Skaven Slave
ILKAIN
Clan Moulder
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no idea what this is referencingthe memories… the horror...
no idea what this is referencingthe memories… the horror...
no idea what this is referencing
no idea what this is referencing
Not a pleasant gamestyle
The issue is that it's a spell that is badly designed as the baseline effect and unique effect are disconnected. Dealing damage and destroying the artifact are completly unrelated and the condition triggering the unique effect also isn't dependent on the baseline effect. On top of that, the conditional effect is so unreliable you're liable to end up killing your target before it ever triggers (unless it's something like the aformenetiond tree lord). As well as just my general dislike for the balancing philosophy behind high-risk/high-reward abilities like this.I'm so confused on what the issue is. D3 mortals and destroying an artefact is in no way a spell you build your army or strategy around. It's something you grab at the end of turn 1 because your opponent has a tree Lord with a 2+ save, ignore rend 1, rerolling 1s. Maybe you destroy his item maybe not. If you don't that tree is probably never going to die.
It hasn't been released yet. First ones will ship this weekend (just pre-orders and leaks till now)Can sbd scan ghb2019 into pdf ?especialy seraphon part
my Warlord edition preorder just shipped yesterday, we will see how long it takes lolIt hasn't been released yet. First ones will ship this weekend (just pre-orders and leaks till now)
My record is 6 months (though a replacement arrived after 2)my Warlord edition preorder just shipped yesterday, we will see how long it takes lol
I ordered a Dread saurian May 30 2018. I got it April 15 2019My record is 6 months (though a replacement arrived after 2)
I ordered a Dread saurian May 30 2018. I got it April 15 2019
I think I get what you mean. So would be better if on a 5+ artefact is destroyed then they take d3 mortals( from the item exploding)?The issue is that it's a spell that is badly designed as the baseline effect and unique effect are disconnected. Dealing damage and destroying the artifact are completly unrelated and the condition triggering the unique effect also isn't dependent on the baseline effect. On top of that, the conditional effect is so unreliable you're liable to end up killing your target before it ever triggers (unless it's something like the aformenetiond tree lord). As well as just my general dislike for the balancing philosophy behind high-risk/high-reward abilities like this.
Let me try to explain it with some examples of conditional spells & effects that I do think work well:
- Blood warriors gorefists; on a save of 6, they deal damage with their spikey shield. This is basicly a representation of the notion that on a perfectly executed save he can counterattack with his shield. It can basicly be read as "use your shield well and you get a bonus"
- Magister's bolt of tzeentch: deals damage, on a killing blow there's a chance of spawning a chaos spawn. Again the bonus effect is dependent on using the spell well.
- Arcane bolt; deals damage, does more damage with a better casting roll. Again like the gorefists the best scenario basicly can be read as "you casted a the spell perfectly, hence the effect is better".
In the aforementioned cases the conditional part of the ability is dependent on using the spell/weapon/whatever in a masterfull way. Either by using it at the right time (triggering a killing blow) or by using the spell or artifact perfectly (e.g. a "perfect" save of 6, or a "perfect" cast of 12). This is much better design as it rewards you for playing well and picking the correct oppertunity to do a thing, or rewards your model for performing well with a "perfect" cast/attack/etc. as opposed to just randomly triggering a disconnected secondary effect lik arcane unforging does.
yeah that would be better design as it would give it a clear purpose with a unique selling point. As opposed to the current version where the unique conditional effect and baseline effect go counter to one another. It'd do as advertised and have a clear niche as artifact-breaking spell instead of the current version which is a damage spell, with weird target limitations, that'l randomly blows up an artifact out of nowhere as a weird disconnected bonus (which then also stop you from targetting the same unit so it's not even a reliable damage spell either)I think I get what you mean. So would be better if on a 5+ artefact is destroyed then they take d3 mortals( from the item exploding)?
while you can position and list build to get a bunch of +1s to casting, I wouldn't say that is masterful casting. At the end of the day I'm rolling dice.
Rolling dice represents your models taking various actions. Yes you can view it purely as an abstract game in which you roll dice, move tokens around a table and if a certain counter drops to zero you remove a specific token from the table. But in the end all those things are supposed to represent soldiers fighting on the battlefield. And representing that in a fun an interesting way so that you can build a story around what your guys are doing is an important part of game design. It's the reason we have fancy miniatures & play on extravagent battlefields and not just plain markers. Similarly an attack triggering a bonus needs to trigger it in a sensible manner. And things like "perfect" casts or attacks are represented by rolling as high as possible, so abilities that represent the mastery of a model are triggered by rolling the highest value you can possibly roll.while you can position and list build to get a bunch of +1s to casting, I wouldn't say that is masterful casting. At the end of the day I'm rolling dice.
Yes it's weaker. However it's design is better as it now actually coherent with a clear purpose and no longer has 2 parts that work against eachother. If the spell is succesfull it'l have broken the artifact, period. There are still some other issues, like it being quite unreliable and possibly too weak because of it and might need some tweaking to make up for that. But the design is much improved.Also now I'm even more confused. You are fine with the spell if you cast it and roll again and on a 5+ it destroys the item and does d3 mortals. That is a way worse spell then auto d3 mortals then roll to see if item goes boom.
I couldn't, it was part of a group order at a store (my friend was the owner) and there was a dispute that was going on between Forgeworld and his credit card company.I would just charge back if it wasn't here in the stayed time.