk. Just needs an adapted strategy to deal with it. I'm thinking more bolt throwers...
Oh and if anyone turns up with 2 or more of these things on the table i'm table flipping and running home to my mummy. :p
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