Chaos_Born said:
Also as a side note arbogast, how would you resolve speed of light and a failed fear test. You have to aply them both right, so what is the units WS and why. Be careful with your explanation because you will then be forced to fit it in with your arguement. Enjoy

!
[In bad Pacino accent] "Every time I think I'm out, they pull me back in!"
So....here it goes.
1. I view setting a stat to a number (Reduce Stat Z to X) as different from numerical modifiers (+/- N to Stat Z). So, in this case, "reducing WS to 1 (for the remainder of the combat phase)" is different from "target suffers -1 to their WS (until the caster's next magic phase)". The former can be modified further, while the latter is cumulative with all other hexes and augments
as long as they're in play.
2. I also believe that magic/mundane weapons give their bonuses after the hexes/augments have been applied. For example, a fella Enfeebled would still get his Great Weapon or Ogre Blade strength bonus when attacking with that weapon. [And yes, I believe the Fencer's Blades give WS10 when used as well, even though it's not as explicitly stated like the other weapons-there's too many precedents in the other weapons to ignore].
3. I also tend to view special rules as overriding general ones; the more specific the situation, the more it overrides. Example: You use your BS to determine what die roll you need to hit something. BUT, if you moved, you take a -1 penalty; AND, if the target is behind hard cover, you take another -1 penalty; AND, if the target is at long range, you take another -1 penalty; AND if you're a Wood Elf, you ignore the first penalty. (So the specific situation(s) overrides the general rule here).
4. I read 'spell duration' as taking effect during the entirety of that duration, not just when it goes off (otherwise, what's the point of a duration?). So, if a spell lasts until the caster's next magic phase, its effects occur in every phase, until the spell dissipates.
5. I believe the FAQ's D&D example is a precedent-setter (not an exception) because it's basically asking: "What happens if a unit is under the effects of a stat modifying effect and that stat is set to a different value?" GW's answer: the modifier applies to the new stat.
6. All 'Special Rules' (like Fear) and spells are classified as “Special Rules” and are cumulative (p.66).
Conclusions:
1. ToL lasts until the caster's next magic phase. The close combat phase occurs before this duration expires, so when the unit's WS gets set to 1 via failing a Fear test, the
modifier still applies and it goes to 0.
2.A unit under Speed of Light (WS10) that fails a Fear test: I've changed my mind (!) and am inclined to say that it's WS 10 because even though the Fear test is a very specific situation (one combat phase) the augment still applies (like ToL). But, in a friendly game w/someone not privy to the 6 premises above, I'd dice off for their effects if my opponent disagreed (in the spirit of moving things along). [The most important rule and all that].
3. Deciding on sequencing of effects that occur at the same time is silly but is the rule (p.10). I'd agree that all effects of hexes and augments occur at the same time (in subsequent phases) and are cumulative, so the player who's turn it is gets to decide. Why's that silly? Because if a WS 3 unit that is under the effects of a full-boat (-3) Mystifying Miasma and ToL, that unit's WS is either 0 or 1
depending solely on who's turn it is! And that's a big difference in one point of stat fluctuation.
4. If a model is armed with the Fencer's blades, the bonuses from the weapon still apply and thus change its WS from 1 to 10 and is modified to 9 because of ToL.
Other crazy examples:
1. Why sequencing of spell casting does not matter: let's say a unit is hit with a -2 Withering (taking their T from 3 to 1). This lasts until the caster's next magic phase. In their owner's magic phase, they have a boosted Flesh to Stone (+4 T) (via Throne of Vines) cast on them, taking their T to 5. No problem so far, right? So what happens at the start of the opponent's magic phase? Does the unit stay at T4 even though the Withering expires and is no longer in play (simply b/c it was cast first)? Or does the unit go to T7 because their original T is back to 3 and is still under the effects of FtS? I can't see arguing the former (T5) at all; doing so would ignore the spells' durations.
2. A wizard with Van Horstman's Speculum swaps his
base stats with his opponent. (That opponent still gets the benefit of his items, so the wizard doesn't get the +2S from an Ogre Blade in his opponent's hand). But would he suffer from the WS1 if his opponent failed a Fear test? (I thought yes originally, but since it's not his opponent's base stat, I'd have to say no).
Final Thoughts:
1. If you read this far, thanks! (And I'm sorry).
2. This is obviously something GW should address in the next FAQ!
3. Thanks for the thought-provoking debate!