Newbie questions: How does Mind Fog work?

Hi, I am new to playing (hopefully having my 5th game tomorrow) and trying to drag my playgroup kicking and screaming into the game (it isn’t as bad as it sounds, I play Nightstalkers). However, as no one in our group is experienced with the game I am doing my best with reading comprehension from the rules, rather than being taught it by someone else.
All that brings me to the topic of the post, which is I am not sure if I have been playing Mind Fog correctly. The way I thought it worked was, let’s say we have a Ne 14/16 unit that had taken 3 hits, you roll 3 hits on Mind Fog, 3 plus 3 plus shattering = you need 7 to waiver 9 to rout, but no hits transfer to damage for future tests. However, watching a battle report I think I had it wrong and the way it should work is that the number of hits you score with Mind Fog doesn’t matter, you just get to do the test if you wouldn’t have done damage from another source, adding shattering to it either way.

Can someone please confirm this? Also, if it is all good, I will probably post a few more rules questions here in the upcoming days rather than make a new post or w/e and flood the board.

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yes, Mindfog only forces a test without adding any numbers except 1 for shattering

so this is useful for any units that already have damage on them but not making tests or if you want to add shattering to one of your shooting attacks

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Thanks muchly for the reply. I think part of my confusion was that I thought that the Planar Apparition and Singing Aberration would have a bit bigger difference in effect between Mind Fog 2 and Mind Fog 6 :stuck_out_tongue:

A couple of other things I had been wondering about are to do with Auras. First one, I am pretty sure that inspiring/very inspiring, rallying, and chilling presence are NOT auras and therefore won’t have their ranged increased by Sacred Horn, though confirmation would be appreciated. But what happens when something has a typed aura that doesn’t name itself? Couple of examples from the Salamanders list, if you put a Herald on a mount, does it still get Wild Charge 2? How about the Greater Fire Elemental; does it get wild charge 1 when you buy that aura? Its Rallying upgrade says “Fire Elementals”, rather than flamebound or something like that, does that mean that it gives it to everything with “Fire Elementals” as part of their name?

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you are correct about the auras, inspiring and the others are not, so don’t benefit from everyone’s favourite trumpet.

For those things that have an aura for a specific type if they don’t match the trigger for it (the herald going from hvy inf to cav) then they don’t benefit from it.

You can mostly ignore keywords at the moment like Flamebound, they were introduced as a way to future-proof the rules and so haven’t really come into play so much, focus on the descriptions and unit names.

I will say there are a couple of errata, in which something should have access to an ability but was missed in proofreading, they may have been fixed on the digital rules but in your gaming group you should use a bit of common sense if you think it’s intended to be included, spirit of the rules rather than rules as written kind of thing.

Hope that helps and enjoy the forum and the game :slight_smile:

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Only difference between Mindfog(2) and Mindfog(4) is the better chance that the latter has of being cast successfully - the number of successes don’t impact the subsequent nerve test.

As you point out there are some things that function like auras, ie have area effect - you mention inspiring but cloak of death and radiance of life special rules and various specific unit rules fall into this group.

Only explicit Aura(X) rules get the range extended by the sacred horn.

“Note an Aura may have a further qualifier, in which case the Aura will only grant the special rule to the unit with that name or keyword in addition to the unit with the Aura itself.”

There are a few slightly confusingly worded auras, where the army may have a couple of similarly named units - but not all are effected by an aura. The rules committee confirmed that the Salamander one works on the fire elemental unit, but not the greater fire elemental.

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So this question is a bit more specific, but I don’t have clash of kings 2024 (if that is even where I would find this,) and I am trying out Salamanders for the first time tomorrow and the rulebook that came in my Shadows in the North starter doesn’t seem to have rules for fireborn in it. From what I could figure out by looking online, a unit with Fireborn gains life leech +1 for every flamebound unit within 6 inches of it (presumably up to the usual limit of life leech 3), is that correct?

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correct

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Well, as it turned out my ceremonial guard were 6.5 inches away from Rakawas with his flamebound and inspiring :laughing:

So I have run into another question. My interpretation of Leaper is that it only benefits the unit, I.E. it is height 3 when picking what it can see, but everything else sees it as height 2. This made sense to me with tormentors, but not so much with riverguard javelin throwers; are they able to shoot from behind friendlies without getting shot back? Presumably the enemy would still get cover, meaning the tree leapers would be hitting on 6+, so not exactly broken (especially when taking into account the range 12), but I thought I would check for clarification.

It seems that way, the height is treated as being higher only when the unit is checking line of sight, and not when another unit checks line of sight back towards it.
same mechanic as the “ej periscope” item.

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riverguard are frogs, think of them as jumping throwing and then landing

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