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Post by frozenfood on Aug 18, 2017 5:44:46 GMT
So his WS will stay the same if the unit fails a fear test but he will run if the unit fails a terror test?
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Post by FvonSigmaringen on Aug 18, 2017 7:42:42 GMT
Correct.
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Post by frozenfood on Aug 18, 2017 8:31:58 GMT
I understood it? (Does snoopy happy dance)
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Post by mottdon on Aug 18, 2017 13:05:27 GMT
With all this talk about Fire Wizards, it made me curious if the Storm of Magic Fire spells were any good. What do you guys think? i.imgur.com/cj6dT0e.jpgI was also wondering if it might be worth including them in the spells rolled for at the beginning of games? Might these make the Lore worth taking? Could it mix things up a bit? Or is it just too powerful for normal games?
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Post by FvonSigmaringen on Aug 18, 2017 13:56:40 GMT
Hmm, I feel magic is already overpowered as it is. It is true that the Lore of Fire itself is not overpowered, but it is a very solid and versatile choice. However, its usefulnss compared to other Lores seems to diminish with the size of the Armies.
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Post by mottdon on Aug 18, 2017 14:41:58 GMT
This is kind of the way I feel too. Lores like Life, Shadow or Death, don't really need any help, but I sure would like to see some of the lesser taken lores like Fire, become a viable option. I just don't know if the inclusion of these spells would suffice or even be feasible.
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Post by FvonSigmaringen on Aug 18, 2017 15:36:15 GMT
I would rather tune down the other Lores - for instance by scrapping all sixth spells. When rolling a 6, you would roll again. There is an easy yardstick for determining spells that are too powerful: do people automatically use 6 dice in the hope of IF or not.
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Post by mottdon on Aug 18, 2017 15:50:27 GMT
True, but it's not only sixth spells. Pit of Shades for instance, or Invocation for VC. Those can also be potentially devastating. (Invocation - well, maybe not devastating, but it can certainly break the back of their opponent quickly.) And what would you do about rolls of doubles where they have the option to choose a spell? It might be better to just agree to eliminate certain spells from the "approved" list for specific games.
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Post by FvonSigmaringen on Aug 18, 2017 16:00:18 GMT
How about using the 6th or 7th edition spells (but with the current signature spells and Lore Attributes)?
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Post by Horace on Aug 18, 2017 16:08:22 GMT
I don't really feel that magic needs to be buffed or de-buffed. Fire is still a pretty good lore, it just lacks the number 6 death spell which some people seem to love spunking 6 dice at so much. Flamestorm is still a large template spell for 16+
As I have said before, I don't really mind people trying this, in my experience the miscast is generally more devastating than the spell effects. There are odd occasions where they luck-out but it is not nearly as gamebreaking as the internet likes to make out.
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Deleted
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Post by Deleted on Aug 18, 2017 16:25:37 GMT
OR you could just houserule something like:
If you throw 5-6 dice at a spell and miscast then you roll 3 times on the chart and your opponent gets to choose the result.
Try and guarantee a really bad result if you miscast using that many dice. I know a lot of people don't care about any result of a 5-9, it's the Dimensional Cascade and the Power Drain results that has everyone freaking out.
Sucks for those high casting cost spells that NEED 5-6 dice to reliably get them off (dreaded thirteenth immediately comes to mind needing a 25) but...thems the pits.
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Post by mottdon on Aug 18, 2017 16:32:36 GMT
Well, I tend to disagree about their strength. I've been on the receiving end and giving end of a few Dweller's Below spells. That can break certain armies. The last time I used it was against an Ogre Bus with my Wood Elves. I simply didn't have much anything else that could take it down, and boy did it! It took out nearly 2/3s of his bus, including his Slaughtermaster. His face just fell. I felt so bad for doing that. We called the game soon after.
And that's what those spells can do. Simply stop a game. So I'm really torn about them. If I hadn't had that spell, I probably would've been running from him the whole game, which isn't much fun either, though I expect that with Wood Elves. But against horde armies like Goblins, Skaven or even Tomb Kings, they might not even hardly care.
I do think that just their presence in the game can allow more magic to actually get cast. The threat is real and opponents know what they can do. That allows "smaller stuff" to get through. The one thing I would really like to see though, is more of a balance through every lore, so that you don't see the same lore(s) taken every time (Life, Shadow, etc.) To quote Forrest Gump (almost), "Lores are like a box of chocolates, you never know what your going to get!" Lol.
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Post by Deleted on Aug 18, 2017 16:42:35 GMT
I allow MR and LoS! to work against all spells. That way characters have to be REALLY unlucky to die to spells like that.
GW really screwed up Magic Resistance; it should work against anything spell related, including miscast explosions, etc...
Those spells should read: no saves of any kind allowed EXCEPT for Magic Resistance.
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Post by Horace on Aug 18, 2017 16:45:48 GMT
Put all your eggs in one basket and that basket is going to attract a lot of attention
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Post by Horace on Aug 18, 2017 16:46:26 GMT
I do agree re magical resistance though
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