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AoS Second Edition

Discussion in 'General Hobby/Tabletop Chat' started by Lord Agragax of Lunaxoatl, May 12, 2018.

  1. Christopher
    Terradon

    Christopher Well-Known Member

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    Newest faction update, Ironjawz. And some intriguing stuff about the "Endless Spells."

    This is the second time we've seen talk of points reductions. Makes me think that the people predicting a bump up for Skinks might not see that, technically (of course if everything else goes down, staying the same is effectively going up.)
     
  2. Canas
    Slann

    Canas Ninth Spawning

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    cool spell.

    Also, they might just be bringing all points to a more comparable level. Right now relativly "basic" infantry can vary from 60 to about 160 pointcost per set. Making both extremes lay closer to eachother is a possibility.
     
  3. Christopher
    Terradon

    Christopher Well-Known Member

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    A spell like that, which persists and does damage and other things across multiple rounds, which has an actual model on the board, makes me think (a) high casting value, obviously, but (b) possibly costing points in matched play? Will we have reserve points for some spellcasting the way we currently reserve points for summoning? Intriguing.

    I think the most likely thing we'll see for Seraphon in the early days of the new edition (other than points changes) is something in the magic system. Hopefully some flavorful, faction-specific spells like this one. And presumably spell lores for all factions in the magic book.
     
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  4. Lord Agragax of Lunaxoatl
    Slann

    Lord Agragax of Lunaxoatl Eleventh Spawning

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    It’ll be the Fyreslayers’ turn tomorrow! :D:joyful::oldman:

    Also, it is evident that ‘remains in play’ spells will be making a triumphant return with that expansion. It certainly looks like the AoS version of Storm of Magic.

    I imagine some of those magical spell models you could use in Fantasy too, which would be great fun to see.
     
  5. Crowsfoot
    Slann

    Crowsfoot Guardian of Paints Staff Member

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    Glad I just started Ironjawz ;)
     
  6. Koriialstraz
    Temple Guard

    Koriialstraz Well-Known Member

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    I really like that kind of spell.
    How I see it, it's that you have to think about its trajectory when you cast it if you don't want the spell pass through your units too.
     
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  7. Crowsfoot
    Slann

    Crowsfoot Guardian of Paints Staff Member

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    With starting Ironjawz and not having any shooting I turned to allies and in Vanguard 200 points only gets you 10 Orruk/Savage Orruk bows (120 points) now if they were a 100 that would make a massive difference.
     
  8. Crowsfoot
    Slann

    Crowsfoot Guardian of Paints Staff Member

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    I think the casting will run along the lines of how Maggotkin works you get so many points each turn so a spell like that might be cast once per battle.
     
  9. Canas
    Slann

    Canas Ninth Spawning

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    Depends on what you mean with "high" a 10+ might be a tad steep, but the 5+ that is arcane bolt is definitly far too low (hell it's too low for arcane bolt and half the reason the spam became an issue..)

    Please god no.. it'l have the exact same issues that summoning is currently having in that case while better limitations are easy to come up with.

    Possible limitations that'd work well:
    • Caster dies - spell goes away (with some posible exception cuz those exception could be neat)
    • Unbind the spell with a wizard of your own, with it being more difficult than unbinding a normal spell as it'd probably be too easy to dispell if you can just throw unbinds at it each turn. Say minimum unbind of 10+ or needing 2 succesfull unbinds to actually cancel the spell.
    • You can only have x permanent spells rampaging at any given time. Preferably; X spells per caster and not per army (with powerfull wizards managing more)
    • Maintaining a spell gives the caster a penalty.
    • Failing a subsequent spellcast with the caster automaticly also unbinds all current permanent spells he has active.
    • You generate X magic charges/turn, maintaning permanent spells costs Y magic charges.
    • Limit the movement and area of effect of these spells to such a degree it's fairly easy to run out of the way.
    • The spell needs to stay within X" of the caster, fizzling out if the caster moves too far away.
    Take some combination of this, or make up some others, and there's really no need for making the spell cost points... a point-increase for certain wizards might be applicable though, but that shouldn't be as steep as what an extra "unit" would cost.
     
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  10. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    More mortal wounds... sigh :argh:
     
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  11. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    Yeah... :(
     
  12. NIGHTBRINGER
    Slann

    NIGHTBRINGER Second Spawning

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    So I take it that you guys don't like mortal wounds very much. ;)
     
  13. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    I like the idea, but mw should be a rare thing.
    Actually you do mw even if you rub your nose...

    We lizzies are not equipped for this kind of game, but that's not the point. Mw sources are too much
     
  14. IggyStarhost
    Ripperdactil

    IggyStarhost Well-Known Member

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    Really makes Guards weaker and weaker.
    Maybe make them 2 wounds. Then their points would go up. Hopefully to 120 with all the reductions. Or 140. Would make their damage output per point much worse, but defense goes way up. Like guards should be?
    Or reduce them to 80, but maybe thats pushing it.

    Hopefully they take MW spam into account when updating/minor changing warscrolls.
    Or there could be some magic, protecting from mortal wounds. Would really love that!

    About the no shooting out of combat, if its either no shooting at all or just at the unit within 3 inch. That makes Chameleon skinks much better. With 5 off them you can just shut down a unit. Would be even better if that unit is in cover, like most vanguad raptors. Or just a unit 3inches away from cover.
     
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  15. IggyStarhost
    Ripperdactil

    IggyStarhost Well-Known Member

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    You think? They did Order, Death, Chaos, Destruction. So my bet is on order. With Serpahon being the absolute nr 2 in Order, it my be us lizards. Although I have the feeling they did the 2 new armies, and then start with armies which dont have much changed and save the massive changes for last.
     
  16. Nefertem
    Temple Guard

    Nefertem Well-Known Member

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    I think we'll see some power creep in aos2. I am also sceptical with that mw spell. As written above seraphon have a hard time against it. If they now add a "remains in play" spell dishing out mw to units it crosses.... will be tough. I hope they'll help seraphon out, perhaps by adding a spell protecting us from mw (fnp, 5+++) or similar. Or it remains our prominent Achilles heel.
     
  17. Koriialstraz
    Temple Guard

    Koriialstraz Well-Known Member

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    They said it a the end of their post, it's Freeslayers turn today !
     
  18. IggyStarhost
    Ripperdactil

    IggyStarhost Well-Known Member

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    The minor changes then I hope ;)
     
  19. Lord Agragax of Lunaxoatl
    Slann

    Lord Agragax of Lunaxoatl Eleventh Spawning

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    As above. Thank you @Koriialstraz for sorting out that one for me ;)
     
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  20. Koriialstraz
    Temple Guard

    Koriialstraz Well-Known Member

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    No problem, always happy to help :D
     

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