Endless duels

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Alark

Skeleton
Feb 16, 2012
85
Zombies
57
I keep hearing that our skeleton champion can lock somone in a endless duel. How does this work?

I mean i charge and issue a challenge, i will die in combat, then the turn will pass, his lord will attack my unit, then in my turn i will res him and issue another challenge?

Is that right? Or am i missing something?
 
I'm not familiar with any explicit 'Lock' it makes, but reducing the casualties from 5 skeletons to 1, with 4 over kill could help keep the unit locked in combat.

Plus, if you don't charge (If you're tar-pitting, or just getting in the way) then you would get two turns before he got to hit at the actual unit, could be quite helpful.

Although if you're simply trying to hold down a lord & unit, you might as well be throwing as many skeletons as possible at him because the 2d6 seems quite a bit better than that psudo-lock.

It's more like just a silly thing you can use skeletons to do, and would probably be best against other unit champions, forcing their superior attack value (Usually the same as unit +1) to be focused, which kinda mitigates the advantage it normally provides.

Not particularly worth the effort, or 'WOW'ing, just quirky.
 
For one thing a unit champion can't issue a challenge (iirc).
As far as I know it refers to the fact that ION summons the unit champion back when cast. This means that if you have your vampire (or other character) in a unit of skeletons and a scary chaos lord (or anyone else who HAS to issue a challenge) comes along you can accept the challenge with your unit champion and continue to mash the RnF with your character.
Depending how this is timed you can then cast ION next turn, bring back your champion ready to accept the challenge again, keeping your vampire safe and in combat.
 
A Campion Lock sounds like fun! This was the best lock I could think of and where it could be nice...

Imagine your block of skeletons working as a bunker for a Necromancer. With 10-15 skeletons and full command.
You bunker unit it charged by something horrible. Maybe a greater demon of khorne or some Lord on a Dragon.

Now you could challenge with your champion. The enemy would have to accept since its a single model. It overkills the champion and you take some additional wounds for combat resolution.
IoN it back your turn. Challenge again.

ok then you begin to run out of options unless you could charge the monster in the side with another small unit with another champion!

Of course if you get two units in close combat, then you got a kind of lock. But still dependant on getting the IoN off and that no one else interfeer.

It does not seem like a viable tactic, but playing with the idea, it would be fun to pull off one day.
 
The current player declares if they want to issue a challenge, and if they do not then the other player can choose to issue a challenge.
 
Vampire Count said:
ydrc (A champion can issue a challenge) :thumbsup:

Aha! My bad. There's just so many tiny tid-bits to get wrong!

Your "ydrc" was very confusing, at first I read it as "you do recall correctly" but I was then hit with a crushing realization.
 
In my last game against dwarves My skelly Unit got locked up with a unit of Longbeards. Longbeard champion issued challenge, Skeleton Champion accepted. Only One wound on the Skelly Chump who then passed a 6+ Regeneration(Thank you Mortis Engine!) My 2 vampires then went to work on the unit and there were no Longbeards left to play. Though I hear dwarf blood dosnt sit right...
 
I don't think the "challenge lock" will work. There can only be 1 challenge per combat. If the champion dies, no more challenges.
 
Count Edmund Von Redbeard said:
For one thing a unit champion can't issue a challenge (iirc).

Champions can issue challenges but, unlike characters who have to accept a challenge if they can't be moved to a position that is out of combat, they do not have to accept.
 

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