Post by knoffles on Jul 31, 2017 5:16:56 GMT
I found the attached general principles on casting and the table to be really useful when I first switched from Dwarves to a race that could cast.
I've (as normal) put it all in a document but will also try and add it to the thread.
www.dropbox.com/s/d862j4xa8hdcn7h/Making%20magic%20casting%20more%20effective.docx?dl=0
Making magic casting more effective
General principles
Art of one – You will often only be able to cast one spell in your turn.
It’s often not the case but a good rule of thumb is always go into a magic phase assuming that you will only manage to cast one spell
Spell Selection
Influencing his go:
Buff units you don’t want him to charge. Hex his unit you don’t want him to charge with.
Your go:
Know what you want to cast by your movement phase
What are your priorities? Impact movement? Key combat?
Ask yourself, is it worth a miscast?
If the spell is crucial and you have a slim number of extra dice (say 5 to 3), then roll the spell first. No other spell matters! If your opponent has lots of dispel dice, then try and draw out dispel dice first.
Simple way of working out the dice to successfully cast a spell
For calculating the dice needed to get the best odds of casting a spell, do the following formula:
Casting Value minus Magic level divided by 3 and then add a dice. (CV-ML)/3+1
The basic calculation gives a wide margin between the chances of success or failure. Adding the extra dice will boost the chance to cast massively. To give some examples:
Wyssians Wildform has a casting value of 10.
If a level 2 mage wants to cast it the calculation would be: 10-2 = 8/3 = 2.7. This is around 42% chance to cast so rounding up the dice to 3, makes this closer to a 84% chance to cast.
If a level 3 mage wants to cast it the calculation would be: 10-3 = 7/3 = 2.3. This is around 58% chance to cast so rounding up the dice to 3, makes this closer to a 90% chance to cast.
If a level 4 mage wants to cast it the calculation would be: 10-4 = 6/3 = 2. This is around 72% chance to cast the spell so rounding up the dice to 3, makes this closer to a 95% chance to cast.
If the spell is critical add an extra 2 dice
I've (as normal) put it all in a document but will also try and add it to the thread.
www.dropbox.com/s/d862j4xa8hdcn7h/Making%20magic%20casting%20more%20effective.docx?dl=0
Making magic casting more effective
General principles
Art of one – You will often only be able to cast one spell in your turn.
It’s often not the case but a good rule of thumb is always go into a magic phase assuming that you will only manage to cast one spell
Spell Selection
Influencing his go:
Buff units you don’t want him to charge. Hex his unit you don’t want him to charge with.
Your go:
Know what you want to cast by your movement phase
What are your priorities? Impact movement? Key combat?
Ask yourself, is it worth a miscast?
If the spell is crucial and you have a slim number of extra dice (say 5 to 3), then roll the spell first. No other spell matters! If your opponent has lots of dispel dice, then try and draw out dispel dice first.
Simple way of working out the dice to successfully cast a spell
For calculating the dice needed to get the best odds of casting a spell, do the following formula:
Casting Value minus Magic level divided by 3 and then add a dice. (CV-ML)/3+1
The basic calculation gives a wide margin between the chances of success or failure. Adding the extra dice will boost the chance to cast massively. To give some examples:
Wyssians Wildform has a casting value of 10.
If a level 2 mage wants to cast it the calculation would be: 10-2 = 8/3 = 2.7. This is around 42% chance to cast so rounding up the dice to 3, makes this closer to a 84% chance to cast.
If a level 3 mage wants to cast it the calculation would be: 10-3 = 7/3 = 2.3. This is around 58% chance to cast so rounding up the dice to 3, makes this closer to a 90% chance to cast.
If a level 4 mage wants to cast it the calculation would be: 10-4 = 6/3 = 2. This is around 72% chance to cast the spell so rounding up the dice to 3, makes this closer to a 95% chance to cast.
If the spell is critical add an extra 2 dice