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Post by magicjuggler on Dec 28, 2017 17:42:50 GMT
I had a question:
"Every time they attempt to cast a spell, after the casting dice have been rolled a Night Goblin Shaman must eat a Magic Mushroom."
Say I take a Level 1 Shaman and equip the Ruby Ring of Ruin? Would Magic Mushrooms apply?
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Post by mottdon on Dec 28, 2017 19:48:04 GMT
Yup. They sure would. There is no restriction that I can find stating otherwise. Basically, the Magic Mushroom is a bonus dice. Best used on a level 1 or 2 Night Goblin though.
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Post by magicjuggler on Dec 28, 2017 20:10:50 GMT
Well then. Guess this shows that little bonuses are out there if you look hard enough for them.
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Post by mottdon on Dec 28, 2017 20:18:22 GMT
Lol, yup! That's why Lv1 or 2 Night Goblin Shamans are popular. Bonus Power Dice!
In larger games, a Lv4 Goblin Shaman mounted on an A-Rock Spider with the Catchweb Shrine with several Lv1's clustered nearby is a really nice tactic too! Check it out.
Say you have the Lv4, and 3 Lv1s and one of them has the Channeling Staff. You could have the chance to seriously gain some Power Dice! Now, if those Lv1's are all Night Goblins... Plus, remember that the Lore attribute of the Little Waaagh is Sneaky Stealin'.
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Post by KevinC on Dec 30, 2017 16:11:24 GMT
Lol, yup! That's why Lv1 or 2 Night Goblin Shamans are popular. Bonus Power Dice! In larger games, a Lv4 Goblin Shaman mounted on an A-Rock Spider with the Catchweb Shrine with several Lv1's clustered nearby is a really nice tactic too! Check it out. Say you have the Lv4, and 3 Lv1s and one of them has the Channeling Staff. You could have the chance to seriously gain some Power Dice! Now, if those Lv1's are all Night Goblins... Plus, remember that the Lore attribute of the Little Waaagh is Sneaky Stealin'. ----------I've done this, it's a great setup. Though I don't give the Level 3 Goblin Shaman on the spider the level 4 upgrade. He has the Loremaster ability from the spider-shrine and the whole model does get expensive in terms of points. Channeling Staff + Talisman of Preservation (4+ ward) is all he needs.
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Post by gregwarhamsters on Jan 8, 2018 0:00:31 GMT
Haven't really thought about it but yes, you'll throw one die at it, plus the bonus die almost guarenteeing the casting, don't really see a down side most of the time. Greg
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Post by KevinC on Jan 8, 2018 2:23:04 GMT
Haven't really thought about it but yes, you'll throw one die at it, plus the bonus die almost guarenteeing the casting, don't really see a down side most of the time. Greg -----------It balances out rather nicely. When you really need that spell off - the mushroom dice turns up as a 1 and cancels the whole spell, plus possibly Wounds the Shaman. Once you get one Wound on the Shaman, he is really vulnerable.
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Post by mottdon on Jan 8, 2018 14:06:07 GMT
But he's really cheap as far as casters go. 75 points total for the shaman and the Ruby Ring of Ruin. That's worth any risk, IMO.
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Post by gregwarhamsters on Jan 8, 2018 23:37:05 GMT
I've not read the description for the mushroom but an extra die when casting can't be statically bad, if its a 1 its only 16.6% of the time - or depending on your point of view its 84% likely not to happen...
Greg
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Post by KevinC on Jan 9, 2018 1:45:06 GMT
I've not read the description for the mushroom but an extra die when casting can't be statically bad, if its a 1 its only 16.6% of the time - or depending on your point of view its 84% likely not to happen... Greg ----------But if will cause a spell to be fail (and possibly suffer a wound) once every 6 spell casts on average. And if the Shaman is wounded already it can be very dangerous. It also automatically cancels your spell when that one comes up. Although the extra dice is nice, in practice I find it annoying and risky. NOTE: you must eat a mushroom every time you cast a spell, it's not an option.
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Post by gregwarhamsters on Jan 9, 2018 8:39:45 GMT
OK, so Ive read the description. Now pertaining to the Ruby Ring only (regarding other spells I may have a different opinion) so Its a bound item requiring a 3. Something a normal mage woundn't worry about using 1 dice for, even a level 1 would attempt one die. (who takes a level 1 other than a scroll caddy? Most people take a level 2 unless they're tight on points. I digress... So a Goblin shaman with the ring, throw a die at it, on a 1-2 it fails, your obviously never going to get irresistible force, and to be honest you don't want it either as the ring becomes useless. Now regardless of what the first result was you now roll another die (the mushroom) this adds 1d6 to the casting result with the exception of a 1. so UNLESS you roll a 1 the spell will be cast (result of 2-6+1= 3+) Now it doesn't matter about the mushroom, these happen with each and every spell so it's unavoidable (therefore don't worry about it, if you are then take Goblin shaman and not night goblins) so 16% of the time you'll roll a 1 and get the effects of the mushroom, this may cause a wound on a 4+
Considering the fact you roll for mushrooms with EVERY casting and you're guaranteed to cast if you roll anything other than a 1 this is an auto include for me.
One of the guys at the club has O&G, I'll speak to him about it and see why I've not seen this before. Maybe he thinks the fire ball in it's lower power state isn't good enough but I think taking out chaff units it's ideal.
Greg
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Post by KevinC on Jan 9, 2018 12:05:55 GMT
OK, so Ive read the description. Now pertaining to the Ruby Ring only (regarding other spells I may have a different opinion) so Its a bound item requiring a 3. Something a normal mage woundn't worry about using 1 dice for, even a level 1 would attempt one die. (who takes a level 1 other than a scroll caddy? Most people take a level 2 unless they're tight on points. I digress... So a Goblin shaman with the ring, throw a die at it, on a 1-2 it fails, your obviously never going to get irresistible force, and to be honest you don't want it either as the ring becomes useless. Now regardless of what the first result was you now roll another die (the mushroom) this adds 1d6 to the casting result with the exception of a 1. so UNLESS you roll a 1 the spell will be cast (result of 2-6+1= 3+) Now it doesn't matter about the mushroom, these happen with each and every spell so it's unavoidable (therefore don't worry about it, if you are then take Goblin shaman and not night goblins) so 16% of the time you'll roll a 1 and get the effects of the mushroom, this may cause a wound on a 4+ Considering the fact you roll for mushrooms with EVERY casting and you're guaranteed to cast if you roll anything other than a 1 this is an auto include for me. One of the guys at the club has O&G, I'll speak to him about it and see why I've not seen this before. Maybe he thinks the fire ball in it's lower power state isn't good enough but I think taking out chaff units it's ideal. Greg -----------Agreed, that's a great setup. I was speaking about the mushrooms in general. For example, if you're playing a Goblin army and your only wizard is a level 4 Night Goblin, the mushrooms can become extremely dangerous. I think the best use of the Night Goblin Shaman is to take a low level one (i.e. level 1 or 2) and use him to spam a potent spell - not worrying about the shaman himself, the Ruby Ring setup you describe is a great example, and clever usage, of the mushrooms.
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Post by magicjuggler on Jan 12, 2018 17:34:23 GMT
I imagine the best use would either be so you have an extra vector for hunting Ethereal solos ("scalping" errant Tomb Banshees), or so you have a Flame attack to temporarily turn off Regen or throw another Panic check on Warhound screens.
The end result is you are still rolling 1 die for Ruby Ring but you're half as likely to fail (you need a natural 3, regardless of whether the dice are from Power Dice or other sources), and have extra casting strength to offset the fact that you aren't adding Wizard Level to casting.
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Post by magicjuggler on Feb 23, 2018 21:21:55 GMT
EDIT: Also, the FAQ states that Magic Mushroom Dice do not count for purposes of the "Not Enough Power!" rule, so alas the "Natural 3" only considers the initial power die.
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