Is there confirmation that 4d6 magic winds is a permanent thing?Sleboda said:With no rule changes, I would think 135 is right on the troglodon. I could take two then.
The channeling is no longer worth ever paying for now that you get 4d6 winds of magic.
NexS1 said:Is there confirmation that 4d6 magic winds is a permanent thing?Sleboda said:With no rule changes, I would think 135 is right on the troglodon. I could take two then.
The channeling is no longer worth ever paying for now that you get 4d6 winds of magic.
NexS1 said:Is there confirmation that 4d6 magic winds is a permanent thing?
Sleboda said:Nothing in Warhammer is permanent. We're on an 8th edition, after all. That said, you need look no further than the Kaine book itself. It says the magic rules in there _replace_ the ones in the main rule book.
When the company that makes the rules tells me they've made new rules that replace the old ones, that's really all I need. New editions, New army books, or something else like End Times...net effect is the same - a new standard for what the "current" rules are.
hdctambien said:I'm expecting some big changes in 9th edition. I think GW is trying to slowly introduce them a bit at a time right now. Might as well get some practice playing with the new rules as they release them!
It sucks that they are doing such a poor job at writing/releasing these rules. The new magic rules in particular are missing a few important details which makes it difficult to get everyone on the same page with them. (Why is dispelling only mentioned in the "overview" section? How does recasting RIP and Vortex spells work, etc)
I've enjoyed the few games I played with End Times magic. If you don't like the "6 dice Dwellers/Purple Sun FTW" tactics then End Times magic is a pretty good solution. If you're afraid of people casting Wyssan's 4 times or casting Savage Beasts twice, you probably haven't played with the rules yet. While spamming spells is possible, it's not guaranteed and it's exactly easy to pull off unless your opponent lets you.
I won't play 4d6 until 8th gets errata'd to force it. And even then, I may not play fantasy at all. At least not for a while until I'm less pissed off.Sleboda said:NexS1 said:Is there confirmation that 4d6 magic winds is a permanent thing?
Nothing in Warhammer is permanent. We're on an 8th edition, after all. That said, you need look no further than the Kaine book itself. It says the magic rules in there _replace_ the ones in the main rule book.
When the company that makes the rules tells me they've made new rules that replace the old ones, that's really all I need. New editions, New army books, or something else like End Times...net effect is the same - a new standard for what the "current" rules are.
NexS1 said:It's becoming less and less about tactics and decision making.
NexS1 said:Merging army lists (i collect high elves.. if I wanted to collect dark/wood elves then I would have)
NexS1 said:combined monster/rider profiles
Magic has always been random. Difference is, you now actually have a fair chance of getting at least a few spells off, where the 8th edition rules could very likely result in no successful casts at all because of a bad winds of magic roll. It made casting the #6 spells harder, but that's a good thing in my opinion. It was boring having a "I'll just throw 6 dice at this spell and kill everything" option. THAT kills decision making. My go-to strategy against anyone fielding witch-elf hordes? detach my slann from his unit, 6-dice Fiery Convocation, and then just avoid it until it is gone, or so small it can't achieve anything anymore. That's boring as all hell. I'd rather have to think up a way to beat it, or avoid it altogether, rather than just have an "I-WIN"-button.NexS1 said:stupidly random magic(taking tactics and choice out of the phase)..
This is true, the choice we all have for out lists has been far less limited. But List-writing and tactics are very different things.SilverFaith said:How so? In fact, considering the new 50% allowances, you now have even more options when construction your army, and by extent, how you play your army. You can now go dual slann at 2k points, and spend the last 1k on units solely to defend those wizards, playing a defensive "sit back and blast everything" game - or you can go the complete opposite direction, going full MSUs, to force the enemy to waste his super expensive lords and heroes fighting small fry.
I actually feel we have more options and a wider spectrum of tactical decisions now. Going full hero-hammer is a surefire way to see your next game be against someone that WILL tarpit your precious characters with 5x4 units that tarpits you forever, while only costing like 200 points, maximum.
I believe the combined profiles is another stupid grab for money too.This, we agree on. Fluffy armies are cool, and an Undead-united or Elf-united is a cool idea, but not something that should be implemented as an army choice. That's a super stupid idea, and clearly just an attempt at money-grabbing.
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I have been hoping for this for so long, it's not even funny. It's the perfect way to stop the cannon-superiority we have in 8th edition, because cuurrently, monsters are as squishy as wet paper.
Why bother having great spells then? Why not re-write all the lores to have small value, easy to cast, less useful spells?Magic has always been random. Difference is, you now actually have a fair chance of getting at least a few spells off, where the 8th edition rules could very likely result in no successful casts at all because of a bad winds of magic roll. It made casting the #6 spells harder, but that's a good thing in my opinion. It was boring having a "I'll just throw 6 dice at this spell and kill everything" option. THAT kills decision making. My go-to strategy against anyone fielding witch-elf hordes? detach my slann from his unit, 6-dice Fiery Convocation, and then just avoid it until it is gone, or so small it can't achieve anything anymore. That's boring as all hell. I'd rather have to think up a way to beat it, or avoid it altogether, rather than just have an "I-WIN"-button.