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LordoftheBrownRing
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Post subject: Re: Mumak and magical powers
Posted: Sun Dec 18, 2016 10:29 pm
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Joined: Fri Oct 04, 2013 6:28 am Posts: 2446 Location: Chicago
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The fact that you're casting on the Chieftan in charge of the Mumak would make it seem like you're controlling him, and you would drive the beast the way you want.
I'd rule in favor of magic working. I dislike how potent magic is in this game.
I use it thought because it's necessary
_________________ BLACKHAWK 2010 2013 2015 DYNASTY
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Wan Shi Tong
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Post subject: Re: Mumak and magical powers
Posted: Sun Dec 18, 2016 11:58 pm
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Joined: Thu Feb 20, 2014 2:39 pm Posts: 967 Location: The Old Dominion
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No, the two are not contradictory exactly. LordoftheBrownRing is right in saying that since the model controlling the mumakil is being effected by the spell the mumakil is moving normally, just under the other players control. As opposed to moving from the effects of a call winds or hurl, which is not normal voluntary movement made by the driver under one of the players control.
_________________ "Draw your sword with a heavy heart, but swing it with a heavy hand"
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Wan Shi Tong
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Post subject: Re: Mumak and magical powers
Posted: Sat Dec 24, 2016 3:41 am
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Joined: Thu Feb 20, 2014 2:39 pm Posts: 967 Location: The Old Dominion
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Hmm. I've had troubles like that with my own local players. The best thing to do would be to appeal to a higher authority, like the GBHL or a moderator here on the forum or even GW, and hope that their making the same case with sway your resident hard heads into seeing thins your way. Because, on a technical level, what constitutes as being "moved against it's will" is really beyond what can be parsed out by us here. I recommend going to GW though.
_________________ "Draw your sword with a heavy heart, but swing it with a heavy hand"
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Valadorn
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Post subject: Re: Mumak and magical powers
Posted: Sat Dec 24, 2016 11:18 am
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Joined: Mon Mar 10, 2014 10:02 pm Posts: 659 Location: Greece
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