Unfortunately I had to cancel it today. But we should be able to play next week. Plus, by then, I will have 5 converted razordons hehehe.
Meh, he mostly benefited from the range. It made it much easier to hit with his spell as a unit needs to be entirely within 18" not just the one straggler of a congaline. The +1 to casting helps, but I doubt it's what made it so good on him.
With all the bonuses to cast available to so many armies, it would be nice to have some reliable bonus to unbind attempts...
Yeah, I really wondered if it would kill the balance of the game if you just used casting bonuses for unbinding as well.
IMO they should come from different sources. So you need to spend resources to have both of them, trying to find the right balance between defence and offence.
mwha, imho bonusses to unbinding shouldn't be needed in 99% of the cases, even if +1 to casting is fairly common. If we take us as an example we can get +2 to cast with an astrolith & a slann with the right constalation. However, this requires 2 different models, and some luck. Which imho makes it acceptable. There's a fairly decent cost involved by having to field 2 models, it relies on luck with the constelation, the models aren't that difficult to kill. So there's enough to fiddle around with to call that balanced. However, characters like Nagash that just have a 3+ bonus for merely existing are rather problematic. Against those a better mechanic than just "murder the thing" is needed. Though in fairness Nagash is just Always going to be flat out broken with regards to magic as long as he keeps his ridiculous bonusses. Being able to cast 9 times when the second highest is 4 and the average is 1 is just silly, just like having a 3+ bonus without needing to work for it is rather stupid. Nagash just kinda needs to be reigned in if they want magic to actually get somewhere without constantly needing bandaids like the rule of one to stop him from singlehandedly wiping out armies in 1 turn. I can't think of any good mechanic for it though. Just making anti-wizard units that have a +1 to unbinding will result in either an arms race to the bottom, or eventually a stalemate where both sides just Always have say a +3 bonus. Plus if the anti-wizards become common enough it'l make wizard-based armies even more annoying to actually use, the rule of 1 already can make it a pain at times. Something like a anti-astrolith would be obnoxious as hell as a wizard to deal with since there's relativly little the wizard can do if the anti-astrolith just hangs in the back. Maybe a unit that gives a +1 to unbinding if it is very close to the wizard. At least then they first have to catch the wizard as well so the wizard has at least some time to strike first?
I don't know. But as a general idea for AoS, I would have liked more "easy" access to unbind bonuses rather then increased range for unbind attempts.
Meh, I would've liked a completly different magical system to be honest. Right now there's barely any difference between magic and command abilities or just general "special" abilities, and there's a distinct lack of synergy across spells in most cases. Plus 99% are just damage spells. That combined with the rule of 1 and the fact that you nearly Always need a wizard per spell as most only have 1 cast makes interesting magic interactions rather lackluster. It leaves wizards often feeling like glorified artillery, and often like they have no real impact on their own. Don't get me wrong, that D3 mortal wound is gonna matter, even if it only deals 1 damage each round. But it doesn't exactly feel like a glorious wizard raining destruction upon his enemies. And similarly, stuff like summon starlight will severly impact certain units, but due to it being a (fairly) minor debuff of -1 to hit you only really see it if for units that have a "on a 6 or higher, trigger bonus nonsense"-mechanic. If the don't have it that -1 to hit just dissapears into a load of dicerolls and you now suffers slightly less wounds, but unless you activly keep track of every wound "prevented" in this way you won't really be able to tell.
As far as I know, we are the only people with access to a rerollable unbind using arcane might, and it's global!
That's true, but it's once per phase and you need to skip the double teleport. Hard to justify it, especially if you compare it to the new ridiculous "counterspell" abilities that are going to hit the battlefield (Infernal Enrapturess, I'm looking at you)
I'd not seen that warscroll, having looked it seems like arcane might would help there too, you'd want to fail the first cast then reroll for a successful one Can't reroll a reroll so you're good to go! Do lots of people run great remeberer? It's my least used choice.. Are you using it to reroll a failed tp or to move two units per turn ?
Hello everybody. Today I played a new game and my opponent has made me doubt about the two endless spells that we usually use with the Seraphons. When I read the descripciĆ³n of Balewind Vortex, It says: " A Wizard on a Balewind Vortex can attempt to cast an additional spell in each of their hero phase" I have played with Slann, and in my first turn I casted right BV spell and Cogs spell. Them, in my second turn, when I was going to change my 5 spells for 15 CCPs he said: "You can't do that. Your Slann Just knows 3 spells, so you just can change 3 spell for 9 CPPs" He said that bases on the Next sentence written in the general handbook: "In your hero phase before attempting to Cast a spell with a Slann general, you can say that it Will Carry out CP intead" So, If my Slann Just knows 3 spells I Just can "attempting to Cast" 3 spells. Is he right? (Sorry again for my English)
You opponent has it wrong, it is for each casting attempt so adding the Balewind and Cogs gives two extra spell attempts so 2 x 3 CCP. Of course by his logic that it is based on known spells then that would be even better for us. A Slann now knows four spells with the spell lore adding an extra and given that the Endless spells bought are considered to be known by all wizards then the Slann knows those spells as well, therefore getting those extra 6 CCP for knowing Balewind and Cogs without casting them. Further there would be nothing to stop us also buying a load more cheap endless spells to "know" like Malevolent Maelstrom and Quicksilver Swords for even more CCP, easily getting to over 30 CCP per turn.