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Author Topic: Magic spells description and usefulness  (Read 18902 times)
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Giant Scorpion
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« Reply #30 on: March 31, 2014, 12:04:35 PM »

Does Ere-we-go give some initiative and armour bonus as well? I always found that Regiments with Ere-we-go survived longer and had waaaaaaay less casualties even when engaged with two regiments. In fact, I use it on my Mages all the time to help them survive battles and gain XP faster since their attack spells suck. Could it be that the extra strength with possible extra initiative helps them kill units before they ever deal damage?

I can't comment on the internal workings of DO, but in 4th edition WHFB, 'Ere-We-Go gives +1 Toughness and makes the unit always strike first.
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« Reply #31 on: March 31, 2014, 12:42:37 PM »

Agreed, I haven't finished adding all the Rulebook descriptions to our sections yet ->



and back in Nuln, the ageing Graf Berhardt smiled his secret smile of pride whenever he heard the latest tales of his eldest son's ever growing chain of glorious victories -(sothr manual)
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