Terradon
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I played a game versus my friends Daemon army. He usually complains about having a hard time vs my soft Lizardmen list and argues that he has to take a cheesy list to stand a chance of beating me. So he shows me his list:
Kairos
1 Herald of Khorne BSB
3 Fiends of Slaanesh (1 unit of 2, 1 unit of 1)
35 Bloodletters
35 Bloodletters
10 Flamers (2 units of 5)
15 Furies (3 units of 5)
There might have been another herald I'm not sure.
Anyways, we deploy, I get the 1st turn, manage to kill the lone fiend with my chamo skinks on the 1st turn, cast iceshard blizzard on one unit of flamers, get ToV up and give +4 Toughness to a unit of Saurus Warriors.
His turn, he moves forward, no charges at all, then uses the offensive head of Kairos in the magic phase. He chose the following spells:
Pits of Shade
Purple Sun
Fate of Bujna
Another one I can't remember...
He casts Purple Sun. Now, I thought it was a strange spell as described in the rulebook. Why no range? Why no LoS? You choose the direction in which it scatters on the 1st turn and only 15+ to cast? So I'm like : ''Let's see if the FAQed it''. We then proceed to read the FAQ and find out that: ''All the models under or passed over by the template must take an I test''... Now how is such a strong spell only 15+ to cast? How does such a strong spell gives you no defense at all? How can such a strong spell kill multi-wounds character with barely a stupid I test? Long story short, I lost 14 TG (out of 16), my Slann, 4 Saurus Warriors (out of 4 touched) and 4 Skink Skirmishers (out of 10 touched). I would've lost more if he had known that it was all models touched or passed over by since he started 6 inches (the minimum scatter distance) away from my 1st unit. Thanks to the lore of Death abilitiy and the 25 or so wounds he caused, he got back up to 12 PD. We called it a game anyways.
Now I know I could've used this or that scroll/magic item to prevent the cast from being succesful (I hade the Cube of Darkness in my army list, but it was on a fleeing Skink Priest) but the game brought up the following question: How can such a strong spell be even fun to cast or play against?
After the game, my friend and I decided to change the spell for our house games: The spell has the same rules and casting values except that: You can use Ward saves, it's only the models under the template that suffer the I test. It is still a really strong spell and unless you invest in magic resistance, it will affect most units, but character will more then likely be safe.
We are gonna work on other stupid spells like this one and a few other issues we found out during the game (shooting through a forest, forest not blocking LoS?) to make the game more enjoyable.
So I ask you, loyal reader who took the time to read this long rant, do you think the changes we made to Purple Sun make it a good spell still??? Are we nerfing it too much? What different changes would you make to the spell?
Edited: Here's the list I used for the game. IMO, it's far from being a cheesy Lizard list, it's pretty balanced without maxing out the real strenghts of the army (cheap slann, low amount of skinks)
- Slann, BSB, Cupped Hands, Rumination, Mystery, Lore of Life
- Old Blood, GW, Armour of Destiny, Other Trickster Shard
- Skink Priest level 1, Cube of Darkness
- Scar-Veteran, Armour of Fortune, Cold One, Gold Sigil Sword
25 Saurus with spears
24 Saurus with HW+Shield
10 Skink Skirmishers
20 TG
5 Chamo
5 Chamo
5 Cold One Cavalry
Ancient Stegadon
Kairos
1 Herald of Khorne BSB
3 Fiends of Slaanesh (1 unit of 2, 1 unit of 1)
35 Bloodletters
35 Bloodletters
10 Flamers (2 units of 5)
15 Furies (3 units of 5)
There might have been another herald I'm not sure.
Anyways, we deploy, I get the 1st turn, manage to kill the lone fiend with my chamo skinks on the 1st turn, cast iceshard blizzard on one unit of flamers, get ToV up and give +4 Toughness to a unit of Saurus Warriors.
His turn, he moves forward, no charges at all, then uses the offensive head of Kairos in the magic phase. He chose the following spells:
Pits of Shade
Purple Sun
Fate of Bujna
Another one I can't remember...
He casts Purple Sun. Now, I thought it was a strange spell as described in the rulebook. Why no range? Why no LoS? You choose the direction in which it scatters on the 1st turn and only 15+ to cast? So I'm like : ''Let's see if the FAQed it''. We then proceed to read the FAQ and find out that: ''All the models under or passed over by the template must take an I test''... Now how is such a strong spell only 15+ to cast? How does such a strong spell gives you no defense at all? How can such a strong spell kill multi-wounds character with barely a stupid I test? Long story short, I lost 14 TG (out of 16), my Slann, 4 Saurus Warriors (out of 4 touched) and 4 Skink Skirmishers (out of 10 touched). I would've lost more if he had known that it was all models touched or passed over by since he started 6 inches (the minimum scatter distance) away from my 1st unit. Thanks to the lore of Death abilitiy and the 25 or so wounds he caused, he got back up to 12 PD. We called it a game anyways.
Now I know I could've used this or that scroll/magic item to prevent the cast from being succesful (I hade the Cube of Darkness in my army list, but it was on a fleeing Skink Priest) but the game brought up the following question: How can such a strong spell be even fun to cast or play against?
After the game, my friend and I decided to change the spell for our house games: The spell has the same rules and casting values except that: You can use Ward saves, it's only the models under the template that suffer the I test. It is still a really strong spell and unless you invest in magic resistance, it will affect most units, but character will more then likely be safe.
We are gonna work on other stupid spells like this one and a few other issues we found out during the game (shooting through a forest, forest not blocking LoS?) to make the game more enjoyable.
So I ask you, loyal reader who took the time to read this long rant, do you think the changes we made to Purple Sun make it a good spell still??? Are we nerfing it too much? What different changes would you make to the spell?
Edited: Here's the list I used for the game. IMO, it's far from being a cheesy Lizard list, it's pretty balanced without maxing out the real strenghts of the army (cheap slann, low amount of skinks)
- Slann, BSB, Cupped Hands, Rumination, Mystery, Lore of Life
- Old Blood, GW, Armour of Destiny, Other Trickster Shard
- Skink Priest level 1, Cube of Darkness
- Scar-Veteran, Armour of Fortune, Cold One, Gold Sigil Sword
25 Saurus with spears
24 Saurus with HW+Shield
10 Skink Skirmishers
20 TG
5 Chamo
5 Chamo
5 Cold One Cavalry
Ancient Stegadon