Slann
Aginor
Fifth Spawning
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Huh? I overlooked that...The article says there are seven spells for each of the seven Realms games can take place in.
Huh? I overlooked that...The article says there are seven spells for each of the seven Realms games can take place in.
It's just below the graphic that shows the language of the Hysh spell, Banishment, and reads:Huh? I overlooked that...
It's just below the graphic that shows the language of the Hysh spell, Banishment, and reads:
"This is just one of seven spells available in this realm, and that is just one of seven realms you can battle in! That’s nearly fifty new spells to throw around!"
Ah, indeed. Thank you!
About the unbinding... Hmpf... I understand why it exists but I hope they give our Slann something in return for it, since 30" is basically the whole table which makes the Slann's ability kinda redundant.
@Crowsfoot that might indeed be the case, although I cannot really tell yet. I am slightly more optimistic about it right now.
I agree, but we just don't know all the rule changes yet, IMO it is too early for a verdict.
SCE get stronger as the rest get weaker......
@Crowsfoot that might indeed be the case, although I cannot really tell yet. I am slightly more optimistic about it right now.
You would have thought that if Seraphon were getting changes it would be the topic of the daily focus as we are supposed to have the strongest magic and we were the first to get a new battletome, no mention as yet, not optimistic.
I agree, but we just don't know all the rule changes yet, IMO it is too early for a verdict.
I agree, but we just don't know all the rule changes yet, IMO it is too early for a verdict.
Tzeentch Preview is up.
Magic preview!
I like the changes to the two "classics." And expanded Lores anyone can use based on Realm is interesting, too.
I thought we were talking about the magic rules preview. I had not read the Tzeentch thing yet.The faction focus you mean? Werent we discussing that? Or did I mis another post about tzeench
You cannot escape the grasp of Tzeentch.I thought we were talking about the magic rules preview. I had not read the Tzeentch thing yet.
I don't quite get the change to either mystic shield or arcane bolt.
Mystic shield is now significantly worse on squishy targets but only barely losss power on sturdy targets.
E.g. a base save of 5+ with the old spell becomes a 4+ resulting in a 50% chance of saving. But with the new spell it becomes a 5+ re-rolling 1's resulting in 38.888% chance. So it's only ~25% less effective than it used to be.
While a save of 3+ used to become a 2+ resulting in a 83% chance of saving but now becomes a 3+ re-rolling 1's resulting in a 77.777% chance of succes. So it's only ~8% less effective.
And hell, a 2+ save now actually benefts from mystic shield while previously it didn't.
This is kinda weird as I doubt those squishy targets where problematic with stacking shields and the like.
Also, re-rolls to saves are already fairly common,won't this start competing with quite a lot of abilities and thus be fairly redundant.
As for arcane bolt; 1 MW is too low to be worth it. It doesn't really matter what the target is, but 1 wound is rarely going to make that much of an impact. I like the idea behind the spell growing more powerfull with higher casting values. But like this it'l average something like 1 wound in total which is just kinda dissapointing, especially with the rule of 1.
Also, as long as other damage spells still exist I doubt it'l even be all that noticable for most armies. Most have enough decent spells to be able to continue spamming anyway.
Unbinding chance is interesting... but seems far too powerfull. It was fine on the slann as they were the only ones and they don't get much other bonusses. It's utterly broken on something like Nagash. Unless unbinding starts working very differently nothing can really begin to compete to a nagash with 30" range... Also, none-magic armies like Khorne that normally would need to get a special unit near the wizard to start unbinding will now have far too easy a time to dispell it. Those flesh-hounds barely need to move now to be able to start annoying the wizard...
As for the new spell lores; how do those realms currently work in matched play? Is there any logic to how they are chosen? Cuz that seems rather an iffy thing to rely on for your strategies...
The problem is that a 2+ gets way better, lets say almost untouchable. As some can stack prayers/abilities to saves and the add MS. Where they couldnt previously.
But I think you analysis is missing out on the fact that it is now a reroll. So we cant stack with Slann or Priest or thunderquake
Also, re-rolls to saves are already fairly common,won't this start competing with quite a lot of abilities and thus be fairly redundant.