May 25, 2025, 10:47:02 PM

Author Topic: Giant Goes Wild and spells  (Read 2246 times)

Offline Doob

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Giant Goes Wild and spells
« on: April 25, 2010, 08:57:24 PM »
Hi there.  I have a couple of questions about Giant Goes Wild, and its interaction with spells which forbid a unit to charge.  There are several outcomes of Giant Goes Wild which result in the giant entering combat, although the word "charge" is never used in the Goes Wild chart.  Does the lack of the word "charge" mean that Giant Goes Wild effectively trumps such spells?

And, specifically in relation to the Empire spell Weird Enchantment, would a Giant Goes Wild result of double full pace movement still be reduced to half pace, or perhaps average the effects to result in a normal full pace move?

Offline Claus

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Re: Giant Goes Wild and spells
« Reply #1 on: April 26, 2010, 08:53:08 AM »
If I remember right we had this questions allready here on the board....long time ago....

1)
The giant goes wild effect is something very specific that happens to the giant.....
cast on it.

In case Giant got the spell not allowing to charge him the normal way the "Giant goes Wild" effect still would allow to bring him in close combat with units. The action in the "Giant goes wild" table are not charges per se ... it´s an outcome of a failed command and the things happening as a result to i....the giant is moving forward and if he reaches his target he fights...

2)
"Weir enchantement" .....yes this spell has is effect ast it clearly states.....
"The spell lasts until the end of the opposing player's following
turn.
The unit moves at half pace in all situations
The unit counts all enemies as terrifying.....etc.. "

Cheers
Claus

Offline Doob

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Re: Giant Goes Wild and spells
« Reply #2 on: April 26, 2010, 02:04:47 PM »
Thanks very much Claus.  Your comments match my take on the situation, and the second opinion was very useful.